LAN Co-op Example
#8 posted by Baker on 2016/11/19 19:35:25
Co-Operative Play Example
Computer 1:
- Type "install travail" (Downloads from Quaddicted)
- Type "game travail; maxplayers 4; coop 1; teamplay 1; map start"
Computer 2:
- Type "install travail"
- Type "connect lan"
BOOM! Your done. And you have a per-player monster kills scoreboard. Mark V clients auto-switch gamedir and detect LAN severs.
Maps without co-op spawns --- for the first 5 seconds after spawn, players are transparent and can walk through other players. Feature can be turned off via sv_coopenhancements 0.
The Undergate is an example of a map without co-op spawns.
@pathogen, Dwere And (mandel If He Ever Sees This Thread)
#9 posted by Baker on 2016/11/19 19:43:43
@mandel if you see this thread -- dwere had an issue with cl_autodemo. Mark V now defaults it to 0, but you may need to set it manually. Mark V has had autodemo on for years and about no one had a problem with it, but nevertheless now defaults off.
@dwere - Malice. Thanks for the info.
@pathogen - Mark V uses 8192 edicts. I've played ne_ruins through to the end multiple times, but not lately. Sounds like something to check out when the time comes for the next version.
Another Thing With Malice
#10 posted by dwere on 2016/11/19 23:41:29
Unknown command "+zoom_key"
Unknown command "-zoom_key"
The alias works fine in id1 and Nehahra, at least.
#11 posted by Baker on 2016/11/19 23:46:36
If a mod has its own default.cfg, the alias is not created.
It was only meant to smash the horrible F11 "zoom_in" alias in original Quake that wrecks your fov and sensitivity and replace it with something very nice.
/Another thing to possibly do when the time comes the next version.
Hit The Mark
#12 posted by mjb on 2016/11/20 00:15:58
Baker,
I wanted to give this release a try since I see you have been on a developing frenzy. This is from someone who only used QS.
First of all I love the support and auto-scaling for 3440x1440 resolution. The "Levels" selector built into the menu is really sleek. The mirror support is something really novel as well! I'd like to convince my brother to play some coop with me sometime to try it out all of the features.
I am just having an issue with playing external music. I was thinking I need the same setup as QS (id1/music) but nothing plays regardless of external_music being set to 1. I have the .ogg NiN track so I don't know if that has something to do with it but please advise.
Thanks again for your support and I think I will play around with more of the features and I may set this to my default engine. :)
#13 posted by dwere on 2016/11/20 00:24:39
.mp3 should work, same as QS otherwise.
#14 posted by Baker on 2016/11/20 00:35:57
Mark V only supports mp3.
Mark V uses system methods to play MP3 that take advantage of hardware accelerated decoding of mp3 built into your processor.
Intel processors, AMD processors, the iPhone, Android phones all provide hardware accelerated MPEG-1 decoding (mp3 is part of MPEG-1 specification). Plus the mp3 decoding patents expired in September 2015.
Okay
#15 posted by mjb on 2016/11/20 00:40:14
Alright, mp3 I went ahead and grabbed the mp3s of the soundtrack and converted my two custom tracks to mp3 and there we go!
Wow, it literally is instant playback! I am used to the 2 second delay. Thank you!
Demo playback and also the selector is incredible and rewind/fast-forward controls...delicious!
@bloughsburgh
#16 posted by Baker on 2016/11/20 00:41:46
I'm glad you are enjoying it, I put my all into trying to get it from beta quality to release quality, not easy considering the feature set that I wanted.
/Mirrors aren't novel if someone sets up an angled mirror and an observant player notices a secret item or X to shoot. ;-)
#17 posted by Baker on 2016/11/20 00:43:14
It may be why Mark V can stop/pause/restart music instantly and engines using a software decoding library cannot.
Clear Water
#18 posted by mjb on 2016/11/20 01:14:24
Baker,
You are right about the mirrors haha...I like that idea!
You did well with this release, I am really happy with the features when comparing to my other default engine of choice.
Underwater (slime, lava as well) is very clear and has barely a tint to it. I see that you could alter the percentage via r_watercolor but if I change the number it just becomes completely clear. I did a search on the older Mark V thread and saw Gunter discussing it but I did not see a solution. :O
#19 posted by Baker on 2016/11/20 01:21:30
Mark V default blends should be same as Quake.
In the menu there is an option to set them to light or normal.
You should probably do resetcvar r_watercolor because changing that isn't something so easy to do.
/Changing the number requires 4 numbers, red green blue alpha. It is sort of an advanced feature for a mod that wants different underwater colors.
Oops
#20 posted by mjb on 2016/11/20 01:29:15
Wow, right there in the menu I had set to lite for whatever reason...yeah Quake default setting looks perfect.
I also performed the reset as well. Thanks, I think that should keep me quiet for now!
