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FuhQuake v0.28 (Build 425) Out Now!!
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun May 04, 2003 12:13 am    Post subject: FuhQuake v0.28 (Build 425) Out Now!! Reply with quote

FuhQuake v0.28 has finally been released. It has many new things to offer, most for GL and linux users. The biggest new features are:
  • Saving/loading single player game support.
  • Complete skybox support is now available.
  • FPS speedups for GL clients (especially linux GLX).
  • XMMS support for linux clients.
  • New pyro flame and emp effects for teamfortress.
A complete changelog for v0.28 can be found here.


Download FuhQuake v0.28 (4mb):


If you have a previous installation of FuhQuake then you should just download the 4mb zips above and unzip them into your quake directory.

If you don't have a previous installation of FuhQuake or want to freshen up your 24bit map textures, then you should install the FuhQuake v0.27 installer first and then unzip the v0.28 files over the top. Further instructions can be found at the installer page.

Skybox Instructions:
Download skyboxes from the links section and unzip them into qw/env . You then use the "loadsky" command within FuhQuake to load a skybox (eg "loadsky snow2" or "loadsky mars2"). "loadsky none" will unload the current skybox and restore the old quake 1 style skies. You need to look in your qw/env folder to see what skyboxes are available to you.

Important: There is a somewhat serious bug in that -ruleset smackdown enforces gl_keepjunctions to 0 instead of 1. 'gl_keepjunctions 0' gives more fps but shows some fullbright pixels through walls in certain parts of some maps which is cheaty (well every glqw client has it so it's not like you are getting an advantage from FuhQuake). I will remove the variable all together in an update to be released very soon.

Last edited by fuh on Sat Jan 10, 2004 7:52 pm; edited 7 times in total
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sun May 04, 2003 3:25 am    Post subject: Reply with quote

would be useful to have something like 'skyboxes.cfg' or something where u can add a mapname and the assosciated skybox you want auto-loaded for each map

actually i guess this can be done with current fuh scripting
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br-jediknight-br



Joined: 09 Nov 2002
Posts: 193
Location: Joćo Pessoa - PB - Brasil

PostPosted: Sun May 04, 2003 3:37 am    Post subject: Reply with quote

Code:
alias  f_newmap       "if $mapname = dm3 then skynight else f_newmap2"
alias  f_newmap2      "if $mapname = e1m2 then skyday else f_newmap3"
alias  f_newmap3      "if $mapname = 2fort5 then skynone else f_newmap4"
...

alias  skyday         "loadsky day"
alias  skynight       "loadsky night"
alias  skynone        "loadsky $qt$qt"

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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Sun May 04, 2003 3:45 am    Post subject: Reply with quote

Quake still kickin in 2003!
Thanks Fuh!
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Sun May 04, 2003 4:10 am    Post subject: Reply with quote

Can someone post a skybox.cfg, for the standard id sp and dm maps?
I don't want to experiment testing which sky looks best with each map. I assume someone has already done that.

I also assume we can put the skies in "fuhquake/env"?
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anger



Joined: 18 Jan 2003
Posts: 25
Location: Brazil

PostPosted: Sun May 04, 2003 5:06 am    Post subject: Reply with quote

br-jediknight-br wrote:
Code:

alias  f_newmap       "if $mapname = dm3 then skynight else f_newmap2"
alias  f_newmap2      "if $mapname = e1m2 then skyday else f_newmap3"
alias  f_newmap3      "if $mapname = 2fort5 then skynone else f_newmap4"
...

alias  skyday         "loadsky day"
alias  skynight       "loadsky night"
alias  skynone        "loadsky $qt$qt"


se eu usar :

alias f_newmap "if $mapname = dm3 then dm3tp else nd"

alias dm3tp "exec ../dm3-tpbinds.cfg"
alias nd ""

da certo pra carregar binds de teamplay ?
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br-jediknight-br



Joined: 09 Nov 2002
Posts: 193
Location: Joćo Pessoa - PB - Brasil

PostPosted: Sun May 04, 2003 5:19 am    Post subject: Reply with quote

anger: ta certo sim mas vc num precisa usar esse 'nd'

Code:
alias f_newmap  "if $mapname = dm3 then dm3tp"
alias  dm3tp  "exec ../dm3-tpbinds.cfg"


soh isso basta, vc pode fazer akela 'corrente' q eu botei antes, pra ler as cfg's de cada mapa Very Happy
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Fortyseven



Joined: 18 Sep 2002
Posts: 19
Location: Clinton, CT

PostPosted: Sun May 04, 2003 10:04 am    Post subject: Reply with quote

Holy crap that's amazingly convoluted. Smile I don't mean that in a rude way, of course, it's clever trick, but perhaps it's time for a more general and flexible scripting language that can sit along side the console is in order.

