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InsideQC Forums • View topic - FitzQuake Mark V - Easy to compile and ...

FitzQuake Mark V - Easy to compile and ...

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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Mon Jul 02, 2012 5:30 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Spike » Mon Jul 02, 2012 8:30 am

gl_flashblend 0 IS the original quake default.
its only glquake's inefficient lightmaps that warrented the creation of the cvar and a default of 1.
software rendering doesn't give you the option. dynamic lights and no flashblends is the only way it'll render.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby mh » Mon Jul 02, 2012 4:50 pm

Spike's correct. Again. :twisted:

It's also in keeping with the FitzQuake manifesto of "my primary focus is fixing a lot of the rendering bugs which made GLQuake inferior to the software renderer". Increased performance on it's own isn't a reason to change a default, but putting Quake back the way it originally was is something that's enabled by the increased performance, and that is a reason.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Mon Jul 02, 2012 7:53 pm

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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Sat Jul 14, 2012 7:17 am

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Re: FitzQuake Mark V - Easy to compile and ...

Postby metlslime » Mon Jul 16, 2012 7:55 pm

the old quake waterfall textures are not literally the same image shifted down... there are multiple layers of waves moving downwards so each image is somewhat unique in addition to the offset.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby qbism » Fri Jul 27, 2012 5:14 am

Source in the zip package ATM is not current with latest release. Would like to see the demo rewind code, whenever you get a chance to update :D
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Fri Jul 27, 2012 6:27 am

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Re: FitzQuake Mark V - Easy to compile and ...

Postby qbism » Mon Jul 30, 2012 2:47 am

Haven't had much time lately, but slowly plugging through the rewind source. Per typical, if I learn anything from the code, it will be by fixing the errors that occur by blindly cutting and pasting. (mh had a phrase for that one time... ) This is so well documented it might work on the first go. The #IFDEF 'method of documentation' enforces total completeness: do it right or the compile will break. #ELSE likewise preserves history of changes.

Demo rewind/fast forward is a magical experience that myself and six other people with thoroughly enjoy. I hope to pass it along to the three people who still like software rendering.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby qbism » Tue Jul 31, 2012 5:07 pm

Works like a champ even on software engine :D Rewind would probably even work on vanilla Winquake, although may be a few minor required FQ upgrades to bring along.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Tue Jul 31, 2012 9:27 pm

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Re: FitzQuake Mark V - Easy to compile and ...

Postby qbism » Wed Aug 01, 2012 4:23 am

'Demo rewind' , 'record demo any time' , host_timescale, and video capture start/stop work together for a video package that can save a lot of production time. (I need to go back and look at pause_demo also!) I tried capture_start in the middle of demo playback, and the video matched the rewinds and host_timescale frame rate changes made during playback.

Racing ghosts would be fun. It would also be cool to be the ghost and move around freely during demo playback.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Wed Aug 01, 2012 4:30 am

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Re: FitzQuake Mark V - Easy to compile and ...

Postby Baker » Fri Mar 08, 2013 3:32 am

I did a revision #8 of this ( | ).

Spike might get a smile loading it up typing tool_menu in the console. I looked at his menu wizardry in fteqcc gui :D

Then I did some hilarious stuff with it.

It regenerates/reconstructs when activated (when clicked), can show/hide itself and some other funny tricks I think Spike might find amusing. :D To the casual viewer it just looks like a dumb menu of no real interest. Mainly posting this here to make the code available to Spike should he ever be interested in it since I've benefited so much from his code time after time after time.
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Re: FitzQuake Mark V - Easy to compile and ...

Postby Spike » Fri Mar 08, 2013 4:04 am

if you're after random windows features, try right-clicking fte on the task bar in windows 7 (either pinned or unpinned).
I'm not sure how I feel about menu bars in quake engines tbh. mostly I just see them as duplicated work/maintainence due to non-windows/fullscreen modes still needing proper game menus.

Baker, remind me some time to show you how to hack my npapi browser plugin to load up your engine instead.
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