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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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Don't Take It Back, Just Rephrase It 
presumably he uses codeblocks, which is free. so you could download that. 
Copmiling 
See posts #40 - #56 for about compiling the thing. ...And I realised the other day that fitz is the only engine to chew up a miserly 20% cpu. Cool. 
Yeah 
Really, folks, I'm just doing this because I want a decent engine for OS X. The linux version is just a byproduct, which is why I'm not going to be overly motivated to dig around CodeBlocks or whatever to generate makefiles. As Spirit pointed out, CB is free and you can try yourself. 
Just Wondering... 
is the performance supposed to be not as good when running this version on mac leopard vs regular glquake on win xp? 
Necros 
In my experience there's a loss of around 10-30% with SDL. And XP is possibly the most optimised PC gaming OS ever, so Mac will be behind at least a little extra here. 
Btw 
I've been using this version of fitz in windows for all my betas and haven't noticed any problems - if anything does crop up I'll post. 
That's Cool 
i wasn't complaining, i just wanted to check if there was something i was doing wrong. :) 
New Beta Release 
I have just released a new beta of the engine. It fixes lots of bugs and has TCP networking through SDL_net.

Grab it at http://www.kristianduske.com/fitzquake/ 
No News 
- is good news. Works nicely here :> 
Great 
glad to hear that 
Great! 
Lots of improvements and fixes... Evrything works like a charm now on Mac Osx!

But... The engine doesn't allow to set the command key to strafe right, as I'm used to(strange choice, I know). So I'm stuck with only left strafe. And this sucks.

Any ideas of a workaround?

Great, great job, though, keep it up!
Thanks! 
Hmm 
Could be that this is because the command key is basically unknown to Quake. I'll try and fix this, silent. 
Thanks A Lot, Sleepwalker... 
...But I seem to remember that previous versions allowed this.
Mac osx Fruitz of Dojo's GL and Darkplaces allow it too...

Hope this is useful.

Thaks again for all your work.. 
I Don't Think There Is A Fitzquake So I'll Post It Here 
I suggest a little fix to the game/gamedir command:
If rogue or hipnotic are chosen make sure to apply the stuff for the correct HUD drawing. 
Spirit: 
good point, i'm planning to do that actually (since i believe that's how it works if you do -game hipnotic or -game rogue) 
Sdl_net, Freebsd 
Hmmm, I had to change SDL_net/SDL_net.h to SDL/SDL_net.h to get it to compile.

... Will this run on FreeBSD if i can install codeblocks ? Installed FreeBSD 7 this week and am just curious... in a sadistic sort of way. If anyone can say a good thing about FreeBSD (apart from the "security" myth) i'll give it a go. 
Steven 
I'm pretty confident that it will run on BSD, provided there are SDL binaries and appropriate drivers for that platform. 
Wait 
There are two or three (very simple) functions in platform.h and pl_<platform>.c that you need to reimplement for your OS. But those functions are really really simple. 
Plus 
I'd be willing to lend a hand. A BSD port would be nice. 
Metl 
-rogue and -hipnotic, not -game xxx. A weird and confusing decision by the engine coders back then. 
And What About 
-game quoth
so the extra weapons show up too...
so you don't have to add -hipnotic to the cmdline? I thought that was the original idea spirit... 
-hipnotic And -rogue 
The reason those two commands are different is because they do more than just select the mod directory - they also alter the HUD to display the new weapons. This lets you combine them with a different mod directory, which is why the recommended quoth command line is -hipnotic -game quoth. An option -quoth which combined those two commands would be nice, but I personally wouldn't feel the need to request it. 
No I Mean 
when you change gamedir to quoth it could load the extra hud...
so you wouldn't have to have a diff shortcut for quoth. 
 
A -quoth to combine those two is definitely something that should be added to new engines. Seeing how there are releases that come in their own folder yet use Quoth (eg Warpspasm). AguirRe's engines and I think Darkplaces already support it. Or allow multiple gamedirs. :) 
 
And what bambuz said.
Pretty much no-one knows about the "-game"-less -rogue and -hipnotic so it would be nice to have the engine recognise those certain gamedirs no matter how they were chosen (-game, game, gamedir). 
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