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InsideQC Forums • View topic - "FitzQuake Plus": An Easy Engine To Compile

"FitzQuake Plus": An Easy Engine To Compile

Discuss programming topics for the various GPL'd game engine sources.

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"FitzQuake Plus": An Easy Engine To Compile

Postby Baker » Thu Jan 27, 2011 12:16 pm

Image

For the sake of naming this, I just called it "FitzQuake Plus" so as not to confuse potential binaries with "FitzQuake proper".

I took FitzQuake and add a small handful of enhancements:

1. Half-Life Map Support (Does not support external .wad files, you can add this in rather easily via the tutorial if you choose. I don't like external WAD files.)
2. Session to session console history
3. Rotating brush model support
4. Fixed the system clock issue [causes severe problems on some machines ... Windows-only issue, usually with dual-core or quad-core]
5. Frag Machine's chase_active 2 (added a couple of extras)
6. Added 5 button mouse support + made scrollwheel scroll the console.

Easy As Hell To Compile

Download FitzQuake Plus binaries + source:
http://quake-1.com/files/engine-sources ... e_plus.zip

To compile ...

Option #1: Code::Blocks + MinGW. Code::Blocks is a light and tight IDE that combined with MinGW uses the gcc compiler. The install is a mere 74MB. Download that at http://prdownload.berlios.de/codeblocks ... -setup.exe . To compile, unzip the fitzplus.zip and then unzip the engine source zip contained within. Double click the FitzQuake_GCC.cbp file to open the project; press F9 to Build the binary and run. The End.

Option #2: Microsoft Visual C++ Express. Download that at http://www.microsoft.com/express/Downlo ... Visual-CPP .

To compile, unzip the Fitzplus zip and then unzip the engine source and double click the FitzQuake.sln file and then click Build. The End.

Samples

http://quake-1.com/files/engine-sources ... amples.zip

The above contains 2 samples:

1. A map called halflife.bsp to load as an example. The textures were compiled into the .bsp and therefore it does not use external WAD files.
2. A mini-mod in a folder called "rotate" and a map named "rotate" that is just the crappy rotating doors/drawbridge map I made in the Avirox rotation ported to NetQuake thread.
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Postby Sajt » Thu Jan 27, 2011 4:08 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby ceriux » Fri Jan 28, 2011 5:08 pm

it compiled fine for me.
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Postby Baker » Fri Jan 28, 2011 5:12 pm

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Postby ceriux » Fri Jan 28, 2011 5:51 pm

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Postby Baker » Sat Jan 29, 2011 11:30 am

Coming soon ...

Image

FitzKurok 0.85 SDL (Windows, Linux, OS X) with obviously Kurok support and HLBSP plus all the other stuff listed above and as gb calls them "fence texture" support and that means Remake Quake too.

After that, I'll probably throw in q1 model external texture support for fun.

After that I expect to go for Nehahra support and throw in Quakespasm's 64-bit fixes so this one Linux 64-bit machine can run this engine.
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Postby goldenboy » Sat Feb 05, 2011 11:22 am

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Postby mh » Sat Feb 05, 2011 12:39 pm

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Postby Baker » Sat Feb 05, 2011 1:06 pm

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Postby qbism » Sun Feb 06, 2011 6:54 am

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Postby ceriux » Sun Feb 06, 2011 7:40 am

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Postby leileilol » Sun Feb 06, 2011 8:20 am

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Postby Baker » Sun Feb 06, 2011 5:35 pm

I pretty much have the next stage of this wrapped up [I'm talking about the Kurok-capable addition] ... except for one annoying QuakeC issue. [Kurok has a "speed check" in the QuakeC which I suspect could be so sensitive as to hate a clock difference.]

I'll have to double check to make sure I haven't missed some obscure but important piece of the Kurok engine modification somewhere.

What I could do, but I'm not going to invest the time right now ... is convert the SDL port of OS X and Linux into native non-SDL ports.

Besides, that is getting ahead of myself ... I need to track down the issue here with the QuakeC (Kurok has a slightly modified protocol) and I did discover one other annoying issue with Kurok that I verified exists in the original engine build --- changing the video mode has a fog issue. So on video mode change some OpenGL thingy needs re-initiatied or possibly turned-off ... but since video mode switching shuts down the OpenGL rendering context it is far more likely to be the former and the odds of the problem being the latter seem slim to none.
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Postby ceriux » Sun Feb 06, 2011 8:21 pm

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Postby Baker » Tue Feb 08, 2011 4:59 am

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