Another "as I work on it" post of the code:
Download: Fourth code update
3 bugs I need to track down and a lot of testing to do, plus 1 question (how to make demos in FitzQuake assured to be compatible with other engines if the edicts > 600).
The 3 bugs I've noticed:
1) Played demos are "wrong". I must have something small wrong somewhere, I'm sure it be fixed when I spend more time debugging.
2) Going to single player to multiplayer to single player again "disconnects".
3) Seems to try to execute the entire cmdline cvar upon startup, shouldn't be hard to identify.
Implemented a lot of conversative improvements (crosshaircentered cvar, cl_confirmquit, fixed alt-tabbing issue that I guess only affects certain cards, aguirRe's "chase_active"/"player skin" fix) and about 80% of ProQuake features. Miscellaneous things like making the console scrollable with the mouse wheel.
In the future, it'll have JoeQuake demo rewind and AVI capturing ability. Demo rewind seems like a lot of work; AVI capture seems pretty simple.
To do list:
1) PNG screenshots (why use 2x disk space with TGA screenshots, I can understand using TGA textures for external textures, but I can't see any advantage of TGA screenshots).
2) Some sort of discreet preferences panel to do small things in Options like turn off bobbing, v_kick stuff, centered crosshair.
I'm trying absorb just about every common sense improvement in ProQuake/JoeQuake that improves the total Quake experience without changing the conservative feel or the engine and want to keep the menus very simple.
I plan on looking at DarkPlaces code for resolution switching to see how the DINPUT issue is handled, I might look and see what they did with resolution switching in ezQuake. FitzQuake's method nukes DINPUT.
Download: Fourth code update
3 bugs I need to track down and a lot of testing to do, plus 1 question (how to make demos in FitzQuake assured to be compatible with other engines if the edicts > 600).
The 3 bugs I've noticed:
1) Played demos are "wrong". I must have something small wrong somewhere, I'm sure it be fixed when I spend more time debugging.
2) Going to single player to multiplayer to single player again "disconnects".
3) Seems to try to execute the entire cmdline cvar upon startup, shouldn't be hard to identify.
Implemented a lot of conversative improvements (crosshaircentered cvar, cl_confirmquit, fixed alt-tabbing issue that I guess only affects certain cards, aguirRe's "chase_active"/"player skin" fix) and about 80% of ProQuake features. Miscellaneous things like making the console scrollable with the mouse wheel.
In the future, it'll have JoeQuake demo rewind and AVI capturing ability. Demo rewind seems like a lot of work; AVI capture seems pretty simple.
To do list:
1) PNG screenshots (why use 2x disk space with TGA screenshots, I can understand using TGA textures for external textures, but I can't see any advantage of TGA screenshots).
2) Some sort of discreet preferences panel to do small things in Options like turn off bobbing, v_kick stuff, centered crosshair.
I'm trying absorb just about every common sense improvement in ProQuake/JoeQuake that improves the total Quake experience without changing the conservative feel or the engine and want to keep the menus very simple.
I plan on looking at DarkPlaces code for resolution switching to see how the DINPUT issue is handled, I might look and see what they did with resolution switching in ezQuake. FitzQuake's method nukes DINPUT.
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