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Administrator 1025 posts
Registered: Apr 2006
In an attempt to boost the client development in general I'm currently interested in what you miss in fodquake? Or perhaps you want something changed or done in another way? Whatever floats your boat, all feedback is nice, as long as it's constructive. Download links to latest test build of fodquake: WindowsOther platforms: Go here and hit DownloadsBefore you ask any support related questions (and rather do that in a new thread), go read the FAQ, it covers the basic problems. Shoot! (Edited 2013-02-20, 12:22)
Member 286 posts
Registered: Sep 2012
Fodquake runs smoothly and doesn't lack much stuff. - an advanced menu like ezquake's one, even more when some cvars are not the same. ( a a nicer font that you can actually read ) - simple items - something like keymap_load fr it's very annoying for console typing I can't test muche more because of that last one
Member 188 posts
Registered: Feb 2008
built-in ALT-TAB fullscreen switching support for single player or local map loading so it is easier to test maps etc. something like ezquake's gl_no24bit so you can go 8bit on the fly (not important though) configurable HUD wouldn't hurt though I'm happy with the standard one. chat icons maybe handy, ppl expect them to be there because the quasi-standard ezquake set. qtv watching is very unsmooth atm., like watching a .qwd demo, maybe my fault though. One very handy feature that FTE has where you can color the skins with RGB colours so the skin parts that support it and only those are coloured (like setting 'color 4 4' to make base skins dressed red but with RGB instead of the 8bit palette).
However I think it is an excellent client which is very portable, ran it on OpenBSD for a while for example, was rock solid (and the only Quake client that was rock solid). So I'd rather not see any featureitis with 1000 dependencies and questionable extensions.
Member 459 posts
Registered: Mar 2008
* widescreen support? (it just feels weird with widescreen atm. 1920x1080, conheight 360, conwidth 640) * hud_editor or similar
Member 1102 posts
Registered: Jan 2006
(Atom feed for the website news)
Member 188 posts
Registered: Feb 2008
* widescreen support? (it just feels weird with widescreen atm. 1920x1080, conheight 360, conwidth 640) * hud_editor or similar hmm, doesn't look weird here, same numbers.
Administrator 1025 posts
Registered: Apr 2006
* widescreen support? (it just feels weird with widescreen atm. 1920x1080, conheight 360, conwidth 640) * hud_editor or similar It's probably due to your fov. ezQuake currently has a broken calculation of it with vid_wideaspect 1, it assumes a 16:10 aspect ratio for instance, and that's hardcoded. In fodquake use the same fov no matter what resolution/monitor you're using and it will give the same result. So in your case, try your "old CRT fov"
Administrator 1025 posts
Registered: Apr 2006
built-in ALT-TAB fullscreen switching support for single player or local map loading so it is easier to test maps etc. something like ezquake's gl_no24bit so you can go 8bit on the fly (not important though) configurable HUD wouldn't hurt though I'm happy with the standard one. chat icons maybe handy, ppl expect them to be there because the quasi-standard ezquake set. qtv watching is very unsmooth atm., like watching a .qwd demo, maybe my fault though. One very handy feature that FTE has where you can color the skins with RGB colours so the skin parts that support it and only those are coloured (like setting 'color 4 4' to make base skins dressed red but with RGB instead of the 8bit palette).
However I think it is an excellent client which is very portable, ran it on OpenBSD for a while for example, was rock solid (and the only Quake client that was rock solid). So I'd rather not see any featureitis with 1000 dependencies and questionable extensions. I personally agree on the chat icons actually, although I must say that the AFK icon is the most useful one of them. I also agree about QTV (eztv) streaming, it's not interpolated, same with specing. That's one of the things I'd like to see implemented. I'd also like an equivalent of r_tracker in ezq. I miss console history (when you quit and restart the client your old commands typed can be accessed with uparrow etc) A thing that currently is a bit irritating is the "choppyness" when walking up some stairs, its not smooth for me atleast. Anyone else noticing the same or is it just me?
Member 132 posts
Registered: Apr 2007
i cant even get it starting.. : ]
--------------------------- Error --------------------------- W_LoadWadFile: couldn't load gfx.wad --------------------------- OK ---------------------------
Member 344 posts
Registered: Nov 2006
i cant even get it starting.. : ]
--------------------------- Error --------------------------- W_LoadWadFile: couldn't load gfx.wad --------------------------- OK --------------------------- Check out the FAQ - first item.
Administrator 1025 posts
Registered: Apr 2006
Removed some troll posts. Keep it to subject.
(Edited 2013-02-20, 15:55)
Member 459 posts
Registered: Mar 2008
* widescreen support? (it just feels weird with widescreen atm. 1920x1080, conheight 360, conwidth 640) * hud_editor or similar It's probably due to your fov. ezQuake currently has a broken calculation of it with vid_wideaspect 1, it assumes a 16:10 aspect ratio for instance, and that's hardcoded. In fodquake use the same fov no matter what resolution/monitor you're using and it will give the same result. So in your case, try your "old CRT fov" So, does this mean that /fov 120 in FodQuake on 16:9 resolution actually is closer to 133 Field Of View? I never used vid_wideaspect in EzQuake, btw. I think some points were mentioned by others, but a few more things that came to mind: - r_tracker messages - gl_simpleitems - colored text (for use in teamsays f.ex) Other than that, I must admit FodQuake feels really damn smooth. If it had a hud editor (or some means to rearrange hud icons) and tracker messages, I'd probably use it over EzQuake right away. ** edit ** ezquake settings: /vid_mode "12" /vid_conheight "360" /vid_conwidth "640" /fov 130 /vid_wideaspect "0" fodquake settings: 1920x1080 resolution (picked from the menu) /vid_conheight "360" /vid_conwidth "640" /fov 130 Definitively feels like fodquake uses a much higher fov, yeah.
