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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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Mouse Acceleration? 
How to get rid of mouse acceleration completely? It's switched off in the system and I use -dinput and m_filter 0
, couldn't find anything else in readme.
But still get inaccurate mouse input like with a bit of acceleration - depending on the speed I move my mouse with, not just distance.

It is specific fitzQuake problem, I don't have this in DP or FTE or other quake games. 
Try 
-noforcemparms
-noforcemaccel
-noforcemspd

or all 3.

http://www.quakewiki.net/archives/console/commands/quake.html#p--noforcemaccel

Both WinQuake and GLQuake have this issue, FitzQuake isn't unique. And the code causing the issue you refer to is "not well liked" by hardly anyone. But it is in WinQuake/GLQuake so like +mlook, the behavior is destined to remain in this engine so that keeps with the original Quake behavior [whatever they could have been thinking ... ??? ]. 
 
it seems more and more that fitzquake gets called out for behaving in some ways the same as glquake.

At the time i thought it made sense because the target user is someone who is switching from glquake to fitzquake, so their configs should continue to work (i.e. i didn't change the defaults of any pre-existing cvars.)

Many years later i guess people install fitzquake before any other engine, or they are switching from more radically different engines like darkplaces, which have very different default behaviors.

So i should probably change all the default settings in the next version to "good settings." 
@metlslime 
There are plenty of settings that should be default without having to change the config; mlook on, mouse wheel up/down changes weapon, console speed higher (terrible with large screens) and console/sbar text changes size to match screen resolution. 
@sock ... Quake.rc + Default.cfg 
There is sadly annoying stuff in default.cfg hiding in pak0.pak too:

* F11 key zoom alias that changes sensitivity and default.cfg
* Keys could be improved to default to WASD with Q and E for swim up/down
* "Reset to defaults" in the engine has unpredictable behavior because Quake didn't reset cvars, so re-running default.cfg does not fully default.
* The +/- sizeup and sizedown keys confuse if accidentally pressed and these are in default.cfg living in pak0.pak

Also the original QuakeC source didn't support both impulse 10/impulse 12 weapon switching, some single player mods like Castle of Koohoo or Duke of Ontranto (and far more) impulse 12 does not do anything.

[Avoiding mentioning too much how in original Quake (or Travail or Marcher or ...) in coop if one player grabs silver key and dies, key is gone and map is effectively broke as no further progress is possible ... relevant to exact topic ... I suppose not]. 
 
In coop, the keys always stay just like the weapons (but unlike them, they fire their targets correctly). 
 
I hope you found PGUP/PGDN keys too when you play a demo [fast forward/rewind].
No way... Nice feature :) 
+1 Awesome Feature 
@Baker, there is certainly plenty of stuff that is wrong with the defaults and it is nightmare for anyone coming back to Quake wanting to play the game. I hope you still keep tinkering with this engine, I certainly appreciate all your effort.

+1 also for PGUP/PGDN, freakin awesome feature. I can't believe it is not a standard feature for Quake engines. 
Ogg Stuff 
I converted pak0 and pak1 sounds to ogg 128bit. I ran DP 20130304. Works well IMO.

Nice converter at
http://www.rarewares.org/ogg-oggdropxpd.php 
Revision 9: Automatic Gamedir Switch In Coop 
Revision 9: If you setup a coop game running, say, Marcher or Warpspasm, when a Mark V client connects it will automatically switch to the right game dir.

Mark V Server tells client: I'm running "game marcher" or "game warpspasm -quoth" or "game hipnotic -hipnotic".

Mark V Client will switch.

Non Mark V clients won't even notice the message, it is fully backwards compatible and transparent to other clients.

Also:
1. When recording a demo, it will print what gamedir is running so someone receiving your demo can figure out what mod they need installed to view it.
2. Fixed a multiplayer coop demo bug.

Special thanks to Spike for how to achieve the gamedir switching in a way that didn't require yet another protocol --- like we need more of those.

Although I didn't plan on do another Mark V update for a while, there may be one more coming in a few days. If so, this one will solely be due to some fun information from Spike. 
 
As I said before, please version code your zip files. 
.. 
From now on, I'll post versioned zip link to make your life easy like:

Revision 9: http://quake-1.com/docs/utils/fitzquake_mark_v_r9.zip 
Cheers 
 
Don't Play Marcher In Coop 
the progs is horribly broken in coop :} 
Don't Do Bastion Either 
Spirit, Negke and I learnt this the hard way. 
Truth Is ... 
I've discovered a ton of maps fail the coop test.

Whether the progress stopping barrier that never raises (the fix is to make a button that can open it not accessible in the inside, obviously) ...

Or lack of ammo ...

Or insufficient # health boxes ...

[I added sv_cheats 0 to Mark V to prevent cheating in coop like god, notarget, noclip but it doesn't block "give h 999" or "give 7" or "give s 500" ... ] 
Yeah Bastion's Buggered Too 
I tried to get clever with the QC and of course didn't get round to testing properly in coop mode. 
So, Er, Hpw Do I Get The External Textures For Models Working? 
Can't get it working, and I can't find any instructions.....

Please help Baker. I need you. 
Tga Skins 
My little 82 meg experiment. Has skins working in Fitz V
Similar to Dark Places format
soldier.mdl_0.tga that kind of thing

http://www.mediafire.com/download.php?e2m52lju85lldv5 
Thanks 
Big help :) 
Nice Assist Mechtech 
Yeah, Mark V uses the DarkPlaces naming convention for replacement model textures like soldier.mdl_0.tga where the texture should be in the progs folder. 
So Are They Enabled By Default? 
Does anyone have a working set for the standard Quake bad guys? Proving harder than I thought.... 
Yes Because I Don't Believe In Options/settings 
Download a DarkPlaces texture pack and look at the texture names if needed like quakeone.com/reforged.

Naming convention is simple:

Model name: player.mdl
Replacement name: [model name.mdl] _ [skin #].tga
Result:[model = player.mdl]_[skin = 0].tga
Result: [player.mdl]_[0].tga
Result: player.mdl_0.tga 
 
I'm Not Interested In Bumping The Thread For This 
[But don't want to risk making Spirit upset.]

Revision 10

Incremental refinements but the source changes are large and includes a Visual Studio 2012 project file now.

Main real changes:
give ks - give yourself silver key
give kg - give yourself gold key
give q1 - give yourself rune #1 [r and s aren't avail]
give q4 - give yourself rune #4

"give" command with no parameters gives you minimal info on give command.

Reworked video mode shutdown in a way that might fix the crash one user was experiencing that I don't get [or may not]. 
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