 Not Really...
#156 posted by metlslime on 2008/09/23 00:43:55
fitzquake uses 2 texture units if it detects the sgis_multitexture or arb_multitexture extensions, and if not it only uses 1 texture unit.
rewriting the codepaths to use an arbitrary number would be cool, but would take some redesign of the rendering to keep it from being a crazy mess of special cases. There are already like 4-6 codepaths in some spots :P
 @stevenaaus
#157 posted by lazy_bum on 2008/10/18 22:29:10
Woooohooo! Thanks for the Makefile! [:
 *nix Command Line
I had a go at making a command-line parser for *nix versions of Hammer of Thyrion (Hexen2). It could probably be ported to any Linux version of Quake with a little effort. There's more notes in this tarball, but basically it catches mis-spelt options, allows for "+map e1m1" type args, and prints a comprehensive help message (listing all options) when desired.
http://downloads.sourceforge.net/uhexen2/HoT_syntax_checking_patch_v5.tgz?use_mirror=osdn
http://downloads.sourceforge.net/uhexen2/HoT_syntax_checking_patch_v5%2Bbinary.tgz?use_mirror=
 I'm Probably Just Daft
#159 posted by xpatch on 2009/03/04 05:08:16
I compiled it via codeblocks (ubuntu linux)
made sure to open build options and put LINUX in the #defines
I dloaded the shareware version of quake. from a dosgames site. and just put the executable in the same dir as QUAKE.EXE
it didn't want load anything at first so I ran a cmd to lowercase every file and directory.
it then found the id1/pak0.pak file and tried loading stuff out of it but spewed out a huge list of "cannot load textures/x.duh" and then seg faults
and I don't get my mouse back either so I have to ctrl-alt-backspace X
I think I've run into some sort of upper/lowercase monster that I'm sure someone has already solved.
./fitzquake -nosound -heapsize 512000 -window
heapsize I'm sure is overkill (I tried default still seg's)
any ideas?
 Could You
give me the link to where you dled that shareware quake version?
 Yup
#161 posted by xpatch on 2009/03/12 18:51:02
I ended up dloading tyrquake and compiling that.
it worked out really well.
That's the link to the shareware site. Was playing it in dosbox :)
http://www.dosgamesarchive.com/download/game/12
 Few Notes
#162 posted by xpatch on 2009/03/12 18:59:46
I actually got fitzquake to load up but I have to remove the .dem files so the engine doesn't start right away. as soon as I attempt a New game or a demo runs it falls over. I'd rather use fitzquake(SDL ver) than tyrquake since I dev SDL stuff cross platform and I'm looking to learn more about building/designing 3D engines and fitzquake seems a perfect place to start.
Cheers, xpatch
 Alright
I'll have a look, thanks for the link.
 Mouse
#164 posted by rudl on 2009/04/11 14:25:43
mouse aiming suddenly does not seem to work correctly in 1152x864. switched to 1280x1024 then it worked.
#165 posted by rudl on 2009/04/11 14:29:06
after switching to 1280x1024 the hud disappeared and then it suddenly crashed to desktop. And the mouse on Desktop did not work XD
#166 posted by rudl on 2009/04/11 14:37:21
hmm seems to be a problem with fullscreen rez. Works perfect with -window.
gfx: 7200gs
Ubuntu 8.10
compiz disbled
 Oaisdjfo
#167 posted by megaman on 2009/05/04 17:00:10
add to the readme that id1 and paks have to be lower case.
 Noted
thanks
 Uh...
#169 posted by NewGuy on 2009/11/19 09:32:10
So where do I go to read how to actually use the program?
 Exe: 16:04:11 Jul 5 2008
#170 posted by Spirit on 2009/12/23 18:19:33
I opened 4 fitz windows for fun on my new (dualcore) PC and let the demos run. 2 windows closed after a short time with "Cache_MakeLRU: active link".
 Shit
That's the same error people have seen on windows... once I get busy on Fitz .85, I'll try to track that one down.
#172 posted by gb on 2009/12/24 23:11:56
Totally the same error I have - a bit annoying with the random crashes (runs fine otherwise).
 0.85 Sound Fix
 Cool
#174 posted by grahf on 2009/12/29 18:32:37
Will there be a binary for code-clueless people like me?
As noted in the Roman Wilderness thread, removing -sndspeed 44100 from my commandline seemed to make the crash go away.
Played some more this morning. My fix doesn't seem to cut it *&^%! Removing "-sndspeed 44100" also borked once. Playing with both fixes i couldn't break it. .. Encouraging.
Sorry, but i can't make mac binaries, and it needs some testing anyway.
#176 posted by gb on 2009/12/29 22:00:23
You only need -sndspeed 44100 for mods/games that have 44100 Hz sounds, which to my knowledge aren't many (Nexuiz and RMQ and ???)
The fix seems to have a positive effect, I played for half an hour or so and restarted the engine a couple times too, and got no more of the Cache_makeLRU errors.
I got a segfault once, but those occur a lot more rarely. The LRU error was the bigger problem. I'll post if it does occur again :)
I did use -sndspeed 44100.
#177 posted by necros on 2009/12/29 22:02:23
-sndspeed 44100 only works for the sdl version?
#178 posted by gb on 2009/12/29 22:19:48
O_o really?
Most engines should support that.
#179 posted by necros on 2009/12/30 04:27:59
yeah, i tried to hack it into fitzquake but it kept crashing. :P
 Append
#180 posted by necros on 2009/12/30 04:29:52
tbh, i don't really care that much for 44khz because without some kind of support for a compressed format (like ogg, for example) if you're dumping 44khz pcm sounds in your pak file, the size can be unwieldy.
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