Member 188 posts
Registered: Feb 2008
fodquake recalculates your fov for widescreen, if you have 130 in ezquake with wideaspect 0, you'll may want to try fov 115 in fodquake.
Administrator 1025 posts
Registered: Apr 2006
fodquake recalculates your fov for widescreen, if you have 130 in ezquake with wideaspect 0, you'll may want to try fov 115 in fodquake. Nah, fov 124 in ezquake is equivalent of 115 in fodquake, so he'd have to go a little bit higher I think. Rikoll: What I meant with wideaspect is that in ezQuake you can type "vid_wideaspect 1" and it will show you the "16:10 fov" to use if you have a widescreen, like you have fov 115, then it says "fov recalculated to 124". So 124 was the value to use for your widescreen display in ezQuake. In fodquake there is no need for any recalculations, its just fov 115 no matter if you have 4:3 crt or widescreen tft. So fov 130 in ezquake seems to be around fov 121-122 for fod. (Although don't use vid_wideaspect for more than "educational purposes", it's bad and broken.)
Member 188 posts
Registered: Feb 2008
[quote="leopold"]fodquake recalculates your fov for widescreen, if you have 130 in ezquake with wideaspect 0, you'll may want to try fov 115 in fodquake. Nah, fov 124 in ezquake is equivalent of 115 in fodquake, so he'd have to go a little bit higher I think. He seems to use 16:9, not 16:10, but was a rough guess anyway.
Administrator 1025 posts
Registered: Apr 2006
He seems to use 16:9, not 16:10, but was a rough guess anyway. Yes indeed. However I was thinking that he probably used the wideaspect 1 sometime just to figure out what fov to use when he switched to widescreen. That calculation has a hardcoded aspectratio of 16:10 in the calculations. I'm a bit tired so I might be thinking wrong
Administrator 2058 posts
Registered: Jan 2006
Perhaps make the default resolution something other than 320x240. Something more modern.
A fullscreen menu that looks modern (with a "menu" background)? With a font that's separate from the console characters.
Member 92 posts
Registered: Aug 2007
Default resolution is a desktop res. Custom font color works only in gl version and depends on the server version, eg. works at dybbuk, does not at foppa.
Administrator 1025 posts
Registered: Apr 2006
Default resolution is a desktop res. Custom font color works only in gl version and depends on the server version, eg. works at dybbuk, does not at foppa. If you're talking about colored teammessages it does indeed work at foppa/pangela (and all recently updated MVDSV/KTX servers). Got qqshka to remove that ezQuake check about a year ago.
Member 188 posts
Registered: Feb 2008
One important thing I forgot is time synchronisation. In case of a disconnect, after reconnecting ezquake syncs the client time with the server game time, fodquake so far does not. Happened to me some days ago in a 4v4, ISP hung up after 2. min., I reconnected and my clock was off for the rest of the match which was irritating (when is Pent? Same for observing/qtv.
Member 28 posts
Registered: Jul 2008
+ simpleitems + hud editor + chat icons (afk) + cmd-tab support (osx) + far more options from menu + ezq-like fakeshaft support
(Edited 2013-02-24, 09:07)
Member 344 posts
Registered: Nov 2006
+ alt-tab support (osx)
Is there something wrong with the current behavior? Besides that it is cmd-tab instead of alt-tab to be consistent with other osx applications? If you don't like how the app just moves to the background you can also use cmd-h to minimize it to the dock. (Test versions that is..)
Member 344 posts
Registered: Nov 2006
+ ezq-like fakeshaft support What is the difference between the two apart that ezq at some point decided to rename cl_truelighting to cl_fakeshaft? Fodquake still stays with the cl_truelighting name.
Member 28 posts
Registered: Jul 2008
cmd-tab: yes it works like charm, but it somehow messes up the palette after a few cmd-tabbing, however a mapchange solve it. fakeshaft: I meant the antilag feature ofc, sorry.
Member 386 posts
Registered: Apr 2006
The current implementation of antilag is fully server-side, so no adaptation is required from fodquake, as far as I know.
Administrator 1025 posts
Registered: Apr 2006
The current implementation of antilag is fully server-side, so no adaptation is required from fodquake, as far as I know. I think he means fakeshaft 2?
Member 344 posts
Registered: Nov 2006
cmd-tab: yes it works like charm, but it somehow messes up the palette after a few cmd-tabbing, however a mapchange solve it. Sorry, never seen that.. is there a way to reproduce it? (number of switches maybe?)
Member 364 posts
Registered: Oct 2006
implement "auto" value for vid_conheight, should be default. it will mean "calculate based on vid_conwidth and screenaspect" for screenaspect, implement vid_screenaspect, defaulting to "auto". ask the OS for monitor parameters if possible, or make a reasonable assumption based on resolution: 1920x1080 is obviously widescreen (1.777 aspect), while 1024x768 is most probably 4:3 (1.333) -- not guaranteed though, as some systems can scale 1024x768 to fill a widescreen monitor, which is why manual override should be possible with vid_screenaspect.
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