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Client Talk
2006-04-05, 09:56
Member
1011 posts

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Feb 2006
tbh i consider the ability to rewind mvd as being one of the most critical features currently lacking in qw clients

does anyone know why its never been achieved?

is it really that hard?
2006-04-05, 13:30
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didnt fuh got something planned for this?
2006-04-05, 21:14
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Jan 2006
sassa wrote:
didnt fuh got something planned for this?

hm, how does that post relate to what ppl say about fuh stoped developing fuhquake!?
2006-04-05, 21:39
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Feb 2006
does anyone have an archive of 'FuhQuake Final Build Changelog' that def posted to qw.nu?
2006-04-05, 22:40
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Jan 2006
last changelog:

FuhQuake v0.31 (Build 675) Changelog

# This is the changelog for FuhQuake v0.31 (Build 675). The changelog for Build 650 can be found above this post.
# The news post for the FuhQuake v0.31 (Build 675) release can be found here.
# The v0.31 FAQ can be found here.
# Known bugs and issues are posted here.

New Features

# Numerous ruleset changes at the bequest of Smackdown and NQR admins (see below).
# Added support for > 4 mouse buttons to windows binaries when using -dinput [Massa].
# Added support for binding MOUSE4 and MOUSE5 in x11/glx builds.
# Added mouse-wheel support to svga binaries.
# Clients now support loading all Half-life maps.
# Game time is now preserved when saving single player games [Tonik].
# Clients now recognise a '-noinvlmaps' cmdline parameter that disables inverting lightmaps (to workaround buggy drivers).
# Added scr_drawHFrags 3 which acts identically to scr_drawHFrags 2 except that it does not print the player's own frags when teamplay is on.
# Improved performance of TGA-image loading code.
# $loc_name_* macros are now parsed before other macros in .loc files.
# Added support for $loc_name_mh expansion in loc files.
# Added tp_name_rune* variables (actually existed in v0.30 but was invisible due to bug).
# Added match_format_multiteam variable (actually existed in v0.30 but was invisible due to bug).
# FuhQuake servers can now handle up to 1024 entities (as long as no more than 512 are visible at any one time) [Tonik].

Changes from Version 0.31 (Build 650)

# Clients no longer respond to A2A_PING requests.
# Improved performance of gl_detail/gl_caustics on low-end cards ( < Geforce 3 class cards)
# Re-added gl_colorlights (this implementation does not give a speed increase when gl_colorlights is set to 0, but it does not require a map restart for changes to take effect).
# Re-added pushlatency.
# Half-life texture wad files can now be loaded from textures/wad3/* as well.
# Lit files can now be loaded from maps/lits/*.lit as well.
# Clients no longer print 'unknown command' warnings when executing server-stuffed messages.
# Auto match screenshots are now taken once again even if all scoreboard scores are zero.

Bug Fixes

# Fixed the s_light sprite skin being overridden with the s_light map texture on e4m3 .
# Fixed -ruleset smackdown disallowing timerefresh's during spec/demo mode .
# Fixed skin forcing not updating when the pov changes in qwd demos recorded by a spectator.
# Fixed buggy update of time display on the solo scoreboard [Tonik].
# Fixed double-thick black line appearing at the bottom of the team overlay when no teams are present on the server.
# Fixed ctrl+v not functioning as paste when used in the dedicated server console [Tonik].
# Fixed segfault occurring when Linux X11 clients fail to open the X display.
# Fixes for frikbot behaviour [Tonik].
# Fixed FuhQuake 'freezing' when Linux clients failed to open sound device at startup.
# Fixed players getting stuck on lifts sometimes when playing Half-life maps [Tonik].
# Fixed bug where %T expanded to the server's teamplay rather than timelimit setting in match_format_* strings.
# Fixed issues with creating directories on Linux systems.
# Fixed texture bugs in software on non-x86 architectures (or on x86 when compiling without id386).
# Fixed player's shaft beam moving when server is paused and cl_truelightning is not 0.
# Fixed display errors when using a 24bpp display without XShm extensions [Massa].
# Fixed issues with Qizmo hidden messages containing the DEL character.
# Fixed crash on e2m2 when playing single player on easy level [Vic].
# Fixed bug where {white text} failed to work correctly in certain circumstances when using 'cl_parseWhiteText 2'.
# Fixed rocketlights failing to light up map submodels when using gl_flashblend 1.
# Fixed 'gl_detail 1' not working on some video cards.
# Fixed libpng and other libraries failing to load in some Linux distributions unless the libpng-dev package was also installed.
# Fixed buggy saving of single-player games when the FuhQuake installation path contained a space in the name.

