Pause Problem With Playing Demos
#1084 posted by PuLSaR on 2016/02/16 11:31:43
Latest mark v seems to have problem with playing demo with pauses. If the client pauses the demo ingame while recording, it doesn't seem to unpause anymore when playing it. It can be seen in Vondur's demo of my latest map. Quakespasm plays it without problems (unpauses right after pause).
Mk V Feb 16 Build Feedback
#1085 posted by NightFright on 2016/02/16 12:03:25
Baker, your latest build fixed the FOV issue in Malice... kinda. Good news is the crash doesn't occur any longer. That's already a huge progress!
However, if I (quick)save during the fight and (quick)load, the FOV would be totally warped. Checking the config.cfg, I see that the game (still) changes fov to 170. That needs to be prevented.
Then there are two other issues regarding demos/cutscenes, one of them may be related to PuLSaR`s finding above. Cutscenes don't play any more when they are inside of PAK files. I get an error like this at the end of d15 after entering the exit portal:
Playing demo from cut8.dem.
ERROR: couldn't open
D:/Games/Quake/addons/malice/cuts/cut8.dem
If I extract the file from the PAK, it works. Same with any other cutscene, e.g. from the beginning of the game.
The other thing is rather minor: The HUD remains visible during the cutscenes. I don't know if that can be changed, though.
Crashes On Laptop
#1087 posted by John on 2016/06/06 20:49:25
Hi, for me the last build still crashes on my toshiba laptop with win xp sp3 and trident blade xp integrated video. The directx build runs fine and both original fitzquake and quakespasm, the latter very slow though.
#1088 posted by Baker on 2016/06/07 00:21:08
Thanks for the info. I don't expect to have time to do further updates for a while (next year probably). But I read all the feedback and always use it when the time comes.
#1089 posted by ericw on 2016/06/07 00:32:06
According to this that card doesn't support OpenGL, so QS is probably using the windows software renderer.
If you don't mind, try launching QS with "-condebug +gl_info", then quit, and upload the qconsole.log file from quake directory. Possibly MarkV crashes when only the windows software renderer is available? (the software OpenGL implementation in Windows is unusably slow, anyway)
@ericw
#1090 posted by Baker on 2016/06/07 01:55:02
Interesting. Well, at least there is the Direct 3D API for him to use.
#1091 posted by John on 2016/06/07 15:01:11
Thanks. The card had opengl 1.2 support and could run even quake 3 engine games. Mark V changes video mode, 640x480, and then back to desktop resolution and exits cleanly.
#1092 posted by mh on 2016/06/07 17:30:22
Mark V changes video mode, 640x480, and then back to desktop resolution and exits cleanly
That sounds like an error that happens at some stage during video startup. I would also suggest that you try running it with -window. This is just to test it's behaviour, as it may be able to pop up an actual meaningful error message if the failure occurs in windowed mode.
#1093 posted by John on 2016/06/07 19:44:28
I've tried windowed mode and still no error message, a black window appears and then dissapears. I'm running from a network drive with write access but i don't think that matters. Here's the condebug output:
UDP Initialized: 192.168.0.4
Exe: 19:58:01 Feb 7 2016
256.0 megabyte heap
FOUND: ARB_multitexture
Warning: texture_env_combine not supported
Warning: texture_env_add not supported
Warning: texture_non_power_of_two not supported
Warning: texture_filter_anisotropic not supported
Warning: Swap control not available
Hardware gamma enabled
joystick not found -- no valid joysticks (a5)
Input initialized
#1094 posted by Baker on 2016/06/07 20:13:11
Even if you did get it work, it looks like you have virtually no opengl extensions and it wouldn't be very nice at all.
I coded and tested assuming the worst possible hardware was an old Intel GMA and if it ran fine on that well --- that's the baseline and a very low bar.
You have something with Open GL drivers that doesn't even meet the very low bar of old Intel GMA.
Even if it did run, it would terrible and probably not render correctly in all circumstances.
The Direct X version does virtually everything the OpenGL version does.
#1095 posted by mh on 2016/06/07 21:01:27
FOUND: ARB_multitexture
Does Mark V have -nomtex? IIRC the Direct3D versions doesn't have multitexture, so it might be worth testing with -nomtex to see if that's your problem.
Otherwise I suspect that the best way to figure what's happening would be to single-step video startup in a debugger on the hardware in question.
