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Future vs. Fantasy
Fitzquake Mark V page

I believe Fitzquake Mark V is the *best* engine for running FvF, so I'm making it my officially recommended Quake client for FvF. It's small, fast, and doesn't mess up Quake's default settings or feel. Plus it has all the right enhancements that make things better, like interpolation for the monsters on the server to make them move smoothly, much better (colored) lighting than the standard, flat-looking Quake lighting, and support for high-quality textures, skins, and skyboxes.

Though it has a few bugs, and there are some settings you'll need to make to get it looking great, so let's get started.




Fitzquake.V Downloads

First, download Fitzquake Mark V. Here is a direct link.
Extract that to your Quake folder.

This is an older version of Mark V, but it's the one that I find most compatibile with my system. There are newer and older versions available if you have trouble with this one.

Some additional downloads to make things prettier (these are optional enhancements to Fitzquake):

Colored Lights pack for the standard Quake maps. You'll have to dig the .lit files out of the archive and put them in Quake\id1\maps\
ID1_LIT_Pack_14th_May_2009.zip (9.3 Meg)

The entire FvF Map pack which contains the Iikka and Terra maps we sometimes run on the server, plus colored light files for each of them. Also included is the altered DM6 Purifier map. These should go in Quake\fvf\maps\ If you otherwise keep your custom maps in Quake\id1\maps\ you should at least be sure to put the DM6 map (and lit file) only in the \fvf\maps\ folder, since it could possibly cause problems on cheat-free servers, since it's modified.
FvFmaps.7z (5.85 Meg)

A Skybox pack I put together with some cool skyboxes that look good for Quake. These go in Quake\id1\gfx\env\
FvFskyboxes.zip (7.5 Meg)

High-quality Monster skins in Fitzquake format, plus the old "Shrine of Gunter" texture. These go in your fvf folder (Quake\fvf\progs\ for the skins and Quake\fvf\textures\ for the texture).
FvFmonsters_Fitz.7z (5.5 meg)

A (Medium) High-Quality Texture pack for Quake. This includes all the wall textures and most of the item textures. Extract to your id1 folder.
Texture packs for Quake can be HUGE. Some of them are well over a gigabyte to download. Most of the files in this pack are from The Quake Retexturing Project, with a few extra model skins I grabbed form other sites. I then resized everything by half, resulting in a texture pack that is 1/4th the file size (the originals would be over 400 meg to download). Honestly, I don't see the point in making the textures in Quake with such a HUGE pixel count, when even a "medium" quality texture pack is going to be a vast improvement over Quake's default tiny, 256-color DOSy textures.... Try it yourself! The download is actually a reasonable size, and the loading times for these smaller textures in the game should also be less.
Medium-HQtextures.7z (91.4 meg)

If you've downloaded everything else, you might as well get The Quake CD Soundtrack in MP3 format (I encoded these at 63kbps to make the file size smaller, and it's not like it was ever going to sound super great playing through Quake anyway :P ). The MP3 files go in Quake\id1\music\
QuakeMusic.7z (25.5 meg)

Finally, if you don't already have vispatched maps (if your water does not look correctly transparent), you can simply download these vis files from Quakeone.com and place them in your Quake\id1\maps\ folder, and Fitzquake will handle it for you.
visfiles_go_in_quake_id1_maps.zip (0.9 meg)




Fitzquake.V Config

You should make a standard batch file in your Quake folder containing: "mark_v -game fvf" to run the mod.

Fair Warning: do not try to toggle High-Quality textures on/off on levels E1M2 or E2M3, as those maps have texture bugs and will crash Fitzquake V if you try to switch to different textures. The levels will work fine with the textures either on or off when you first loads the map -- it's just attempting switch textures after the map is already loaded that will cause the crash.

Now let's set up some config files. In your FvF folder, create an autoexec.cfg file and in it put whatever commands you might normally want to be specific to FvF, plus these useful basic commands (you can alter which keys are assigned):

autoexec.cfg
+speed
bind F6 connect fvf.servequake.com
bind shift +hook

exec fitz.cfg
alias re-exec "fogset;skyset"


If you're not interested in fog or skyboxes, you can remove fogset, skyset, or the whole line. But give them a try first... they are cool effects. You can also add any other commands you want into the re-exec alias; FvF will automatically execute that for you after each map change (normally, fog settings do not carry over after a map change, and this is how I worked around that; whit will also automatically cycle through the 3 skyboxes I put in the pack each time you change levels).