Ruleset Changes

The following changes were implemented at the request of Smackdown and NQR league admins.

# Teamplay $macros are now restricted in use when using '-ruleset smackdown'. This is so that they cannot be abused to automate team communications. The following restrictions now apply to such $macros :

* The only commands permitted to be used in conjunction with teamplay $macros are "if", "wait", "say", "say_team", "echo" and "tp_point".
* No variables may be used in conjunction with teamplay $macros.
* Aliases may be used in conjunction with teamplay $macros, but the commands they execute must also be restricted to the above list.


The above conditions ensure that teamplay $macros can still be used in complex "if" statements, but only if those "if" statements lead to the execution of one of the permitted commands. In particular complex "if" statements involving teamplay $macros are allowed when the "if" statements only execute say_team commands.

In otherwords, using teamplay $macros for formatting team reports is permitted.

As an exception, the $weapon and $weaponnum macros are not subject to the above restrictions. Hence f_weaponchange can still be used with these two macros to customise crosshairs, sensitivity and so forth based on the in-use weapon.

Also note that non-teamplay $macros (such as $matchtype and $mp3info) are not affected by this change.

# The f_took, f_respawn, and f_death aliases are now never executed automatically when using -ruleset smackdown (previously f_respawn and f_death were allowed but restricted in their use. Now they are totally blocked).

# The 'packet' command is now blocked when using -ruleset smackdown except in pre-war and spectator mode.

# Seconds in clock displays are now once again permitted on scoreboard displays when playing with -ruleset smackdown.

There is also a new variable called "cl_gameclock" that displays the current game time. "cl_gameclock" is similar to "cl_clock" except that it is automatically reset when a match begins. It will not work correctly unless you are present on the server when the match begins (so joining mid-way through as a spectator will not show the correct game time).

There's four possible settings for enabling the game clock - "cl_gameclock 1/2/3/4". The different settings determine whether the clock counts up from 0:00 or down from the timelimit, and also whether the display is formatted as HH:MM:SS or just MM:SS .

The position of the clock can be customised with the "cl_gameclock_x" and "cl_gameclock_y" variables.

# Adding "-norjscripts" to the command line now blocks forward rocket jump and other related rocket-jump scripts. A client's f_ruleset response will indicate whether this command line parameter is present.

Note that FuhQuake clients have recognised server-side FPD bits that disable rocket-jump scripts since version 0.26 (Dec. 2002). There are a number of communities (mostly team fortress) around the world that have used this mechanism to disable rocket-jump scripts for a number of years.

The "-norjscripts" command-line option was added at the request of league admins so that such scripts can be disabled in FuhQuake clients when the server cannot be configured to set the appropriate FPD bits due to accessibility reasons. It forces clients to behave exactly as if the rocket-script FPD bits were set in the server's serverinfo settings.
2006-04-05, 23:15
Member
1011 posts

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Feb 2006
no no

put "fuhquake final build changelog" into google and you'll find def's old post about it before qw.nu went down

it was the features that were gonna be in Fuhquake > 0.31, i.e. Fuhquake The Final Build (TFB) but it never got made public as fuh became disillusioned with the scene
2006-04-06, 00:18
News Writer
2260 posts

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Jan 2006
this is what def wrote on that post:
Baalz has kindly posted a changelog dated from may (in the comments section of another news item) that he recieved from Fuh via email which outlines changes in the upcoming and final version. There is no ETA for the release of this version other than when it's done.

*) Multiview
- _real_ multiview support that is at least 2x faster and often 3x faster than oppy's when viewing 4 ppl at once

*) Visual Enhancements + EyeCandy
- Added Q3-like powerup shells
- Added support for .md3 model rendering
- Added proper 2x overbright lighting to the GL renderer (toggleable) -
small change but has huge impact on how good the game looks
- Added a particle replacement effect for the lightning beam (toggleable
with gl_part_lightning)
- Added a particle replacement for torch flames (toggleable with
gl_part_flames)
- Tweaked/improved a lot of the current particle effects
- Added more underwater-specific water effects (toggleable with
gl_waterparticles)
- Added a stainmap and decal engine (blood splatters, bullet marks, write
your name on walls with the shaft etc ... all toggleable and some
customisable)
- Dynamic lights now light up a _real_ sphere instead of some half-assed
approximation - without any FPS degradation (dlights look much more real
now)
- gl_colormodels toggles whether alias models are .lit with RGB or
monochrome (no map restart required ... can be used to make .lit files
affect .mdl/.md3 models)