Lua anyone? That would probably be one hell of a project to integrate it into the client, but imagine the freedom. Surprised
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Scuba Steve



Joined: 02 Oct 2002
Posts: 125
Location: Massachusetts

PostPosted: Sun May 04, 2003 2:16 pm    Post subject: I'm SOoooOO SMRT Reply with quote

alias f_newmap "exec $mapname.cfg"

Do we still need r_skybox if we have loadsky?
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Sun May 04, 2003 2:49 pm    Post subject: Reply with quote

i think loadsky is just a pointer to r_skybox (just so scripts don't get broken)
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Sun May 04, 2003 2:57 pm    Post subject: Reply with quote

i was thinking for the sky boxes maybe have a file in the textures directory that fq looks for just like textures, but its a simple txt file with loadsky name

the order for looking is

qw/textures/mapname/
qw/textures/

this would save having to make massive if scripts for every single map, and allows texture packs to tell fq which skybox to load, should be simple enough to do me thinks, but then again i dont know where to start.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun May 04, 2003 3:38 pm    Post subject: Reply with quote

dkure wrote:
i think loadsky is just a pointer to r_skybox (just so scripts don't get broken)


yeh that's right, but use loadsky because I am going to rename r_skybox to r_skyname some day.
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miKa0lho!



Joined: 03 Jan 2003
Posts: 18
Location: Brazil - Sćo Paulo

PostPosted: Sun May 04, 2003 4:42 pm    Post subject: Reply with quote

autorecord coming soon fuh? Embarassed
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun May 04, 2003 4:43 pm    Post subject: Reply with quote

miKa0lho! wrote:
autorecord coming soon fuh? Embarassed


scroll down to the bottom of the second news post.
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_Kelvin



Joined: 04 May 2003
Posts: 1

PostPosted: Sun May 04, 2003 6:30 pm    Post subject: Cool skyboxes indeed... Reply with quote

there's just one tiny problem... somehow my fuhquake doesnt seem to like 512*512 pixel textures and quite a few of the skybox images is that resolution... dunno if its an error in the engine or 'someone' just forgot to downsize the images...

anyways just wanted to let you know...

ps. i love you fuh!
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun May 04, 2003 6:45 pm    Post subject: Reply with quote

yep thats right, they are restricted to 256x256 for now. So you need to rescale some images.

I'll add support for other sizes in the future.
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HypertecH



Joined: 15 Sep 2002
Posts: 9

PostPosted: Mon May 05, 2003 4:32 am    Post subject: Reply with quote

Hi fuh, just to inform:

Here's my video card

GL_VENDOR: ATI TECHNOLOGIES INC.
GL_RENDERER: RADEON 8500 DDR
X86/MMX/3DNOW!/SSE
GL_VERSION: 1.3.3143 WINXP RELEASE


the 0.28 version decreased (at least) 10 fps.


and sorry my english
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Mon May 05, 2003 4:22 pm    Post subject: Reply with quote

HypertecH wrote:
Hi fuh, just to inform:

Here's my video card

GL_VENDOR: ATI TECHNOLOGIES INC.
GL_RENDERER: RADEON 8500 DDR
X86/MMX/3DNOW!/SSE
GL_VERSION: 1.3.3143 WINXP RELEASE


the 0.28 version decreased (at least) 10 fps.


and sorry my english


Ok I have a friend who has a radeon 8500 and is an expert on them.

[03:59PM] (fuh): what is your video card exactly
[03:59PM] (fuh): + vendor
[04:00PM] (fuh): + driver versions
[04:00PM] (fuh): + linkto the drivers you use
[04:00PM] (fuh): please
[04:05PM] (darkangel): gigabyte radeon 8500 64mb catalyst 3.1
[04:06PM] (darkangel): http://pdownload.mii.instacontent.net/ati/drivers/wxp-w2k-radeon-7-84-030228a1-008040c-efg.exe
[04:06PM] (fuh): ok
[04:06PM] (darkangel): http://pdownload.mii.instacontent.net/ati/drivers/control-panel-7-84-030228a1-008040c-efg.exe
[04:13PM] (darkangel): catalyst 3.2 is shit
[04:13PM] (darkangel): and takes 15 fps off opengl games for me

try using his drivers, see if it helps.


he has an xp1800 cpu, and his timerefresh at 1280x960x32 on 2fort5r bridge with 16xx anisotropic is 174 with 0.28 and 137 with 0.27. And he even had skyboxes on in 0.28 and fastsky on in 0.27, the speed difference is even more.
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Tue May 06, 2003 12:09 am    Post subject: Reply with quote

enforcing gl_keepjunctions to 1 when using -ruleset smackdown, fair enough

but sif remove it for non tourney play
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Tue May 06, 2003 12:11 am    Post subject: Reply with quote

b wrote:
enforcing gl_keepjunctions to 1 when using -ruleset smackdown, fair enough

but sif remove it for non tourney play


what is the need to keep it? Is the fps boost really that significant/necessary? I only get a small fps increase, nothing that threates getting below 77.
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