Now we need some cfg files in your ID1 folder (these aren't FvF-specific, and you may want to run Fitzquake without FvF at some point, though they can go in the fvf folder if you like.

fitz.cfg
// Gunter's Fitzquake V config file, version .04



// regular style flashes (no wierd glowballs)
gl_flashblend 0

// Winquake-style weapon model (see more of your gun)
r_viewmodel_winquake 1
// and still see your gun when you're invisible
r_viewmodel_always 1

// a little motion for the ocean
r_waterripple 1

// standard noclip-fly behavior - no unintentional Z movement (easier for observers)
sv_altnoclip 0

// partially transparent console + FPS display (so you can still see a bit)
scr_conalpha 0.8
scr_showfps 1

// make F8 toggle button for HQ textures and activate a skybox from sky.cfg
alias texon "echo Loading HQ Textures...; wait; bind F8 texoff; external_textures 1; sky1"
alias texoff "echo Loading Standard Textures...; wait; bind F8 texon; external_textures 0; exec sky.cfg"

// disable HQ textures and skybox by default. They can take a while to load.
texoff

// a bit of haze to give a sense of depth.
// F7 fog toggle. Plus fogset alias to rerun at level start, since fog dosn't save
alias fogon "fog 0.03; bind F7 fogoff; alias fogset fogon; echo Fog On"
alias fogoff "fog 0; bind F7 fogon; alias fogset fogoff; echo Fog Off"
fogon

r_skyfog 0.05 // a little haze in the sky too
r_skyalpha 0.5 // transparent first cloudly layer of Quake sky


// bleh, this effect can be ugly. Turn it off. Player gets way too bright.
gl_overbright_models 0

// Turn shadows on
r_shadows 1

// removed bolt1.mdl (there is no bolt1.mdl) and added k_spike.mdl, lavaball.mdl
r_noshadow_list 

"progs/flame.mdl,progs/flame2.mdl,progs/bolt.mdl,progs/bolt2.mdl,progs/bolt3.mdl,progs/laser.mdl,progs/k_spike.mdl,progs/

lavaball.mdl"

// looks cooler with teleporter mist partially transparent
r_texprefix_tele ""


// resize HUD, console text, and menu.
bind F11 "inc scr_sbarscale -0.025; inc scr_conscale -0.025; inc scr_menuscale -0.025; wait; scr_menuscale"
bind F12 "inc scr_sbarscale 0.025; inc scr_conscale 0.025; inc scr_menuscale 0.025; wait; scr_menuscale"


// music off by default, as it increases load times considerably
// enable it in the menu
external_music 0

// These values mimic normal Quake, and prevent your view and controls
// from going wonky on proquake servers that disable full pitch view
cl_maxpitch 79
cl_minpitch -70

// uniform transparency for liquids
r_wateralpha 0.6
r_slimealpha 0.6
r_lavaalpha 0.6



And for the fancy skybox cycling (assuming you downloaded the FvFskybox pack I put together), make:

sky.cfg
sky ""
echo "Skybox Off"
alias skyset "exec sky.cfg"

// F3 for skybox cycling. skyset alias loads next skybox
bind F3 sky1
alias sky1 "bind F3 sky2; sky purple_chaos_; sky; alias skyset sky2"
alias sky2 "bind F3 sky3; sky city_; sky; alias skyset sky3"
alias sky3 "bind F3 sky1; sky hot_; sky; alias skyset sky1"

// F4 to disable skybox
bind F4 "exec sky.cfg; alias skyset exec sky.cfg"




Notes


The first time you run Fitzquake, you should go into the Options Menu and turn "Always Run" OFF. Fitzquake turns it on by default, but it it not a good setting, and it will mess up your sidestepping speed. The +speed command in your autoexec.cfg file will make sure you are running correctly.

Here's a quick reference of how your controls will be set up if you use my config files:
// F6      = connect fvf.servequake.com

// F7      = Toggle Fog on/off

// F8      = Toggle High-Quality Textures on/off

// F9      = Cycle through skyboxes
// F10     = Skybox off

// F11/F12 = Resize HUD smaller/larger
Most special effects will be off by default, since they can increase the loading time for each map substantially.

The High-Quality Textures can take up to 10 seconds to load.
Some Skyboxes can take up to 5 seconds or so.
Fog takes no time at all to toggle on or off, so I enabled that by default. If you don't like that setting, you can disable it by default by changing the line in the fitz.cfg from "fogon" to "fogoff"

Note that fog settings do not save across maps, so as a workaround I have the FvF server run a "re-exec" command for each client when the map changes. That's why the autoexec,cfg file above sets up 'alias re-exec "fogset;skyset" ' with those two aliases remembering your fog and skybox settings and restoring them when each map loads (or in the case of the skyset alias, it automatically cycles to the next skybox you have set up). Since there is a delay when loading skyboxes, this will cause a noticeable stutter when you first start each map, if you have skyboxes enabled).... This is a bit different than just having a longer loading time for each map when you have High-Quality Textures enabled, since they will all load before the map starts.

The MP3 music files will also load before the map starts, and this will cause a noticeable delay, so I have disabled them by default. You can enable/disable them in the game menu.

I do suggest trying the Quake background music. It's very moody and weird, and adds to the play experience.


Finally, just use that handy F6 button I set up to easily connect to the server!


  826     hits since March 17, 2014