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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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Arcane Dimensions 
A fair number of the Arcane Dimensions maps are BSP2.

Spike added BSP2 in this patch: http://triptohell.info/moodles/junk/markv_bsp2.zip

I'm sure I've posted you a link the above before. BSP2 is way easier than protocol 666.

There is also the Quakespasm acquisition of that BSP2 patch at https://sourceforge.net/p/quakespasm/patches/11/ which has a diff file. 
 
I do have a working version with bsp2 support but somehow it broke my normal quake skys. Sky boxes work fine. Spike made suggestions yet i havent had any time to fix :S 
#819 
O_o really? Would be interesting. 
Happy Fun Time! 
In 24 hours or less, some fun stuff to play with ...

* A very nice Direct X 9 build, with mirror support.

* Ubuntu Linux Open GL build
* Ubuntu Linux WinQuake build

* GL builds have MH WinQuake-style water warp. Default setting. Setting r_waterwarp 2 will get the FitzQuake look.

* Windows WinQuake through Open GL for KillPixel. I also happened to need to make this for Linux purposes.

* GeForce/Nvidia issues and DPI annoyances should be gone.

This feature is somehow a super-perfect fit with Quake. You don't quite realize it is missing until you have it available, and then not having it feels wrong.

* A rather extensive changelog, but I couldn't say for sure what is in it.

* I do know it has a worldspawn option for dumptruck_ds to set the sound distance.

* WinQuake version now also has resizable window in real-time like the Open GL and Direct X 9 versions.

* Mac mouse acceleration fix (The "SleepWalkr" fix, as I think of it).
* IPv6 tune-up on non-Windows platforms giving it all the nice features available in the Windows version.

Linux versions have about 99.5% of the Windows feature set, with the main omission from my perspective being video capture -- which the Requiem engine has and I haven't had time to get "X Windows"-ish with the code base.

Oddly enough, the Linux build requires SDL 2.0.5 ... at one point I was preparing for an Android build (which isn't coming anytime in the new future, but I always lay foundations in advance) and I need SDL for Android.

Many people think that any engine using SDL needs to have external dlls. It's not true. Just for fun, I'll throw in a Windows SDL build that requires no DLLs. To keep things relevant, I guess I'll make this SDL build a WinQuake Through Open GL SDL build for Windows. 
Sounds Interesting 
looking forward to waterwarp especially :) 
My Body Is Ready 
 
 
@fifth/@kp -- Trying to fill my mana bar for final gauntlet.

I actually have a list of 24 separate individual items on a sheet of paper to apply what I hope is the right level of polish to this.

Engine coding is all about the small ball.

Testing 4 or 5 Windows builds (GL, DX9, DX8, WinQuake, WinQuake via GL), 2 Mac builds, 2 Linux builds, making sure the Debug and Release builds are right and then in Windows making sure it works in Visual Studio and CodeBlocks is a hassle.

But if all goes well ... it'll be worth it ;-)

/Sometimes I ask myself "Ok what is the reason to do all of this again?" Usually the answer is "Because it is there." Or something, haha ;-)

No seriously, should be quite worth it. ;-) 
 
That's nice and all but is there twue rotation w/collision :-P

I heard the time is now... 
Hold Your Horses There Damage 
He needs to add 4 player splitscreen coop yet ;) 
To The Back Of The Line I Go 
... grrr, hehe 
+10 Mana 
 
Someone Set Us Up The Bomb 
Mark V - Version 1.25 Beta

http://quakeone.com/markv/older/1025_mark_v_beta.zip

http://quakeone.com/markv/media/ubuntu_linux.png
http://quakeone.com/markv/media/ubuntu_linux_winquake.png


Ubuntu Linux Open GL
Ubuntu Linux WinQuake (software renderer)

(* Requires SDL 2.0.4, only tested with Ubuntu Linux 16.04 LTS.)

Direct X 9 Renderer
Direct X 8 Renderer
Windows Open GL
Windows WinQuake (killpixel, it may work good 4 you now)
Windows WinQuake via GL (killpixel, if above doesn't this one should in theory be a sure thing)

RARE: Windows SDL 2.0.4 Open GL build (***)

(*** Does NOT require ANY DLLS - just to demonstrate that Windows engine builds using SDL2 need not have external DLLs).

@fifth - "He needs to add 4 player splitscreen coop yet" --- Yeah, exactly! Hahaha.

MH Waterwarp

All the Open GL and Direct 3D builds have MH WinQuake Waterwarp (except DX8) and it defaults on. r_waterwarp 2 is classic FitzQuake waterwarp in those engines.

(Mac version is resisting me at the moment. I'll upload source codez after the Mac version is owned.) 
OpenSUSE 
Using openSUSE 42.1 linux here.

Will try compiling for my distro. when source code is available. Will there be a MAKE file? Maybe a configuration file? 
Winquake GL Runs Great 
I haven't spent that much time in the non-gl version to say for sure, but the stuttering seems to be gone as well. How'd you do it?

minor bug in WinGL: the prompt isn't visible after selecting new game (reminder, a game has to be in session to get this prompt).

nice work, baker. this is definitely my go-to engine. I'll have more time to test it out in the coming days. *eyeballs last few mapjams* 
 
So many versions to choose from!
This will rightfully become the standard Quake client for everyone....


