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.
Water Brush Bug
In mark_v.exe (not _winquake), if a water brush is not at least overlapped by at least one unit by a non-water brush on one face, it will not render as transparent unless you activate r_novis 1. With developer 1, it claims that the level is not vised. In mark_v_winquake.exe, it does see the vis information and properly renders the water.
Nehahra With Mark V
I've played through Nehahra recently with Mark V and had no personal issues at all, just specify -nehahra in the command line. The fog and pretty much all graphical features work, the cutscenes do not mess up the HUD afterwards unlike the original executable, the custom music will not play however, maybe it doesn't support xm files but the cool outro music on epilogue texts between chapters does play.
There's some funky things Nehahra does that technically work, but that it really shouldn't do. In other words, the kind of thing that normally comes back to bite you in the ass at some later date.
Two of the big ones will be that it uses a modified protocol but doesn't change the protocol version number, and that it relies on sending stuffcmd every frame for certain things rather than the built-in messaging or reading options from worldspawn.
If you use winquake with vid_stretch 1 or 2, water in dopa has a bunch of lines through it.
To correct this you can set r_wateralpha to 1.
Figured I'd mention this in case it hasn't already been brought up.
is normal behaviour on those maps which support it (the original game doesn't as standard)
Ahh I see. Shouldn't winquake default this cvar to 1 automatically though since it doesn't support transparency?
The lines you are seeing are
the transparency. It's exactly the same transparency method used in old games such as Sonic 1 for the Sega Genesis
However, I agree that it doesn't look good in MarkV. A stippled pattern would look better, as implemented in old versions of Makaqu.
Shouldn't winquake default this cvar to 1 automatically though since it doesn't support transparency?
Stock WinQuake doesn't support translucency, but several engine mods have added it, of which MarkV is one.
Thread Closed Due To Spam.
Thread Re-opened So People Can Read The Spam
This place... I was just curious as to why a particular thread was closed.
Didn't mean to be arsey, but it has been annoyingly persistent on this thread recently.
Wonder what the the target words are that the bot is using to to focus on this thread?
I was wondering if the bots keep chasing their most recently spammed threads?? Tho, obviously the browser / mobile thread was targetted by words.
Quake Mark V Source Port Problems
Hi, I downloaded Mark V and it's really good in general. However unfortunately I seem to have some issues with the mouse buttons. Occasionally it doesn't detect when I've fired a bullet (i.e. clicked mouse button 1), occasionally it doesn't detect a jump (mouse button 2) and sometimes it just keeps shooting by itself even when I've stopped pressing the mouse button.
I know it's not my mouse because it doesn't happen in any other games, including when I use Quakespasm.
I'm running the .exe that is titled 'Mark V Version 1.99 Revision 5'. I downloaded it from here http://quakeone.com/markv/ ('Download GOG/Steam installer for Windows' option).
If there are any solutions to this I'd be grateful, thanks!
Continuing From #2618
Hello, me again. So after doing some experimenting with an older Mark V build (1036), we've found that DirectInput is the culprit for causing the mouse registry issues. Build 1036 did not use DirectInput and there are no longer any mouse-click registry issues with it for me. I would stay on this older build but unfortunately it comes with some pretty bad framerate drops here and there, unlike the newest one.
If Mark V 2.0 is ever made, can there be an option to disable DirectInput and go with whatever control configuration was being used in build 1036? I would love for that to happen, as I love the performance of the latest Mark V, it's just the mouse registry stuff ruins it unfortunately.
Thanks for your work baker, hope you can help.
Sadly, Baker disappeared some months ago.
Continuing From #2619
@mankrip yes, I see that from this thread lol. Oh well.
Anyway, good news. It turns out that if I run the latest version's Directx9 exe I no longer have issues with mouse registry. Runs great. This is my new favourite Quake port, even if it currently feels a bit buggier than Quakespasm. I had one crash with this. I exited E1M5 and it crashed to desktop. Hopefully that was just a one off. I really love this port and just wanna express my appreciation. The feel of the mouse is just godlike.
So yeah, cheers, please ignore post #2619 as DirectInput clearly isn't the cause of mouse reg issues, as somehow the directx9 version of the latest released does not have those issues for me.
Winquake Hipnotic Music
scourge of armagon music won't play unless you change the the volume slider. dissolution and vanilla work fine.
ask otr or eddie to fix it
Host_Error: AllocBlock: Full
Had this issue while trying to play Artistic's map for MapJamX, while using D3D9.
Any idea on how to fix this?
Antialiasing And Anisotropic Filtering
I love the look of GL_NEAREST but there's horrible texture aliasing, which is improved by going to one of the mipmap_linear modes but then you lose the charming pixelated look.
Also, is it possible to add support for Antialiasing? I've tried forcing it in the Nvidia control panel seeing as this is a DX9 game, but it didn't work.
SMAA injector works, but it's only FXAA and makes the game blurry.