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  • #16
    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."
    Last edited by Baker; 05-31-2007, 09:33 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #17
      can u add a high rez menu and have u decided on naming ur product :d
      Last edited by E]s-Doom; 05-31-2007, 09:45 PM. Reason: typo

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      • #18
        Originally posted by E]s-Doom View Post
        can u add a high rez menu
        I'm not sure what you mean?

        and have u decided on naming ur product :d
        Please don't call it mine :d People like LordHavoc, Rook and aguirRe and such are real engine authors. I'm someone merging existing code and am really the author of nothing.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #19
          Partially for my own memory, the to-do list:

          NAT fix
          ProQuake blends capability - to turn off ring/quad/pent blends individually
          Smoothcam and team scoredisplay
          8 button mouse support
          Mousewheel to scroll console/up and down
          Make a selector lumping several settings together for cl_bob, v_kick*, etc.
          gl_ringalpha (JoeQuake; makes weapon transparent when invisible)
          Ping in scoreboard
          loc/iplog support
          AVI capture capability
          cap GL_PicMip to 4
          Take a look at the gameclock / HUD
          Possibly DarkPlaces style vid_conwidth/vid_conheight and vid_textsize style feature where the HUD is the same size in any resolution
          *MAYBE* JoeQuake style demo-rewind (depends how hard it is to do)
          Look at command auto-completion mechanism
          *MAYBE* add monster interpolation
          *MAYBE* change to DarkPlaces style "Cvar" - Default Value - Description style of listing Cvars
          *MAYBE* add support for a lot more video resolutions for flatscreen displays
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #20
            instead of using the glquake menu make one like qracks menu or like joequakes
            add a live server finder like q3a?(this would be a really nice feature that i think all quake one clients are missing)

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            • #21
              Originally posted by E]s-Doom View Post
              instead of using the glquake menu make one like qracks menu or like joequakes
              It might happen as things go along, but I know the engine won't come with any replacement media or require it to run.

              add a live server finder like q3a?(this would be a really nice feature that i think all quake one clients are missing)
              DarkPlaces has one, but the list of servers is only servers running DarkPlaces because only DarkPlaces servers report to a master server.

              I agree about the server browser thing. I think that will take some time; it is mostly the servers that need to adapt and/or the server engines. Also, DarkPlaces server supports automatic map/model download and some other great things.

              Eventually I believe all of this will happen.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #22
                if u cant get it to work just take all the servers your client works on and make a server list for it

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                • #23
                  I can think of evil way to do it. I'd have to check something out
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #24
                    sweet =D

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                    • #25
                      Please change the name of the .exe file to something different. Also the engines pretends to be "Fitzquake 0.81 by John Fitzgibbons", please fix that and remove the old version. Stuff like this sucks bigtime. :\

                      The fov slider in the menu ends at 110. I (and I think quite a few others) use 120.
                      Is it possible not to get that "ProQuake 3.50 Demo" thing for the demos?

                      I like that record demo on the fly thing, the rest is not too interesting for me.
                      Quake 1 Singleplayer Maps and Mods

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                      • #26
                        make the max fov 180 since that's the max a quake client can do anyways

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                        • #27
                          Originally posted by Spirit View Post
                          Please change the name of the .exe file to something different. Also the engines pretends to be "Fitzquake 0.81 by John Fitzgibbons"
                          I have a lot of little odds and ends to clean up; that's why the engine is just buried deep in a thread that few will even notice.

                          I just changed the version number to know for sure if I had compiled; of course I don't want to portray this as a FitzQuake 0.81 or anything.

                          So of course, I will be changing that.

                          The fov slider in the menu ends at 110. I (and I think quite a few others) use 120.
                          The fov thing is only there to generate awareness of the FOV variable. Someone using a high FOV can type FOV 120 in the console and I have made FOV save.

                          Case in point, the sensitivity slider bar I upped to 21 max, but I myself use 42. I just want to raise awareness of the FOV among future less knowledgeable/newer users.

                          Is it possible not to get that "ProQuake 3.50 Demo" thing for the demos?
                          Yes.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #28
                            More stuff to add:

                            cl_confirmquit
                            look into the chase_active bug (argh!)

                            /Add: it looks like I've defeated for now by the NAT fix, heh It's NAT fixed; it just seems to drop the connection right after you can see the map. I guess I'm going to have incorporate ProQuake's netcode as an "all-at-one-time" thing for this to work.
                            Last edited by Baker; 06-01-2007, 03:12 AM.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #29
                              Quake'n'Bake
                              16:03:04 <gb> when I put in a sng, I think I might need nails
                              16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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                              • #30
                                After 3 days of massive aggravation, I've actually -- and to my disbelief --- implemented the painful NAT fix (oh god that was HARD).

                                Of course, during the course of trying to sort thru this I discovered how ProQuake actually has virtually it's own networking code. I was not prepared for how much change was in that part of ProQuake.

                                During the course of this, I must have ported what feels like 60%-80% or more of ProQuake's features, including things I had no idea existed and the features you don't think about.

                                I've only done the lightest of testing, but after at least 10 times working on the netcode in ProQuake only to have something undesired happened (client disconnects, crashes on load, etc) and it sure is nice it seems to work now.

                                Add: Add to "to do list" -> -dinput doesn't work with FitzQuake because of the way the video resolution is handled on startup.
                                Last edited by Baker; 06-02-2007, 08:31 PM.
                                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                                Comment

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