*) Console
- All bash shell shortcuts supported now (ctrl-a/e/w/k/u ...)
- Added support for other fancy features of bash to make console usage much
easier (eg. '!cmd' ... linux users know what I'm talking about)


*) Map Support
- Added _full_ support for _all_ halflife maps
- Dramatically reduced loadtime when loading multiple halflife maps
- Loading maps using .tga textures now takes less than 30% of the time


*) FileSystem
- Added support for compressed and uncompressed zip files (.pk3's)
- Added support for reading and writing .gz compressed files
- Increased .pak max file limit to 65535 (same as for .zip's)
- Made loading files from .pak/.pk3's significantly faster


*) Win32
- Added support for 5-8 mouse buttons when using -dinput


*) Linux
- The aim here is to have state of the art linux clients:
- Added support for mouse 4/5 in x11/glx clients
- Fixed non-dga keyboard input failing to work when ctrl is held down with
certain keys
- Linux x11/glx clients now share the same input subsystem
- Hardware gamma palette shifts are restored when glx client loses focus (in
windowed mode)
- windowed_mouse is automatically toggled when the console is brought
up/down when in windowed mode (just like win32 binaries)
- Support for switching video modes on the fly (see video options menu
below)


*) Sound
- Fixed "-primarysound" bugs (now pro-players can further lower their sound
latency/s_mixahead without crashing on alt-tab)
- s_khz can be used to set sound to 8/11/22/44 khz without restarting client
- Better sound resampling (improved 11/22khz sound quality when using s_khz
44)
- Added support for playing more .wav formats
- Added .ogg support (considered redundant since its only advantage is
reduced disk space + memory usage)


*) Improved Trigger System
- Support case sensitive and case insensitive matches
- Supports color sensitive and color insensitive matches (so xyz can match
only red xyz, only white xyz or both)
- Supports wildcard matching (and more fancy things too)
- The same alias can now be reused in multiple triggers
- Triggers can be edited and removed via console commands
# - Triggers can be used to ignore arbitrary text (eg. " :*" will ignore
qizmo spec messages since * matches anything)


*) Server Browser Menu
- Functionally similar to the excellent mqwcl server browser, but with the
following differences:
- Linux clients dont need to be run as 'root' to use the server browser
- Pinging uses the same scheme as ASE/qizmo so you can ping _all_ servers
- No GUI to customise the server browser (yet) -- must use variables
instead
- No 'test connection/ping' functionality
- Master browser support incomplete (.txt file sources of course work)
- Considered only 70% complete until master browser support is added


*) Improved Demo Menu
- Supports _native_ compressing and decompressing of demos to/from .gz
format
- Supports batch compressing and uncompressing of demos
- Supports browsing and playing demos from .zip archives
- Supports deleting and renaming demos from the menu GUI
- Added search functionality for finding/filtering demos (supports wildcards
and other fancy things)
- 'Winamp' style playlist for demos - supports looping/repeat and
random/sequential playback


*) Improved Video Options Menu
- Support for changing video resolution, bpp, refresh frequency,
fullscreen/windowed mode from the menu
- Yes, this applies to both GL and software, windows and linux
- Support for changing console resolution (conwidth/conheight) on the fly in
GL clients


*) Speedups/Optimizations
- I put a hell of a lot of work into this one. Numerous significant parts
of the game engine have been rewritten.
- Bottom line: _guaranteed_ 60% FPS increase in 'timedemo overkill' when
using a 'vanilla qw 2.33' config with dynamic lights enabled (82% and 86%
FPS increase on my gf3/gf2mx boxes).
- The following things have been redesigned (more) optimally
- Dynamic lighting
- Alias model rendering (.mdl and .md3)
- Particle engine backend (particle physics have much less impact on FPS
now)
- Huge optimizations made to .mvd playback.
- Noticeable speedup for gl_detail and gl_caustics
- Re-written scr_autoid
- Removed a lot of fat/bloat/fluff ... current work-in-progress FuhQuake with all the features listed here is actually smaller than v0.31 (in terms of codebase size).
- I spent 30% of time on things in this section (my new moto is 'quality
over quantity')


*) Misc. Things
- Readded pushlatency (really sorry to whose I fucked over by removing this)
- Readded gl_colorlights (makes dynamic lights white/colored ... no map
restart required)
- Added Metslime & Tonik's non-subdivided classic quake sky
- Added quake2-like cl_run variable
- Added $loc_name_mh + some other misc. teamplay things
- Fixed dozens of sbar-related bugs
- Minor tweaking of GL 'classic' particles for people switching from
software
- Fixed all bugs listed @ http://www.fuhquake.net/forum/viewtopic.php?p=7#7
- Fixed over 20 other minor bugs I haven't bothered listing because noone
has noticed them but myself (or at least not reported them)
- Added about 75 other 'small' things (some of which are really not that
small!)
2006-04-06, 04:55
Member
805 posts

Registered:
Mar 2006
sassa wrote:
*)Multiview
- _real_ multiview support that is at least 2x faster and often 3x faster than oppy's when viewing 4 ppl at once

...

