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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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void trig_touch () = {
//Do stuff
setmodel(self,"madfox.mdl"); //Just NO!
setorigin(self,nowhere); //how do I physic now??
droptofloor(); // what?
SUB_Remove(); //EGAD are you crazy???

Is BAD...

Instead do:

void trig_touch () = {
// Do stuff
self.think = SUB_Remove; //veddy nawce
self.nextthink = time + 0.1; //let's do the touch links dance
Spike, Qmaster.

Point is that I have not enough knowhow to trace a console error parm back to a trigger_touch. I admire your insight, but a sv_touchlinks: next != L->next error doesn't give me any link to the qc.

It also isn't something I did, but a logic result from adding code to an excisting, while both are a mirakle to me.

While testing the mod I experienced this flaw in fitzquake, while it doesn't in other engines. So my concern became this next etc. could be the cause.

After the exit this message appear, so it can be something I did with the qtest1 code, as in this first code there is no info_camera or exit.
Maybe better to use the coding thread as this error is more code-related then fitzquake-sdl, and I could use some advice as the dragon code won't accept the new serpent code.

Here is how I have come sofar: MF_Qtest03 
There was a behavior change introduced in Fitzquake 0.85 related to touchlinks. It was attempt to fix the general case, but actually didn't work properly and causes new crashes sometimes. For example, it crashes the level WhiteRoom.

Madfox, if you see a crash in fitz 0.85 and no other engine, it might be the same problem. Quakespasm has fixed it I believe. 
I just wondered why it happened only in fitzquake. As qtest1 is the oldest quake code I started on a win98/dos, which has fitzquake075.

Fine to know I don't have to search it in the qtest1 code.
I'm only modding my qc attention. 
"keep posting and fortify the data"!!! That is so becoming the tagline for a forum superhero team! 
Captain Blogs and Quote Wonder. Fighting flames and catching trolls--together we can keep posting and fortify the data! 
Maybe This Thread Should Be Closed. 
It only seems to attract spammers, probably because of old links. 
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OTP, Call Me, I'm Your Call Girl. 
I'll make you very happy in life. 
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