Well, the DX9 version no longer makes my fog look worse when gl_overbright 1 is set.


vid_hardwaregamma 0 behaves differently in DX9.
When using it, the gamma slider still works, and it does not affect my desktop gamma (just the Quake window gamma). That's nice. But txgamma does not work, so I'm getting gamma-adjusted polyblends again (which makes them too intense).


In DX9, changing to a 800x600 window causes the Quake window to... vanish completely (netbook res = 1024x600). If I start up having previously set to 800x600 window, it works but tells me I'm actually in a 800x578 window. The window looks the same as with the DX8 version when I tell it to use an 800x600 window.


It seems the SDL version doesn't play the MP3s. 
I've Been Watching College Football 
So right now, it's Baker vs. 24 pack of beer. Which is fine, I usually win that war by attrition.

Case in point, it is now Baker vs. 14 beers. ;-) The beer is clearly losing, haha.

Anyway on to important things ...

A) @Damage. Rotation. The next burst of energy I get and that goes down in flames. I have some planning on paper, other gremlins have kept me at bay. For now.

B) @JimBob. I don't have a makefile plan at the moment but have invested some time in trying to figure out to integrate that into my workflow (depending on what someone defines as as a platform I do 7 to 10 of them). But yeah, I'm actually quite the Linux n00b. So no answers at the moment --- only questions.

I do have some experience with Linux, but it isn't very deep.

And I'm the kind of guy who understands that growth comes from awareness of ones own limitations -- but yeah, although Linux isn't new ground for me, I do not claim expertise.

C) killpixel - thanks for the feedback and please provide more as I continue. What frame rate do you get in the normal build?

d) Gunter - this tells me that MH's Direct3D9 gamma shader doesn't work on your computer -- but also I have not fully had the chance to integrate all of MH's recent work. Maybe next build some of the other things will work.

Thanks for the feedback identifying that the gamma shader doesn't work on your hardware. 
@gunter 
Wait. Are you saying the DX9 gamma does work or doesn't work?

With the DX9 build, the DX9 shader supercedes "txgamma".

/Anyway, tonight its Baker vs. 24 pack of beer and now its down to a mere 12 (good job Baker!) --- but yeah, I think my next post is tomrrow, hahah. GG! 
 
I'm glad that Baker got this far with the releases before succumbing to alcohol poisoning. 
Hmm 
http://i.imgur.com/1oq2pya.png

Same with mark_v.exe. Old (stable) mark_v.exe works, and the SDL version works.

I should probably mention that my video driver is from 2009, because using anything newer means using a generic driver, and that would likely break something (laptops are painful). 
 
The gamma shader is conservative in that if it doesn't load nothing else will fail, and it reports back to the engine so that a fallback can be implemented.

That said, I understand from the comment that "the gamma slider still works, and it does not affect my desktop gamma" that it actually is working.

There's nothing in the gamma shader that prevents texture gamma from also working.

We discussed the 800x600 window before, and at your desktop resolution this is just something that you have to accept is going to happen.

I've reproduced this behaviour at 1366x768, 1440x900 and 1920x1080. In every case you get weird behaviour if you set height of a windowed mode the same as desktop height.

THIS IS NOT SOMETHING WE HAVE SOFTWARE CONTROL OVER.

Sorry for shouting but I've already written a number of lengthy posts about D3D vs GL differences, driver and runtime behaviours, and the message isn't getting through.

Reporting the same bug over and over again won't make it any different. If the driver or runtime takes control and imposes it's own behaviour, you're stuck. D3D is not GL. You can try to fight it and create a bigger mess. Or you can accept it, say "well just don't do that then", and move on. 
This Is Epic 
OMG... proper water warp effect in the GL builds at long last! I can die in peace now! This year starts really well. Amazing job, Baker (and probably mh, I guess)! 
20/24 Beer Defeated -- Guess What? I'm Still Rational 
Alright, I wouldn't be able to code in this state but Quake and indeed FitzQuakeism (metlslime's code was the Rosetta stone of modern Quake) flows through my blood just by nature so ...

a) @dwere -- kinda of weird since my Windows 7 machine is in perma-stasis lock since 2012. I'm not a Microsoft trusting sort and my primarily machine has not been updated in any way since April 2012. So I'll meditate on this more tomorrow. In fact, I'm rather annoyed at the moment ;-)

b) @MH - Your work is nearly perfect like usual. Meanwhile, I'm still made out of a human. I did the currently release without 8 of my "must have" list -- just because I hit my human limits and needed to have something to show for my integration efforts ...

Knowing I can sneak in a 1.26 tomrrow with few people being the wiser. ;-)

So enjoy! Your work is eventually completely safe with me, especially since it is awesome! 
I'm Predicting... 
... the next version will be: Mark V - SPIKED
with beerzzz :-P

Comes with a free sax pick on download! 
Monsieur, With These Rocher You Are Really Spoiling Us! 
Quick question - is there a hard limit to the number of surfaces WinQuake/WinQuakeGL will display? I tried raising r_maxedges, r_maxsurfs, but it seems after a point it makes no difference (try jam6_ericwtronyn hehe)

But yes very very nice so far! 
 
What frame rate do you get in the normal build

In both win and wingl:

320x240 stretch - ~1k
640x480 stretch - 400 - 600

minor bug: setting fullscreen/res via options menu sets to 640x480 stretch. 
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