When I go to multiplayer section of Dissolution Of Eternity (or any other mission pack) I don't see any maps of this expansion available for deathmatch or cooperative gameplay. There are only original Quake SP and DM maps displayed. Same for Scourge Of Armagon. Is there any way to make the maps displayed in multiplayer? Because it's impossible to play mission packs in coop or dm modes.
Is there any specific command line to enable creation of directories called "Save" and "Screenshots" inside a corresponding mod folder or main ID1 directory? It would be nice to have Mark V storing savegames and screenshots inside these particular folders.
A Note To Baker
You shouldn't remove this command since it is actually used. For example I change my refresh rate between my laptop and stationary PC. On laptop I'm running 60 hz and 100 hz on PC. So I use this - "vid_refreshrate" to set it up.
It would be nice if Mark V had more than 20 save slots for savegames. 50-100 would be great.
Should be implemented :)
Is It Sorta Trolling
i dont think i have ever saved a game. then again quake is kinda easy by today's standards why do you need more points of continue from point another to during any one map?
One simple way to gain more save points is to simply use console command "save".
For example, you can easily type "save 111" in the console and save your progress up to that point in the save file named 111.sav.
Likewise, if you need more save points, simply type another name for the new save file.
Though I must admit that remembering all those save file names can be a hassle. I don't remember if MarkV still allows for "dir" command in console for listing the file names.
So I'm stuck with Windows 10, and I guess you are already aware of the audio problems. Having several second lag on all sounds, so havn't been able to work much with MarkV lately.
My most recent map uses a lot of new mdls some with alpha masking. MarkV can handle all except for one. There is a seahorse with masking on the wings and fullbrights intentionally painted on the stomach for glowing effect.
QS and QSS can render it properly:
But MarkV will display the fullbrights as solid black:
Its a shame, as its the only one it won't handle.
Here's hoping that a fix comes along one day.
Windows 10 Audio Latency
Seems like MarkV is probably detecting palette index 255 as fullbright rather than as alpha.
Who Cares If
everybody's running qs
shitbler and its minions
detecting or not detecting
DirectQ/ QuakeSpasm Style Coloured Lighting
Hi devs, i have 2 questions/requests:-
1) Is it possible to have a tweak(config) for the intensity of coloured lighting in Mark V to match that of DirectQ/ QS. The colour lighting in Mark V is not as intense and vibrant as it is other two ports. I am using lit and vis file from here:
2) Is it possible to tweak settings to get DirectQ style coloured dynamic light effects without QMB effects. Maybe u can add another effect preset that matches DirectQ effects.
Although QMB effects are cool but they do feel out of place of 90's. But the coloured dynamic lights alone feel perfect.
Is it possible to have a tweak(config) for the intensity of coloured lighting in Mark V to match that of DirectQ/ QS. The colour lighting in Mark V is not as intense and vibrant as it is other two ports.
The lighting in MarkV and QS should be identical; they both effectively use the same 2x modulate blend which is capped-off (and saturates to white) at double intensity.
There are areas in even stock ID1 maps where this is a significant factor.
DirectQ used a custom HDR texture format which required unpacking in pixel shader code, and which had neither capping nor saturation. The idea was to store some extra data in the (otherwise unused) alpha channel of lightmap textures to fill in the extra dynamic range. Typically you'd see examples storing an exponential or multiplicative factor in there; I put a division in because I tried everything else and that was what looked best (in the context of Quake lightmaps, that is).
In a fixed pipeline engine it would be possible to trade an extra bit of precision and do a 4x modulate, capping at quadruple intensity. That's actually OK because 4x in 8 bits still beats software Quake's 2x in 6 bits. However it would rule out support for single TMU cards (you could gracefully drop back to 2x via glBlendFunc (GL_ONE, GL_ONE) however, but the very first generation of consumer cards may not support that blend mode). Other texture formats such as RGB10A2 would also work well, assuming you were happy to set OpenGL 1.4 as a minimum requirement.
