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Fitzquake SDL Version Beta
I just published a beta release of my SDL version of the Fitzquake engine. The main goal of this version is to allow Fitzquake to run on all major platforms. I provide builds for Windows, Mac OS X and Linux.

Grab them at http://www.kristianduske.com/fitzquake/

Windows and Linux users take note that you have to install SDL 1.2.10 or better.

Windows users please also be aware that this port does not do anything better on Windows than metlslimes original version. Actually, it does less, but I would still like to get your feedback because there's a chance that the official version will be switched to SDL eventually. That would go a lot smoother if we ironed out the bugs on all platforms first.

Have fun and don't forget to send in your feedback and bug reports.
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Not Really... 
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 
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 
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 
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 
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 
mouse aiming suddenly does not seem to work correctly in 1152x864. switched to 1280x1024 then it worked. 
 
after switching to 1280x1024 the hud disappeared and then it suddenly crashed to desktop. And the mouse on Desktop did not work XD 
 
hmm seems to be a problem with fullscreen rez. Works perfect with -window.
gfx: 7200gs
Ubuntu 8.10
compiz disbled 
Oaisdjfo 
add to the readme that id1 and paks have to be lower case. 
Noted 
thanks 
Uh... 
So where do I go to read how to actually use the program? 
Exe: 16:04:11 Jul 5 2008 
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. 
 
Totally the same error I have - a bit annoying with the random crashes (runs fine otherwise). 
0.85 Sound Fix 
Cool 
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. 
 
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. 
 
-sndspeed 44100 only works for the sdl version? 
 
O_o really?

Most engines should support that. 
 
yeah, i tried to hack it into fitzquake but it kept crashing. :P 
Append 
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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