- Added about 75 other 'small' things (some of which are really not that
small!)

This looks more like "Things to do in next 5 years of hard work" than "I'll do all this 10.000 things for the next version"!

It's kind of a fanciful thing I think!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-06, 07:05
Member
104 posts

Registered:
Mar 2006
OMG
I'd love to have TFB Fuhquake...

Does FTE have this effect:
"- Added a stainmap and decal engine (blood splatters, bullet marks, write
your name on walls with the shaft etc ... all toggleable and some
customisable)"?

I'd love to do some proper taggin with shaft...
http://us.i1.yimg.com/us.yimg.com/i/fifa/06/bypa/ptw/asamoah_l.jpg
2006-04-06, 08:21
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Jan 2006
yes it does pek
2006-04-06, 09:17
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1011 posts

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Feb 2006
vegetous: did you _have_ to requote the entire message that was right above just to put your single line comment??

anyhow if you notice the tense of the changelog it is all past tense
e.g. 'I put work into' 'Improved' 'Fixed'

Also I believe def and TheBeats may have had pre-release test versions

I'm not interested in that though, unless fuh ever volunteers the source, but I did want to see what he intended to release
2006-04-06, 09:57
Member
104 posts

Registered:
Mar 2006
Empezar wrote:
yes it does pek

woah.

That was my comment on that FTE-thread.

repeat: woah.

I'll try FTE for sure
http://us.i1.yimg.com/us.yimg.com/i/fifa/06/bypa/ptw/asamoah_l.jpg
2006-04-06, 21:04
Member
805 posts

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Mar 2006
oldman,

I don't believe anything of this changelog was ever done! It's maybe (maybe) a fuh's self wishlist for fuhquake final build. And it's totally irreal believe next build would be the final one.

If you take the last 4, 5, 6 versions of fuhquake and put them together, you'll have not this amount of changes. Ok the quantity of changes could be bigger, but look the importancy of the changes.

Quote:
- Added _full_ support for _all_ halflife maps
- Dramatically reduced loadtime when loading multiple halflife maps
- Loading maps using .tga textures now takes less than 30% of the time
_real_ multiview support that is at least 2x faster and often 3x faster than oppy's when viewing 4 ppl at once
- Bottom line: _guaranteed_ 60% FPS increase in 'timedemo overkill' when
using a 'vanilla qw 2.33' config with dynamic lights enabled (82% and 86%
FPS increase on my gf3/gf2mx boxes).

This is a huge change! Most important of all if we remember fuh was abandoning the project because he has not time for it anymore. And if he has no time, how could he done all this things?
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-06, 21:18
Member
1011 posts

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Feb 2006
? all those quoted things were stuff he'd been working on since 0.27-0.28

speedups are often small tweaks to algorithms that take up 3 or 4 lines of code

yes the changes are a lot but it was all stuff that had been ongoing development in parallel with previous releases as far as i remember
2006-04-06, 21:19
Member
1011 posts

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Feb 2006
plus you can't really quantify speed improvements on something you havn't implemented yet

82% and 86% on my gf2mx/gf3 boxes etc.
2006-04-06, 23:06
Member
805 posts

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Mar 2006
oldman wrote:
? all those quoted things were stuff he'd been working on since 0.27-0.28

Exactly! Fuh was working in this things for ages and then suddenly is it all done? Sounds strange!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-06, 23:54
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Jan 2006
yeah that's what you call a final release, everything you've been working on - completed..
2006-04-07, 08:57
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1011 posts

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Feb 2006
hetman, I think you need to add more <b> tags to emphasise ezquake in your CV, it is not mentioned quite enough!
2006-09-24, 14:40
Administrator
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Jan 2006
i want rewind!
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2007-01-05, 07:23
Member
252 posts

Registered:
Dec 2006
i dont think fuh was the only one developing fuhquake
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-01-05, 07:38
News Writer
493 posts

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Jan 2006
whay are you bringing back such an old topic? let it die like fuhquake
  21 posts on 1 page  1