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FTEQW default dir

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FTEQW default dir

Postby frag.machine » Sat Aug 05, 2017 4:28 pm

Okay, I know this is a noob question that probably was already answered, but besides being dumb I must be also blind because I searched our forums, the FTEQW site, the wiki and googled the interwebs for like half an hour and haven't found a working answer.

I want to change the default path where FTEQW writes the config files, screenshots, demos and other stuff from "C:\Users\mywindowsusername\Documents\My Games\FTEQW" to something else like "d:\games\fte" where I have plenty of space to record demos and generate some AVI.

I first tried using -basedir d:\games\fte but it behaves strangely (FTEQW shows both folders when I use the "path" console command). I alternatively tried to use -nohome just in case, but in both cases when I try to record a demo FTEQW just crashes without any useful message.

What am I doing wrong here ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FTEQW default dir

Postby Spike » Sat Aug 05, 2017 5:05 pm

.
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Re: FTEQW default dir

Postby frag.machine » Sat Aug 05, 2017 10:06 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FTEQW default dir

Postby Dr. Shadowborg » Fri Dec 08, 2017 9:04 pm

I managed to get FTEQW working for Quake on Linux, but I'm having trouble getting Quake 2 to run.

It finds all the game content, but can't find the gamecode, any ideas whats going wrong?

EDIT: Nevermind, just realized that I had to download a copy of the gamecode and make / compile it.
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Re: FTEQW default dir

Postby Spike » Sat Dec 09, 2017 2:53 am

and this is why native gamecode sucks...
Additionally, the vanilla gamecode has a few issues, like broken saved games from ASLR.
But, if you can ignore those issues, you should be able to use the same gamecode as vanilla q2. The downside being that its generally only pre-installed for win32.

I ought to include some gamecode so that it can be used on android, but that generally means maintaining it myself to some extent so I've not bothered so far.
In theory it should be possible to use yamagi's gamecode as afaik both engines retain the same vanilla game api, but I think there's some dll-renaming shenanigans required. I ought to actually try some day.
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Re: FTEQW default dir

Postby Dr. Shadowborg » Sat Dec 09, 2017 8:39 pm

I hear you. If I had the time I'd probably try and make a quakec / csqc progs for Q2.

I downloaded and tried Yamagi Quake 2's gamecode, seems to work with FTE aside from the expected savegame bugs (both regular and auto). Jorg's machinegun bullets only come out one arm. (this was present in fte, even with vanilla 3.20 gamecode) Also, movies sometimes don't have sound. (maybe this is an OS / hardware issue though)

Also, rotating skyboxes don't seem to work. What skybox goodies does FTE support? Does FTE support skyportals too? How are skyboxes and skyportals supposed to be used? (Google fails me ATM)

EDIT:
Followed the instructions at http://triptohell.info/wiki/index.php/C ... or_Dummies
Just did a checkout from FTEQW's SF SVN, tried to compile it, got an error

EDIT2: Fixed it, discovered I got the wrong SVN (3000 series code). For future souls who may get lost:
https://quakewiki.org/wiki/FTEQW_Engine_Development
Proper SVN code location:
https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk

Also, depending on distro, you may need to get some dev libraries. I forget which ones on the 3000 series code, after downloading from proper SVN, also needed libgnutls-dev package.

EDIT3: Got some bugs in the compiled executable: the small text (console, etc.) isn't rendering properly. Maybe I did something wrong?
http://br0gspot.files.wordpress.com/201 ... -40-40.png

GPU is Intel HD 5500, pre-built build 5133 downloaded from triptohell.info works properly.

EDIT4: Just downloaded and tried fteqw64 from http://triptohell.info/moodles/linux_amd64/ Appears to be broken the same way. :shock:
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Re: FTEQW default dir

Postby Dr. Shadowborg » Thu Dec 14, 2017 6:03 pm

:arrowup: /me pokes spike with above post incase he missed it.
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Re: FTEQW default dir

Postby Spike » Thu Dec 14, 2017 9:12 pm

$%&^$&
too lazy to rewrite my post.
yes, I'm aware of the font issue. it should be fixed with rev 5185.

edit:
there's a new build up that should fix that font issue.
regarding skyboxes, there's a number of things you can do with glsl (yay cubemaps), but needing to write glsl kinda sucks.
you can implement skyrooms in csqc by drawing two scenes, one on top of the other (using a sky shader in the second with depth writing but no colour to avoid potential weirdness).
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Re: FTEQW default dir

Postby Dr. Shadowborg » Fri Dec 15, 2017 10:58 pm

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Re: FTEQW default dir

Postby Spike » Sat Dec 16, 2017 8:32 am

you can think of renderscene as a glorified drawpic. and with post processing stuff it actually IS a drawpic...
the clearscene+setviewprop+addentity builtins are really just setup for renderscene (which is why renderscene doesn't need any of its own arguments).

Q2: I guess I need to play through it again, huh.

distort: yeah, that's the downside of custom glsl - it tends to depend upon engine internals, which is unfortunate to say the least. I still need to come up with some decent way to deal with vulkan vs gl too. :(
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Re: FTEQW default dir

Postby toneddu2000 » Sat Dec 16, 2017 10:49 am

- my first commercial game, made with FTEQW game engine
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Re: FTEQW default dir

Postby Dr. Shadowborg » Sat Dec 16, 2017 10:49 pm

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Re: FTEQW default dir

Postby frag.machine » Tue Jul 16, 2019 11:28 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FTEQW default dir

Postby toneddu2000 » Sat Jul 20, 2019 12:36 pm

- my first commercial game, made with FTEQW game engine
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Re: FTEQW default dir

Postby frag.machine » Sat Jul 20, 2019 4:04 pm

Thanks for the tip, toneddu2000!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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