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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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Controller Config 
To anyone who's interested here's the controller configuration I use.

Just copy the text below and paste it into a new text file. Save it as "controller.cfg".

Then just add the line: "exec controller.cfg" to your autoexec.cfg in your "Quake\id1" folder.

Copy text from here:

joystick 1

joyname "Controller"

joyadvanced 1

joyadvaxisx 2
joyadvaxisy 1
joyadvaxisr 4
joyadvaxisu 3

joyforwardsensitivity -1.0
joysidesensitivity 1.0
joypitchsensitivity 1.0
joyyawsensitivity -1.0

joyforwardthreshold 0.15
joysidethreshold 0.15
joyyawthreshold 0.15
joypitchthreshold 0.15

+mlook

joyadvancedupdate

// JOY1 = "A" Button
bind joy1 "+speed"
// JOY2 = "B" Button
bind joy2 "impulse 1"

// JOY3 = "X" Button
bind joy3 "impulse 12"
// JOY4 = "Y" Button
bind joy4 "impulse 10"

// AUX5 = "Left Shoulder" Button
bind aux5 "+jump"
// AUX6 = "Right Shoulder" Button
bind aux6 "+attack"

// AUX7 = "Back" Button
bind aux7 "+showscores"
// AUX8 = "Start" Button
bind aux8 "pause"

// AUX9 = "Middle Left Stick" Button
bind aux9 ""
// AUX10 = "Middle Right Stick" Button
bind aux10 ""

// AUX29 = D-Pad Up
bind aux29 ""
// AUX30 = D-Dad Right
bind aux30 ""

// AUX31 = D-Pad Down
bind aux31 ""
// AUX32 = D-Pad Left
bind aux32 ""

To the line above!

PS: I realise most of you will know what to do with the above text. I just thought it prudent to add some simple instructions for those not familiar with such things. :) 
Consistent Crash In Abyss Of Pandemonium? 
The game loads fine but crashes every time I pick up and shoot the incendiary grenade launcher at the Death Knight as found in the first secret area in the first map.

I'm using the latest build from above (20150508) on Windows 7 Pro 64 bit. 
 
Mark V uses DirectShow to play MP3 using hardware acceleration. Because DirectShow is part of Windows, there are buried settings in the control panel audio settings or even sometimes Windows Media Player (volume per file type) that might affect it.

Your Abyss of Pandemonium issue might be related to Shrak invalid skin bug. Whenever in the future I do an update to Mark V I'll take a look at it. 
Shot In The Dark.. 
Given that it's DirectShow, it might be worth running that DirectX Web installer (from Microsoft.. don't have a link handy.)

A while ago, I was getting a missing d3dx DLL error when running DirectQ on a fresh Windows 10 install, and running that web installer fixed it. 
AoP Follow Up 
I tried AoP with the OGL version of Mark V and it works fine. It only happens in the WinQuake build.

I tried Erics suggestion in the hope that it was indeed just a glitch in the matrix but the issue's still there.

Anyway, just thought I'd let you know. :) 
Baker 
In developer 1 mode I get this (map start):

"Introduction
Using protocol 666
CDaudio: Bad track number 4"

I get a feeling that it doesn't even try to find mp3s.

I've inserted an audio cd and checked. With external music off I get no "CDaudio: Bad track number n" warning but cd music doesn't play either. Though that cd plays well in windows media player.

I need to investigate in on my pc at work. 
@pulsar 
Since I've very much enjoyed some of your past maps like Menk, I tried to think of some solutions outside the box.

But the problem you are having is "outlier".

(i.e. the particulars of the problem you are having don't match anything anyone else has had in a thread over 3 years old.)

So I don't know and I can't think of any helpful advice. 
 
Well, hold on ----

In Mark V, a CD track > mp3

It assumes if you have a CD in the player, you intend to use it.

CD supercedes MP3.

Answer: Don't have a CD in. 
Baker 
That makes sense. I think the cause of the problem is that I have a virtual drive, that has a letter prior to the physical cd drive. So Mark V thinks that I always have a cd in my drive.

Music plays fine on my pc on work where I don't have any virtual cds.

Thanks for such investigation. 
Btw 
Then what does "external music" option do? Description says that you can choose what to play, cd music or mp3, while actually CD always supercedes MP3. 
 
external_music 1 or 0. Determines if a music track (CD or MP3) will attempt to play. 
@pfl 
The info that the your AOP problem is specific to the software renderer (WinQuake) is helpful information.

WinQuake and GLQuake have different little problems with non-conforming maps, models, textures.

There is some map Madfox made with Q3 skeletons and on the bridge there are some non-conforming textures, for instance, that look ok in Open GL but break the Quake texture spec so bad that in WinQuake they are totally wrong. Nehahra on the 3rd, 4th or 5th map has a BSP with a severe bsp/sky texture irregularity that affects both WinQuake and GLQuake and somehow not DarkPlaces. Probably used what would be considered by Func_Msgboard a very non-compliant map compiler.

Fortunately, these problems are very rare. 
It Works! 
I changed the letter of the virtual drive so that physical cd drive is the first one and mark v started to play music after this.

Thanks for guiding me towards the right direction. 
Sock Tries Mark V WinQuake 
Sock tries Mark V WinQuake. Mind blown!

"OMG! WinQuake how could I forget you! MarkV Winquake from Baker, #quake pixel heaven!"

Twitter

Sock, if you read this, I used Zendar and Metal Monstrocity as the primary testing targets for the WinQuake version of Mark V. 
 
Sock has taste. But I knew that already. 
@Sleepwalker/Mac Version Re:Twitter Link 
Sleepwalker: I just wish it ran on Mac...

There is Mac version of Mark V WinQuake.

Mark V GL | WinQuake Mac

And both of them play Nehahra --- on the Mac.

(I've just never had the time to wrap up Mark V to get to where I want it to be a for 1.00 release. NightFright pointed out an obscure bug in Shrak for Quake and I have some other Q and A I wanted to do ... who knows when I'll have the time though ...) 
 
dooooo iiiiiiit 
LunixLunixLunixLunixLunixLunix! 
 
 
Lunix would be a Lunaran distro? 
 
There is a Linux build on my hard drive but just of the GL build.

I wanted to convert over the software renderer version too, wasn't sure of a right approach to do it fast, and somewhere around that time, I didn't have the time to work on it any longer. 
I Can't Seem To Get Mark V Winquake To Work. 
It just crashes on startup. Is there something I'm missing? 
 
check vid_width / vid_height in your config.cfg, maybe they're set too high for winquake? try a clean config maybe 
Quick Question 
Are fence textures on .mdl possible? 
 
I suspect you probably could make palette entry 255 a mask.

I assume this would come with its own problems, you can see through the other side of the model completely (as it wouldnt have a back-face) and would limit what you can do with it. Some models might use this colour as its a skin-toned colour. My guess is that the flame textures use it. So you'd probably have to redo some of the textures for certain models.

Maybe the engine would be able to recognise models that should be masked, perhaps using some kind of naming convention on the model? Is it possible that external textures could be compatible with models? You could create a number effects this way. 
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