Personally I think these would be all reasonable tradeoffs - there comes a point at which continued support for dead hardware contributes a net negative - but I'm not the developer of Mark V.
I'm more a fan of e5bgr9, as it can also be used by a fixed-function pipeline (although requires a gl3ish gpu) without extra scalers, doesn't require any manual interpolation, still allows for up to 4000-fold overbright (ish), has higher precision than rgbx8, and uses the same ammount of gpu memory as rgbx8 (half as much as half-floats would). etc. If you're lazy you can just hardcode the exponent and get 4x overbright with the same precision as rgbx8 would get with 2x overbright. And if you're not lazy then you can get more precise dark areas alongside insanely bright areas.
does anyone still use a gpu older than gl3?..
I personally consider D3D11 to be entry level these days, it's a ~10-year old API. GL versions do lag for some vendors, however. GL3.2 is probably a reasonable minimum.
I find it better to do lightstyle animations on the GPU, and dynamics with extra additive blending passes. I've coded it up in GL1.5 assembly shaders, GL 2..4 GLSL, D3D9 HLSL and D3D11 HLSL for Q1, Q2 and H2 so I'm quite satisfied that the approach is solid.
The difference in lit rendering between MarkV and QuakeSpasm, DirectQ could be the LightNormalize function which does:
lit = lit * (greyscale / max(lit.r, lit.g, lit.b));
so max(lit.r, lit.g, lit.b) needs to be equal to the greyscale value, or the final rendering will be different from engines that don't do this. If the lit files from https://quakewiki.org/wiki/External_Lit_And_Vis_Files
don't have that property, this will be causing the difference you're seeing.
i've just installed Mark_V using the Steam installer and it works great!
i've had one issue where for some reason when i bind mwheelup or down to anything besides next/previous weapon (either through the console or in the options menu) it just doesn't work.
I get no errors, but when I bind it to jump, for example, nothing happens
anyone have any idea what the cause may be?
Flagged the spam but one contained a very nice compliment which i will past here:
I feel like all your ideas are incredible!
I Feel Like The Return Of Baker Is Much Needed.
Is there a way to increase the music volume? The cd music volume doesn't change the external mp3 file music volume.
PS: Love the engine, its the only one I have been able to find that lets me play the game like its meant to look at 320x240 with external music.
Since the resurrection bug returned to Ne_Ruins for some reason, I guess I will test all the addons again which I had reported in the past to see what happened to them. I know that the "view warping" bug at the end of Malice had never been fully addressed, too.
Malice And Ne_Ruins
Ok, my first check with latest DX9 build revealed that Malice and Altar of Storms are still not running flawlessly.
1) In "Showdown!" (d15), the FOV warping issue during the boss fight is still there and occurs when saving and loading after being pulled towards the boss at least once. It can be kinda fixed if you get hit by the same attack again afterwards, but that isn't a satisfying solution, ofc.
2) During the boss fight I had a random crash to console with the message "Host_Error: SOLID_BSP with a non bsp model", but couldn't reproduce it.
3) Statusbar remains active during cutscenes (not so severe)
1) Requires -heapsize 512000 on startup (crash when leaving start map otherwise). This shouldn't be necessary in a modern port IMHO.
2) Winged succubus resurrection crash (incorrect handling of entities with alpha=0) is definitely back, as annoying as ever.
3) "impulse12" crash when switching between Super Shotgun and Quad Super Shotgun with MWHEELDOWN is also definitely back. I see that the game uses two variables for this, sv_gameplayfix_no_impulse12_override (set to "1") and sv_gameplayfix_no_impulse12_exceptions ("ne_ruins"). If you change the first one to 0, the crash does not happen any more, but this is just a workaround and needs to be addressed.
Xmas Jam 2018
"Chapel Perilous" (xmasjam2018_sham) crashes when exiting the level since it expects Start.map (capital S) instead of start.map. This is something that can be fixed by changing the map, but maybe Mark V should be more tolerant with such things, unless there's a good reason for it being the way it is.
Later on, I will take a look at the problems I had reported for Nehahra, Rapture, RRP, Shrak and Soul of Evil again to see if any other fixed problem returned.
