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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Yes, this happens at the start of Drew's speed map and at the start of White Room as well. Any kind of long distance door like that which you ride downwards has the potential to start hurting you for no apparent reason. It sucks. 
Ah, Okay... 
it's good to know it's not a bug i personally created. Still good to know about it, though. 
Directional Dependent Music 
So I'm finally playing warpspasm on fitzquake .85 sdl mac beta, and it's lovely (the way it was meant to be played, no less), but I notice that the background music is directional; that is, I only fully hear it facing a certain direction.

I don't know if this is an issue with fitz or warp, but I confirmed that it doesn't happen playing warpspasm in Darkplaces. 
Grahf: 
It's an issue with all engines that don't do something special to fix it. Basically all sounds in the level have an origin point, even if they are attenuation = 0 sounds. I don't know what darkplaces does specifically to fix it, but it must treat those sounds specially, forcing them to be the same volume in both channels. 
Yeah 
I hacked it by putting four sound entities in each level, at the primary cardinal points.

The best fix is a fair bit of messing about - null sounds and playing them from outside. But nothing breaks immersion like alt-tabbing.

Basically sounds in quake can only be heard when seen. ATTN_NONE makes them full volume despite distance. 
Thanks Guys 
I suspected it had something to do with attenuation. It didn't really detract from the atmosphere anyways, I was just curious.

Keep up the good work and all; I really appreciate and enjoy it. 
#177 / 179 
metlslime, I made others tests in multiplayer.
I played with 5 collegues, and no errors / hang up / issues occured during more than an hour, hence the fact I think the issue comes from the mods itself... weird... 
 
That's why more engines need Ogg Vorbis cdtrack emulation (with cd play # support). 
Full Dark Torches 
what causes that? every so often, a wall torch (or quoth brazier) is full dark, even though the floor directly under it is very bright. 
Maybe.. 
... because it is in a wall ? I already experimented this dark-ish behavior with impaled corpses... maybe same issue.. though... :P 
 
here's a screenshot: http://necros.quaddicted.com/temp/dark1.jpg

as you can see, the entity is inside the level (the origin on the braziers is up where the flame is) and the floor underneath is nearly full brightness.

it doesn't happen in aguirre's glquake though. 
Necros: 
so this is a fitzquake-only bug? Perhaps it's due to entity lighting interpolation (the code that uses the floor lightmap brightness to determine lighting, in fitzquake interpolates between neighboring lightmap samples.) 
Well 
i am hesitant to declare it's a fitz only bug since i can only really test in fq and aguirreGlquake (henceforth aglq, curse you aguirre for never actually naming your engine!). do the tools used to compile (in this case, aguirre's light util) make a difference when the engine reads the data?

otoh, i cannot ever remember seeing this happen in glquake. the 'zone' where an entity is full dark also appears to be more than just a single pixel or whatever. i've had it continue to happen up to 16~ units away from where i first noticed it.

in any case, if it's interpolating, then it's definitely not getting some lightmap data at all since that entire area is full of light. 
Hmm... 
ok, too look at this a different way, perhaps it's interpolating with lightmaps on surfaces not parallel to that floor.

this is an unsealed map, so there are 2 planes, one that is the bottom of the wall brushes, and one that is the side of the floor brush. those 2 planes/collection of faces are full dark. 
Stupid Question But... 
.. did you add an angle value to give direction to the light ? It may explain the issue...
Also, I remember (correct me if i'm wrong) that depending of the light tool, the angle / mangle, anglesense / etc.. fields may be interpreted differently by different light tool... though... 
Quake Mission Packs ... 
Is FitzQuake capable of running the official Quake mission packs (Armagon / Dissolution) ?

From what I understand one of the packs requires a change to the engine to allow rotating brushes and I was hoping this change has been implemented in FitzQuake ?

I'm currently running 0.80 SDL on a mac and I'm not sure if 0.85 SDL has been released yet.

-Mic 
Micpringle: 
yes, it supports them -- the engine change was already in the source code when id software released it. 
Metlslime ... 
Fantastic - Thanks for the quick response.

On another note, I sent you an email a few days ago regarding FitzQuake and I was wondering if you'd managed to get chance to read it ?

Thanks

-Mic 
How Do I 
Raise maxplayers in fitz? Setting it to 10 just tells me 'maxplayers set to 4'. 
 
In bog standard quake at least you can only raise the limit above 4 on the command line: -maxplayers 6

It only goes to 8 though, I think. 
Ijed 
'-listen 16' will do it for you 
Thanks 
 
Model Limits ... 
Hi,

What are the model limits in FitzQuake in terms of vertices/triangle/faces etc ?

(I'm specifically refering to .mdl models)

Thanks

-Mic 
Fog 
Seems like the engine doesn't read my preferred fog value from autoexec, even though it has no problems with other related cvars, like r_skyfog. Any suggestions metl? 
Erc: 
fog gets cleared on map load, so it's becuase autoexec happens before you load whatever map you want to play.

I've had other questions/requests like this, it seems like people want to use fog as a user preference rather than as a mapper testing feature, so i probably need to figure out a way to do this. Probably need to track whether the current fog value was set from the console vs. the worldspawn, and clear it only if it was set in the worldspawn. Of course this breaks any mod that uses stuffcmd to hack fog into a level, maybe i need to publicise SVC_FOG so that doesn't happen.... 
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