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Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:01 pm
by Baker
Jukki this is solved. I made a dumb mistake with the hulls when HLBSP is running.

I'll post an updated version of this engine and list the changes made here so you can update your engine easily. The changes are few.

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:05 pm
by Jukki
Yeii thank you :D

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:08 pm
by Baker
Jukki wrote:Yeii thank you :D
You have an extra coming too. :D Your Half-Life alpha textures will work. :D If you used the expected prefix of "{" (I haven't checked, but I'm sure you guys did).

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:16 pm
by Jukki
Double yeii. Any way you could check the pink texture on weapon models. I tryed to do this but couldnt find a way. It is needed for weapon scope.

If you have ime ofcourse.

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:30 pm
by Baker
Jukki wrote:Double yeii. Any way you could check the pink texture on weapon models. I tryed to do this but couldnt find a way. It is needed for weapon scope.

If you have ime ofcourse.
What gun has a problem? Like what do I need to do to activate this gun so I can see the problem?

Or could you post a screenshot of problem.

[Remember, I'm not super-familiar with your mod or your guns. And my imagination sucks. No promises on this one --- but I have a guess that you'd like color 255 to be transparent on guns like it is with, say, Kurok?]

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:40 pm
by Jukki
Yes, the scope of the twosnipers, just like with kuroks (not there might be a external texture used for scope.mdl, cant remeber if i did remove it)

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 9:47 pm
by Baker
Jukki wrote:Yes, the scope of the twosnipers, just like with kuroks (not there might be a external texture used for scope.mdl, cant remeber if i did remove it)
How do I activate this weapon in what you sent me? Like what impulse or key do I press?

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Tue Jul 24, 2012 10:02 pm
by Jukki
Oh, go to map test_buy. That will have all the buyable weapons in the game (incase you run out of points use impulse 232, it gives you moneh)

Dont have any weapon cheat impulses currently

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 2:44 am
by Baker
Something you *REALLY* must change to conform to standards:

Use the Half-Life standard for alpha masked textures (see this http://www.egir.dk/index.php?page=wal_t ... arent.html )

1. You must prefix these textures with "{" so "metal_rail" needs to be "{metal_rail" [Half-Life standard as the way Valve did things.]
2. In your WAD3 textures, you need to set the color 255 like in the above link. [Half-Life standard as the way Valve did things.]

Now ... you are probably saying "DarkPlaces uses whatever alpha is in external textures". This is evil incarnate for most non-DarkPlaces engines and definitely for the mild set of changes I tried to do here. A surface in a game shouldn't rely on an external texture alpha channel. If I want to cheat, all I need to do is edit the external texture for a door and suddenly I have a fence texture door. And I didn't even have to attempt to edit a map.

I was thinking of making it do this anyway, but if I do it just destroys all ideas for any kinds of standards. I won't claim to know how this works in Quake 3 or other games, and while adding alpha texture support to Quake is in its own way "creating a new standard" ... but I have been sticking to the Half-Life map as it is known.

(* DarkPlaces is a modder convenience engine has its own set of goals. And that's ok for DarkPlaces.)

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 6:21 am
by Baker
Check private messages. You'll find an updated version of your engine source and an .exe. (It isn't using FitzQuake Plus as the base, it's been upgraded to Fitzquake Mark V which is really quite a better base engine.) Put that .exe in your NZP folder and try it.

Although you need to do what is outlined above to follow the way Half-Life maps do alpha masked textures, you can preview what it would look like ...

Type r_texpref_fence "metal" and load "warehouse". You will notice the metal rail texture is an alpha mask texture.

All the alpha mask textures need to start with "{" in your wad3 and in the map, then they will load as you expect.

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 6:36 am
by Baker
Create a default.cfg in your NZP directory with the following contents:
vid_fullscreen "0"
vid_height "272"
vid_refreshrate "60"
vid_vsync "1"
vid_width "480"
viewsize "120"
volume "0.412500"
r_fbrighthack_list "progs/scope.mdl,progs/flame.mdl,progs/flame2.mdl,progs/boss.mdl"
+mlook

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 2:04 pm
by Jukki
ok thank you :)

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 3:58 pm
by Jukki
Thank you baker, we can now finaly walk without fear of getting stuck :D (btw, the scope fix didnt seem to work thought, but everything else do)

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 9:13 pm
by Baker
Jukki wrote:btw, the scope fix didnt seem to work thought, but everything else do)
I didn't do "your scope texture color like Kurok". But I suppose I will. :D I already have such an option coded, I just need to pull it in.

Re: "FitzQuake Plus": An Easy Engine To Compile

Posted: Wed Jul 25, 2012 10:46 pm
by Jukki
Oh ok XD Anyways thank you :) That bug was driving me nuts