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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

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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Than, Just Bung It In ~/quake Or Something 
TBH, I've been mostly using fitzquake with wine lately (when I've been playing Q at all), I guess I should try some of this new hotness at some point :-) 
Hmmm.. There doesn't seem concensus that the feature is good. Sorry if i'm stupid, but what are the advantages over idgamma ?

Anyway... it can always go into Misc as a patch if we don't use it. ... I'll fix up that homedir patch too, and look at including that feature. ^Sometime^! 
One Advantage 
easy to disable/tweak if a map is insanely bright (like an ikwhite map).

Is anyone thinking about adding the ability to set up a dir that plays the quake music from sound files (ogg, mp3, hell, even wav would be cool) so we can have music without the cd in the drive and the game changes track as if it were? My cd is thousands of miles away, but I still have the mp3s :) 
Adding FOSS ogg vorbis support is a 100$ bounty from me. I originally meant the stock glquake but sdlfitz or quakespasm seems more reasonable. Someone was working on it but since I got no sign of life for more than a year now I guess it is ok to re-open it.

compatibility to the darkplaces implementation is a must. See for details. Please mail me if someone is interested. I will make a last attempt to contact the coder. 
Anything Been Heard 
On the .lit support for AguirRe's tools?

Keeps coming back this one, and hmap2 isn't very robust. 
Tuna To The Rescue! 
With a little incentive from Spirit... 
Yeah +1 To Getting That To Happen!! 
I would throw in a hand-job to the man who can get it done!!! 
Uh Ok 
I'm out. 
Assume The Position 
make a news thread, yo! 
on second thought...

seems like the elapsed time output stuff is broken?

Light: 0.0%, Elapsed: 0:00
Light: 0.0%, Elapsed: 0:00
Light: 16.3%, Elapsed: 0:00
Light: 28.2%, Elapsed: 0:00, Left: 1:00, Total: 1:00, 24%
Light: 41.1%, Elapsed: 0:00, Left: 0:00, Total: 1:00, 39%
Light: 72.2%, Elapsed: 0:00, Left: 0:00, Total: 0:00, 81%
Light: 92.0%, Elapsed: 0:00, Left: 0:00, Total: 0:00, 92%
Light: 99.3%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 98%
Light: 100.0%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 100%

Light: 100.0%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 100%

done in 60.771000 seconds

looks like it was rounding off the numbers.

also, how do you use _color with sunlight? tried sticking that in world, but no luck. 
_color with sunlight is an exercise for the future. ;)

The time counter is no longer reliable since I multithreaded it, but it still gives a reasonable approximation. 
about the time counter, that's not what i meant. if you look, you can see that the tool is only displayed minutes and floor'ing the seconds, even on the elapsed time. 
Oh And 
please get rid of 'press any key...' pause at the end of light processing. it's downright annoying and serves no purpose. at the very least add a switch to disable it. even just hooking it into -nowarnings. 
on re-reading, my posts sound rather negative.
sorry about that, the multithreading is going to be a great time saver and i'm quite excited about that. :) 
This is 'coloured lighting in AguirRe's light tool'. 
good job mh. 
Oh And 
I think someone deserves the bounty now. 
Yeah, And Also 
This tool applied coloured lighting to one of my current projects which has 104 lightmaps, and over 60'000 vertexes and marksurfaces. Its a benchmark in Quake1 lighting tools. Coloured lighting on massive maps with extra4 etc. It auto-detects if you are using RGB "1.0 1.0 1.0" or "255 255 255" colourscales, too, which is cool. 
That's All Very Well But 
what does it all have to do with fitzquake sdl version beta? ;) 
what does it all have to do with fitzquake sdl version beta? ;)
Hmmm... something or another ;>

I got another report of brightness failing too.. So the gamma feature is probably worthwhile. But in my experience, a gamma slider shouldn't be placed beside the brightness one. I'd like to have a GL Options menu (just above the Video Options menu), and put the Gamma slider in this sub menu. Any extra GL menu items can also be placed here. 
Players Don't Give A Crap 
if it's a GL option or not. To them, it's all video related, so that's where it should go. Maybe split the video menu into resolution / bpp options and other options like brightness / gamma / etc 
but the quake brightness slider IS gamma. It has always been directly linked to the gamma cvar, way back to dos quake, and the gamma cvar has always controlled basically the same gamma ramp function that we are doing with hardware gamma in fitzquake/etc.

"idgamma" is different, i only assume that it implements additional contrast/saturation controls since people who use it complain about how things look without it. 
- Ah Ha Ha 
Here's some link for a recent tyrquake fix.;a=commitdiff;h=ed46d97c106471672c571eebd51dedc0508e1225

@Than .. do you have intel video ? 
nope, I've got a radeon HD4850 1gb ram and the latest ati drivers. 
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