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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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@dwere, @johnny - Build 1034 Comng Up 
Let me know if it works! 
@dwere, @johhny 
Build 1034 with DelayLoad fix.

http://quakeone.com/markv/older/1034_mark_v_opengl.zip

Let me know! Thanks! 
 
I put it just before the call to WIN_SetupPixelFormat in VID_Local_SetMode, but you could put it earlier if you wish.

I assume that you're delay-loading so that you can test for the 3DFX opengl32.dll? Maybe immediately after your test would be a good place.

Do you need a new wrapper code drop for 1034 or would integration delay you at this point in time? 
@mh 
If you have a new wrapper drops, let's get that in there. 
1034 Works On My VM 
Beer for Baker! 
@mh 
I'm rather relieved that this obscure problem is resolved.

I hate it when I can't experience an issue. And this one ranked up there in the obscurity department. Fucking delayload.

Beer for MH! 
New Wrapper Drop 
http://www.quaketastic.com/files/tools/windows/engines/Direct3D9-Wrapper-2017-01-19.zip

It's just the underwater warp stuff so no sweat if you can't get it in. 
 
I'll be integrating it here in a few minutes. Probably within an hour I'll post 1035. Need to update a zips, installer, etc.

This issue being resolved gives me great peace of mind! 
1034 Works For Me Too 
 
@dwere, @fifth 
@dwere - Awesome!

@fifth - Is there is any particular reason you want the WinQuake GL build? The pure WinQuake performs better. 
 
1034 works for me. 
 
beer for MH and Baker ++ 
Pure Winquake Performs Better? 
I dont think it did when I checked it last, weird...

You dont need to support it on my behalf tbh, I'm not likely to use it anyway 
@fifth 
I forced 640x480 stretch in WinQuake GL for higher fps than it would have had otherwise to somewhat compensate.

Still killpixel said every once in a rare while that it would stutter a little. 
 
one thing i have noticed recently on almost all Quake engines, is if I specify a full-screen resolution that is not the monitors native (1920x1080) there is a black border around the screen. So it looks like a 640x480 window ontop of completely black desktop. At first I thought it was a Qrack issue, but MarkV does this too. So i think it's an nVidia/Windows 10 thingy. My windows xp machine doesnt have this effect.

Any ideas? 
 
almost all Quake engines

Which ones don't have the issue? 
Figured It Out 
http://i.imgur.com/KpBMXGz.jpg

its a setting in the control panel now, why they changed the default behavior i have no idea... :S 
Mark V - Release 1.35 - Windows / Linux (Stable!) 
Download at normal location:

http://quakeone.com/markv

The Mac build remains version 1.20.

New Features vs. Mark V 1.20

- Very fast "triple the fps" DirectX 9 build courtesy of MH
- WinQuake looking water warp in Open GL/DX9 (MH again)
- Volumetric shadows - r_shadows 3 (MH again)
- Sky speed up in Open GL/DX8/DX9 (Yeah, MH)

- Linux Open GL build (thanks to JimBob for testing, Spike for debug tips)
- Linux WinQuake build

- Resize on-the-fly windowed mode in all builds (except DX8). Yes, even Linux. Tried to make the Linux build fancy. May have succeeded.

- QMB enforcer lasers available video

- Improved NVidia cards experience (killpixel, Kinn, johnny law, pulsar)
- 2 Extra options in video menu for convenience.

- Automatically bypasses GOG.com's ancient opengl32.dll (Syrion)
- Warpspasm correct startdemos by overriding Quoth 2.2 (path0gen)
- MH solved context creation issue in version 1.25 (dwere, breezep, ...)
- MH added extra control over r_waterwarp in 1.35. Type "find r_waterwarp" in console for details.

Next update hopefully some time in the spring! All feedback, comments, etc eventually get considered, a nice thing about the Func_Msgboard layout. 
 
Should have noted Gunter, railmccoy did a lot of testing of DX9. Maybe others. I've been updating page, installers, .zips, etc -- if missed someone who helped beta test it sure wasn't on purpose. 
:O 
Instant crash when attempting to launch any form of 1035. dx8,9 and good ole mark_v.

Apologies if I missed something in this bustling thread regarding this.

You two deserve many beers. 
More Beta Tester Credits 
Other reporting issues or feedback during latest development spree:

Fifth, Damage Inc, mugwump, nightfright, pritchard, adib (hope I didn't miss anyone, had to glance through hundreds of posts).

@damage - Sorry, if I couldn't implement true rotation. Ran out of time. Will have to hit that up next development period (likely the spring). You can always use the RMQ engine or presumably DarkPlaces or FTE for such experiments in the mean time. 
@Bloughsburgh 
Can you add -developer to the command line and then post a quake\id1\qconsole.log? 
Sure Can! 
If Its Crashing 
then remember to delete your .cfg file. I've had this happen to me a few times with new builds and deleting the cfg has sorted it out. 
@Bloughsburgh 
Thanks. Can I get a copy of your autoexec.cfg, okcam.cfg and config.cfg so I can examine them? 
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