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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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@johnny Law 
@johnny law - http://quakeone.com/markv

I guess from now on I'll always have the current version there. It's not complex but does the job.

That page has a link to this thread.

@nightfright
a) Malice cut-scene issue addressed, Mark V doesn't expect demo names with slashes in them.

Go to the above page (which isn't very complex) and it has the current version download.

b) Can you give me a link to the picture of the keyboard layout (if I do Google I get conflicting pictures) ?

If you were in another application and did the keypress, would it do a tidle or do you press shift or a different modifier key?

I'm trying to determine whether I need to use the physical key scan code or what the key press produces. 
-nehahra? 
alk10 is a Nehahra mapset that is supposed to be installed into its own directory. Therefore, it either requires multiple -game parameters or -nehahra.

The only alternative I can see is splicing nehahra and alk10 into one directory. 
Mark V - Revision E 
Current download: http://quakeone.com/markv/

@mfx/fifth/nightfright

Made the "tilde" position on the keyboard a "holy" key that no matter what keyboard someone is using it toggles the console.

Should bring that to a closure.

Current source is always http://quakeone.com/markv/mark_v_source.zip

@dwere - Interesting problem that will need addressed. I guess no one noticed before because to play Nehahra was a major pain in the arse. Never knew about alk10. I played the Tim Elek add on. And I *think* there may be 1 or 2 more Nehahra maps. 
Malice/keyboard Layout 
With the latest build, the two issues in "Malice" are finally history! Only one (cosmetic) thing remains now: When playing cutscenes, the statusbar is not hidden automatically. Dunno if that's important, though.

Regarding keyboard layout:
A German keyboard looks like this:
http://www.netzteilcheck.de/images/produkte/i21/21566-gerade.jpg

I had to edit config.cfg to make Mk V use the correct console key again:
bind "�" "toggleconsole" (before edit)
bind "/" "toggleconsole" (after - it's not this dash, but inverted)
Otherwise, console would only open with "�" key (which is probably "�" on English keyboard). 
@dwere 
Updated yet again, allowing the possibility of doing game alk10 -nehahra in the console to run that single player release.

Current download: http://quakeone.com/markv/ 
@nightfright 
/Malice, yeah it does horrible things ... it runs now ... I think I'm done dealing with it ;-)

The latest recently updated version of Mark V *should* assume on any keyboard that the key in that position (tidle in my case) is the toggle console key.

I need verification, but I think that is history.

I switched my keyboard layout to German and until I hit the "Z" key didn't even realize it when running Mark V. 
Keyboard Layout Feedback 
Console key works as intended now. The only odd thing is that if the game creates a new config.cfg file, the default setting is in_keymap "1". With this, Mark V will print every scancode onscreen whenever a key is pressed. That's kinda annoying. 
 
On Quaddicted there's also Invein, Maelstrom, ROTCS and TSD. 
 
Previous comment was addressing the 1 or 2 more Nehahra maps thing. 
Remaining Wishlist 
What's left on my wishlist for Mark V right now (just to mention it):

- Ingame menu toggle for texture filtering (switch between gl_nearest_mipmap_linear and gl_linear_mipmap_linear without having to use autoexec.cfg)

- Underwater warp effect like in software Quake (if that's even possible)

Side note:
Does r_mirroralpha work again? I just noticed the stained glass window in the "Easy" hallway of the intro map is reflective again. If you enabled that again recently - neat! 
Baker 
Sorry for the long pause, real life issues. The console issue is gone, instead it prints every stroke now, as NightFright described.
Also the ^symbol is added to first new char i press when toggling the console now, QS had similar problems once.

Will look out for further bugs, AD mod loads fine here for now, even the new unreleased version + maps. 
 
Yeah, mirror support is a major feature in the current version.

I had thought about the texture mode thing but considering it's minor decided against It does autocomplete, press alt+space, but I know what you mean. Underwater warp is out-of-bounds for Mark V, would require GLSL and Mark V doesn't use GLSL. 
@mfx 
Glad to hear that fixes that .. I'll have to think of a "correct" way of blocking the unwanted extra character. Probably won't be too hard. 
Mfx/nightfright Issue Solved 
Mfx/nightfright issue with German keyboard added unwanted character after using the tilde key equivalent is solved.

Current download: http://quakeone.com/markv 
 
mark_v.exe -nehahra -game alk10 +map alk10a works, but the engine crashes with a generic Windows error right after the map starts. This seems to be caused by the level using xm/s3m music, as Nehahra levels that don't use music load fine.

qconsole.log says:

Warning: FMOD module not found ( nehahra/fmod.dll )

I placed FMOD.DLL that comes with Nehahra into the nehahra directory just to see what's gonna happen, and it said that the module can't be initialized instead. 
 
Underwater warp is out-of-bounds for Mark V, would require GLSL

Use glCopyTex(Sub)Image2D then draw a grid (similar to what stock Fitz does for it's render-to-framebuffer warp, you may even be able to recycle the same code). No shaders needed. 
Basic Nehahra Support 
Starting Nehahra (with -nehahra) works fine until the first cutscene: the sound is working, but the screen is black. -game nehahra leads to more broken things. There are error messages, and the first cutscene now lacks sound as well. 
 
What's file date and time. Mine's 6/30/2004 160786 bytes. 
Well Hot Damn 
New GL version works for me!!!!!!!!!!!!!!!!!

*throws laptop against the wall in celebration*

Oh... nevermind. Don't need it anymore.

Heh, though it is spitting out a lot of "scancode" in the console; I think you left some debug code in. Or was that there for someone to test the international keyboard thing?

Also... how about the joystick support? It used to work (it works in the old mark_v_e.exe), but in the recent versions, it seems to detect the joystick and everything, but it just doesn't respond to any input from the connected usb gamepad. 
 
The cutscene in Nehahra stays black for annoyingly long time.

Stick with it, haha. It's how it works. 
Console Key Fixed 
Ah yes, invoking the console and having an unwanted character written there right away was quite annoying indeed. Thanks for fixing that one, too! 
 
FMOD.DLL in nehahra.zip is 117760 bytes and is dated 2/19/2001. 
Nehahra FMOD 
Your fmod.dll should be dated June 30, 2004, 160.768 Bytes. With that one it works (for me at least).

What Mark V should however do is to ignore the music folder in id1 directory when playing Nehahra. Otherwise, you have the standard Quake soundtrack playing which isn't meant to happen. You could always move your music folder out of the id1 dir temporarly for that purpose, but I am sure it can be avoided. 
Fmod.dll Download For Nehahra 
If you don't know where to get that newer fmod.dll from that I mentioned above, I have uploaded it here.

Fmod.dll from Jun 30, 2004 for Nehahra (149 KB)

I don't remember how I got it, actually. 
NightFright 
Things work with this dll, thanks.

I'm assuming it can't be included with the engine for legal reasons? 
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