On a side note, the tool_inspector is amazingly helpful for mapping!
http://www.quaketastic.com/files/screen_shots/mark_v_0000.png
#21 posted by Baker on 2016/11/20 01:34:51
I also made the screenshots PNG, you noticed.
That way you can instantly post them without mucking around with opening a graphics editor or such.
@Bloughsburgh
#22 posted by Baker on 2016/11/20 01:53:00
If you want to do something fun, do this ...
Install DivX/XVid codec pack download page
1) Record a demo ("record mydemo")
2) Type capturevideo_console 0 (prevents console from being captured)
3) Type "capturedemo mydemo"
4) Type "folder" ... you might need to ALT-Enter to windowed mode first.
Upload your video to YouTube.
(*) Link to codec pack is now http://quakeone.com/markv page too.
Baker
#23 posted by mjb on 2016/11/20 04:52:10
Oh yes I did notice the native PNG, that is a nice quality of life change!
When I enter capturedemo, Mark V crashes. I can see that it makes an incomplete .avi file however.
I have the codec installed, so not sure! :O
#24 posted by Baker on 2016/11/20 05:05:42
Could you enter "capturevideo_codec divx" before doing capturedemo and see if the problem remains.
I use capturedemo all the time, this will allow me to determine if the automatic codec selector is the source of issue.
Divx
#25 posted by mjb on 2016/11/20 05:54:45
Yep, still the CTD even after setting codec to divx manually.
#26 posted by Baker on 2016/11/20 06:04:25
Thanks, I should have this addressed, need to knock off one more thing before updating.
Version Update (build 1000)
#27 posted by Baker on 2016/11/20 10:29:29
Mark V download has been updated
(New update shows build 1000 when "version" is typed in the console).
Changes:
1) Increased max model vertexes/triangles to match Ben Jardrup's Enhanced GLQuake/WinQuake limits of 3984 and 4096 to support more replacement model content. (Gebloner)
(The vertex limit is the highest number possible for WinQuake asm according to a comment in that engine. Both of these limits are about 2x the old ones.)
2) Fixed loadgame issue when demo playing (zbikey)
3) +zoom_key always available now. (dwere)
4) "capturedemo" to AVI video should be fixed. (Bloughsburgh)
Extra files:
The Mark V page site now has extra downloads on it.
1) DivX/Xvid Codec Pack link for video capture (the capturedemo command) for compressed AVI video.
2) Frogbots -- truly awesome bots and has support for 120+ maps due to incorporating code Trinca wrote.
3) Correct Nehahra fmod.dll for xm music (2004 date). The Quaddicted Nehahra .zip has a bad fmod.dll in it (2001 date), I've been told.
3) Color lights and transparent water (.lit/.vis) files for Quake and Mission Pack maps assembled by NightFright.
The .vis files make it so no vispatching is required to have proper transparent water in Mark V (DarkPlaces/FTE supports them too, AFAIK).
Mark V has automatic detection of transparent water in maps so releases like Travail -- with no transparent water -- render nicely regardless of r_wateralpha setting.
---------
@Bloughsburgh .. you should type "resetcvar capturevideo_codec" in console to restore it to automatic codec selection ("auto").
Possible Feature?
A lot of driving games, and the new duke 3d port on steam, have a re-wind feature. So instead of saving the game you just rewind to a 'safe' point... I'm always forgetting to save and I hate starting from the beginning
#29 posted by Baker on 2016/11/20 11:43:33
Mark V can already help with the "Oh no! I forgot to save situation" ...
If you die and forgot to save, type:
1) load a0 ... 1 minute before you died
2) load a1 ... 3 minutes before you died
3) load a2 ... 5 minutes before you died
Wrote feature because one time died 2/3 through a great map in one of the early mapjams and it took me 45 minutes to get to that point. (sv_autosave - defaults on for precisely this reason)
/Admitted the rewind back into demo and play it would be cool. I can think of ways it might be possible to write such a feature (inserting savegame info into the demo occasionally -- perhaps in a way a non-supporting engine would just ignore). Maybe at some future time I might think of a way to design such a thing.
I Didnt Know Or I Forgot
about the a0-2 save situation... Would be nice to have some kind of option in the load menu for this? :)
Small Typo At Quakeone Page
#31 posted by primal (nli) on 2016/11/20 12:32:34
There's a small typo on the Quakeone page (http://quakeone.com/markv/). If you'd care to fix it, it's as follows.
"Spike solved added BSP2 to Mark V"
Remove solved.
---
Thanks to everyone for the effort put into the engine, coding, testing, extras and so on. I appreciate your work very much.
Cool Page
#32 posted by Qmaster on 2016/11/20 14:17:32
Nice 90's vibe.
Hey why does Spike and NightFright get capitalization but others like Fifth, Gunter and Qmaster don't. Just nit picking. And Fifth is missing his Elephant.
Love all the new features. Will have to use this for coop sessions from now on.
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