#1096 posted by John on 2016/06/07 21:35:03
Ok but i've tried with both gldirect and the software opengl driver and the same thing happens. Moreover original fitzquake only runs in 640x400x16: if i select another resolution it starts at 640x400x16, goes to desktop and then i get a black screen with sound when it goes back into the game. That's why i was interested in Mark V, may be it's the 32 bit rendering why it doesn't run? The card supports 32 bits however.
#1097 posted by Baker on 2016/06/07 21:44:05
@MH -- my Direct3D version has up to 8x multi-texture because I made some changes/enhancements.
Otherwise I suspect that the best way to figure what's happening would be to single-step video startup in a debugger
Well, I have no absolutely no intention --- I mean 0.00000000000 -- of trying to support a 2002 era oddball graphics card.
I'm not into that.
@john
#1098 posted by Baker on 2016/06/07 21:54:38
Very well could be. Mark V does 32 bit color. Doesn't even have the option for 16 bit color since even the most worst/terrible/horrible computer I could find for testing would do 32 bit color just fine.
John
#1099 posted by ericw on 2016/06/07 22:14:04
Things that can help performance on old cards with fitz-style engines:
+gl_flashblend 1
+r_oldwater 1
+r_dynamic 0
Those defaults change from original FitzQuake to QuakeSpasm/MarkV (I think) to better-quality options, which could explain why QS is slower than FitzQuake for you. QS has a "-bpp 16" command line option as well, though from a brief look MarkV always uses 24bpp.
#1100 posted by Baker on 2016/06/07 23:08:27
@Baker
#1101 posted by mh on 2016/06/08 06:57:58
toshiba laptop
It's worse than that, he's dead Jim.
@mh
#1102 posted by Baker on 2016/06/08 07:43:53
I made the Direct3D version so people with oddball video cards with terrible opengl drivers could enjoy a nice recent engine.
And the Direct3D version runs with flying colors with 99.9% features on even some very horrible machines that no one else's engine will run on.
/And does it with style and a robust feature set and stability
@Baker
#1103 posted by mh on 2016/06/08 09:17:12
True, but my point was that a graphics card upgrade is not an option in this case, because it's a laptop and the Trident is an integrated part.
#1104 posted by Baker on 2016/06/08 11:03:50
Usually I am telling that to Spike or someone else in a conversation.
How did I end up on this side of the argument?
Somewhere, someone screwed up this conversation and made it work out weird.
Probably ericw's fault since his username has a extra consonant appended to his name, which is very distracting at times --- especially because a "w" can sometimes be considered a conosant and other times it can be a vowel.
Any News...
#1105 posted by NightFright on 2016/06/29 11:55:41
... about the issues I had reported in #1085?
#1106 posted by Baker on 2016/06/29 22:08:42
Mark V isn't going to see an update until sometime in 2017.
Well.... That's Crashy
#1107 posted by Gunter on 2016/09/12 04:27:56
I'm just updating my Mark V after a long time (in preparation for some FvF :P), and I find all these new versions crash directly after the console says "3 demos in loop."
(the newer winquake versions worked fine though)
Yeah, I am on an older netbook running WinXP... because that's what I had Quake installed on.
I went back and kept trying older versions to see which is the last one that works (in case this might apply to anyone else), and it is:
mark_v_20150416b_windows.zip
mark_v_e.exe
But at least I can tell that the MP3-playing bug that I had in my previous old versions of Fitzquake has been fixed (i.e., it wouldn't play MP3 tracks unless it detected a real or virtual CD drive) -- I can hear the music playing now with no problem.
I guess it wouldn't do much good for me to report any bugs I find in this old version of Mark V.... I might at some point move Quake over to my Win7 device.
Baker, you really really need some kind of actual project page with just the downloads and notes about the versions, heh. It's difficult scrolling through all this discussion (though I eventually just went to the index of the files).
Hey Gunter.
#1108 posted by Baker on 2016/09/12 04:51:01
It's difficult scrolling through all this discussion
It's supposed to be difficult to find the right download and keep up with the thread. ;-)
It deters uninterested parties from using the engine. What little development time I may end up having has to be catered towards experienced and knowledgeable beta-testers (like yourself).
The casual player should be using Quakespasm.
NightFright, Pulsar, spy, Fifth and others have provided the feedback I need through extensive testing. It's almost completely polished but there are some things I'd like to improve and features I want to complete.
I just don't have the time to do any more work on it right now --- and sometimes I wonder when or even "if" that time may come.
The current best version is: http://quakeone.com/proquake/interims/mark_v_20160207_windows.zip
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