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Mark V - Release 1.00
http://quakeone.com/markv/

* Nehahra support -- better and deeper link
* Mirror support, "mirror_" textures. video
* Quaddicted install via console (i.e. "install travail")
* Full external texture support DP naming convention
* Enhanced dev tools texturepointer video inspector video
* IPv6 support, enhanced server capabilities
* Enhance co-operative play (excels at this!)
* Software renderer version (WinQuake)
* "Find" information command (ex. type "find sky")

Thanks to the beta testers! NightFright, fifth, spy, gunter, pulsar, johnny law, dwere, qmaster, mfx, icaro, kinn, adib, onetruepurple, railmccoy

And thanks to the other developers who actively provided advice or assistance: Spike (!), mh, ericw, metlslime and the sw guys: mankrip and qbism.

/Mac version is not current yet ...; Linux will happen sometime in 2017
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it wouldn't help in my situation, as I would be right back where I started, with MP3.

Then I don't see what's the problem. I don't pay attention to most posts. 
 
Shortest version: on my WinXP netbook, loading an MP3 causes Mark V to completely freeze up for up to 20 seconds, but an OGG file of the same track loads in 1 second or less. 
 
Then the MP3 playback needs fixing. 
@Gunter 
I've been following the thread and didn't notice that name. LOL 
Mark V And Xinput 
Baker, here's a note for your next session. :-)

Sometimes I play Quake through Steam in-home streaming. My controller in that case is a Steam controller that presents as an Xinput joystick + buttons. This works with Quakespasm, but not with the latest Mark V (even with the -joystick option specified).

The console says:

joystick not found — invalid joystick capabilities (6)

Reading back through some previous posts I can’t quite tell if I should have expected this to work or not. So, FYI. 
Cool Stuff 
Thanks for putting out that new release Baker. You are da boss. My map should be out with the release of the upcoming mapjam. 
#2213 
Yeah, I still have issues too. I still have to physically unplug my other controller (whether set to dinput or xinput) just to get Mark V to recognise my XBone controller. I, too, was unclear if these issues were addressed or deferred... I'm not the brightest bulb on the Christmas tree so it's nice to see I'm not the only one a little confused here. :) 
[edited By Moderator] Not Sure If This A Bug, But 
Let's say i'm running a background streaming video in my browser

i run MV, and in that case, the fps are locking at 60

i terminate the streaming video, the fps are upping to their max

i'm still cannot figure this shite 
Why Is Everyone Saying Android Doesn't Natively Support Vorbis? 
I'm fairly certain that Android has supported Vorbis since 2008, so why is everyone saying that Android doesn't support it natively? What's the big issue with Vorbis support anyways?

https://android-developers.googleblog.com/2008/02/android-sdk-m5-rc14-now-available.html

I also find it strange that people say that Vorbis is not used in the game industry at all and that it's 'obscure,' yet I can name 5 games off the top of my head that use Vorbis? 
 
I don't recall the claim being that Android doesn't supports oggs. The point is that hardware decoding of mp3 is ubiquitous, oggs must be software-decoded and that make a very appreciable difference to both performance and battery life. "Everything is software" is cutesy in the desktop space but it cuts no ice in mobile. 
 
Use Ctrl + F and search for OGG and you'll eventually find claims that Android doesn't support Vorbis.

And what exactly does Mark V have to do with mobile though? I still see no reason to purposely disable Vorbis support for the desktop if Mark V is used on mobile devices, especially when some people have issues with Mark V loading MP3s. 
#2221 
About that: I still would like get an answer on mp3 playback in the Quakedroid channel. Just look at my most recent post over there. 
 
When I was mentioning that Android wouldn't play OGG, I was only mistakenly repeating what Baker seemed to say in #2169 where he used the word "impossible." But then I found that Android CAN natively play OGG, and I posted about it over in the QuakeDroid thread.
I read something online saying that ringtones in MP3 format do not loop in Android, but ringtones in OGG format do loop (if a certain flag is set in the file), so I assume that's why Google uses OGG format ringtones for apps like Hangouts (and other built-in alarms and ringtones you will find in Android).



brassbite, I don't think music support has been added to QuakeDroid yet. Like you, I could not get an MP3 to play in the game. 
Well Thats A Bummer 
Why are we even discussing adding ogg support when the fucking game can't even play any music at this point? 
 
QuakeDroid played the OST just fine for me... 
 
So... i'm trying to compile the last version of markV
(this one http://quakeone.com/markv/builds/mark_v_1099_revision_4_source.rar )

and i'm getting the following error:
fatal error C1083: Cannot open include file: 'windows.h': No such file or directory

what am i doing wrong? :/ 
 
QuakeDroid played the OST just fine for me...

Really??

Well, then I don't know what the deal is. I (and brassbite) can't seem to get the MP3s to play in QuakeDroid. We need word from Baker about this.

(And I think we're getting some cross-posting confusion between QuakeDroid and Mark V.) 
JFC Baker Has Repeatedly Said Ogg Wont Be Supported 
Stop banging on about it for gods sake. 
^^^^^IAWTP 
 
 
Gunter's mp3 problem will be solved in the Christmas update (this isn't new, I eventually gave up trying to communicate this to gunter).

Spike maybe a year ago told me about something neat he uses in FTE that will work even on Gunter's old WinXP computer just fine.

I'll add a cvar mp3_decode_fte and have it be a third click option in "cd/mp3 music on|off".

Gunter will end up being very happy and pleased.

@brassbite - I answered your question in the QuakeDroid thread (so anyone else looking for the answer can find it more easily).

@dumptruck - You wouldn't let me get the Trinity or the other 2 artifacts. And made me wait 10 seconds for the hammer. ;-)

@johnny - Yeah, just XBox controllers support. Microsoft controllers are actually backwards compatible to Windows 98 (!!) If you are super intent on using a Steam controller, find the release post and use the "alternate" SDL2 build! Your Steam controller *should* work with that. DirectX Mark V is not SDL2, so doesn't have the rich and deep controller support that they put into SDL2 (unless I steal it and graft it in, which eventually I will probably do in the future ... SDL2 is a very nice and freedom granting license .. a good reason to support SDL2)

@hipnotic - Yeah, it uses the first controller it finds. But in the Christmas version I'll add a way to set it to use "controller #2".

@tribal - I compile with Visual Studio C++ Express 2008 get it plus Service Pack 1. With that version, you open Mark V .vcproj and click "Build" --> BANG! It compiles.

So Tribal, I hope you can get it to compile. With the same Visual Studio, should be easy enough. There is no such thing as "current Visual Studio" because now they don't really do "versions" so I imagine they break things every 6 months or so because Microsoft is really good at that now.

/Resuming sustained months long inactivity ... 
@Baker 
@dumptruck - You wouldn't let me get the Trinity or the other 2 artifacts. And made me wait 10 seconds for the hammer. ;-)

I'm guessing you were probably messing around in the menus before starting the map. The sound files seemed to get out of sync with the triggers when I did that. Disconnect, set your settings and then reload. I tested the map in Mark V extensively and prefer it to QS. :) Should be a solid experience. 
I Wood've Bear With Baker 
a lotsa bears

beers

20/30 buttles 
Hot Durmit 
 
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