Btw, I don't think of this as "my engine". I'm just merging some various features written by others (JP Grossman, Joszef Szalontai, Bengt Jardrup aka aguirRe) into the engine that John Fitzgibbons put a lot of work into.
So I don't consider myself the author of anything.
Here are some screenshots of the modified FitzQuake I have worked on so far. I have added cl_crossx/y crosshair positioning support and aguirRe's really cool "Fullscreen windowed" mode (<--- greatest idea ever) and have some more improvements in the works.






I always am looking for ease of use in engines because a lot of less knowledgeable players don't know much about the technical stuff in Quake. I actually know several players that have not the slightless clue where their config.cfg is or are even aware of the fov (field of view) command.

Unlike ProQuake, FitzQuake can change the video mode and the brightness in the menu. I know far too many players that are clueless when it comes to command line parameters and I don't think command line parameters should be part of Quake except to do advanced stuff --- it isn't newbie friendly or fair to those that want to play Quake but are computer illiterate and just don't know to do stuff.
FitzQuake is one of those engines where the screenshots tell you very little about the experience of using the engine. The entire purpose of FitzQuake is to improve the rendering, in the author's own words (site):
"Fitzquake is a modified glquake based on the source code released by id Software. My primary focus is fixing a lot of the rendering bugs which made glquake inferior to the software renderer. My secondary focus is adding conveniences for mappers and general users. I am also slowly adding support for new modding or mapping features such as skyboxes, fog, and colored light.
While I have made extensive changes to the code, I pretty much use the same OpenGL features that the original glquake uses. Therefore, if you can run glquake, you can probably run Fitzquake."
So I don't consider myself the author of anything.
Here are some screenshots of the modified FitzQuake I have worked on so far. I have added cl_crossx/y crosshair positioning support and aguirRe's really cool "Fullscreen windowed" mode (<--- greatest idea ever) and have some more improvements in the works.






I always am looking for ease of use in engines because a lot of less knowledgeable players don't know much about the technical stuff in Quake. I actually know several players that have not the slightless clue where their config.cfg is or are even aware of the fov (field of view) command.

Unlike ProQuake, FitzQuake can change the video mode and the brightness in the menu. I know far too many players that are clueless when it comes to command line parameters and I don't think command line parameters should be part of Quake except to do advanced stuff --- it isn't newbie friendly or fair to those that want to play Quake but are computer illiterate and just don't know to do stuff.
FitzQuake is one of those engines where the screenshots tell you very little about the experience of using the engine. The entire purpose of FitzQuake is to improve the rendering, in the author's own words (site):
"Fitzquake is a modified glquake based on the source code released by id Software. My primary focus is fixing a lot of the rendering bugs which made glquake inferior to the software renderer. My secondary focus is adding conveniences for mappers and general users. I am also slowly adding support for new modding or mapping features such as skyboxes, fog, and colored light.
While I have made extensive changes to the code, I pretty much use the same OpenGL features that the original glquake uses. Therefore, if you can run glquake, you can probably run Fitzquake."
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