WinQuake Version Crashes On Launch
Whenever I launch the WinQuake version, it immediately crashes and the qconsole log doesn't tell me anything important. I've even removed the config files and the engine still crashes. Any idea what's going on?
Good news: No other addon that I had previously tested for Mark V shows any of the bugs that were addressed. Thank God.
Bad news: Malice and Ne_Ruins. See above.
Hardcoded ALT-M Mute
I'd be delighted if there weren't hardcoded binds. This is currently messing up my gaming overlay/recording software binds that I have gotten very used to.
No Music On Mark V Linux?
I tried to load mp3 music on Fitzquake Mark V on Linux but it doesn't seem to load at all. I put them on the music folder and named the tracks appropriately. I also tried to use the external_music command on console but such a command doesn't exist at all. How can I have music on Fitzquake on Linux? Quakespasm has it, why doesn't Fitzquake Mark V?
Should I switch FTEQW or are you coming back to Mark V eventually?
When Baker Says He Is On A Break
Then he is on a break. It's not his first time off. There's still unfinished business before 2.0 and I am sure he'll get back to it.
I'm aware of his time off. I was under the impression he worked on Mark V during the winter months. Fingers crossed.
i've tried the hd textures, they work fine but skies remains the same. how do i enable hd skies?
you mean skyboxes?
no standard skies, in the hd pack linked in this thread all textures work except for skies.
AFAIK MarkV doesn't support replacement of the standard skies.
How is that true? Fourth line down in the original post states:
"* Full external texture support, DP naming convention"!
ummm so yeah... I couldn't get it to load my custom sky1.tga(jpg) replacement. Odd that is.
Skies in Quake are not regular textures.
Big Maps Related Performance
I'm having issues with fps on big maps like 1st and 3rd maps of "Unforgiven". FPS drops to 20 and there are delays in mouse work like i press "fire" button - it fires 2 seconds after and keeps firing when i unpressed the button. Tried to run these maps with default config and there is no change in the situation. Meantime DirectQ 1.9.2 runs these maps flawlesly (97-100 fps). Also checked different graphic setup. No result.
Windows XP Pro 32bit
Intel Core 2 Duo 1.86 GHZ
Nvidia GeForce 250 GTS 1024MB
RAM 3 GB
Big Maps Related Performance #2
Utilized Mark V v1.99 DirectX.
Even bigger problems with fps occur at Rubicon Rumbke Pack. Same mouse delays , fps down to 20-30 in some areas.
External HD Skies
External scrolling sky textures are usually comprised of two images, not one:
sky1_trans.tga (transparent overlay)
sky1_solid.tga (opaque underlay)
There are another two possible suffixes in some engines, but I don't remember the name.
MarkV Direct3D is not the same as DirectQ, and you shouldn't expect the same performance.
To be specific: the reason DirectQ gets good performance is not Direct3D. It's batching, vertex buffers, multitexturing, shaders, etc, and this is all stuff that can be done in OpenGL too, if the engine author is willing to do so.
In the case of MarkV, Baker is not willing to do this. So in order to run in Direct3D, it needs to store out vertex data per frame, then try to mangle unoptimized OpenGL calls into something that works in Direct3D. You shouldn't be surprised if it doesn't always work well.
If you want an engine that has good performance in big maps by using the right kind of code, MarkV is not that engine. Use QuakeSpasm instead.
Speaking of which, any chance QuakeSpasm will ever support Nehahra?
Quakespasm is not in active development ATM. So there's that little issue.
True, but FWIW folks shouldn't read that as "dead project". Updates were still landing in the codebase through the end of 2018. So nothing going at the moment, but Quakespasm development seems to come in spurts.
Dunno if those developers have ever commented on the likelihood of Nehahra support though.
If You Keep Accusing
Poor Baker of inefficient coding, he might never return, man. :P We need him!
Someone said somewhere that Nehahra is too much of an oddball to support properly. Too bad for me, haven't played it yet and Mark V doesn't run well on my system.