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Posted by Baker on 2016/11/19 04:53:11 |
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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@Bloughsburgh
#1160 posted by Baker on 2017/01/20 03:14:10
Same Issue
#1161 posted by mjb on 2017/01/20 03:35:51
I do not see an okcam.cfg anywhere!
But yes, 1032 still crashes for me.
#1162 posted by dwere on 2017/01/20 03:38:07
It's in my model pack.
#1163 posted by Baker on 2017/01/20 03:44:26
Ah, model is causing crash. Makes sense! Thanks for letting me know!
I couldn't find anything that made any sense, DX8 doesn't even have most of the new features, haha.
Okay Cam!
#1164 posted by mjb on 2017/01/20 03:51:52
Well, just for testing I completely removed dwere's pak and I still receive the same crash.
Just to clarify it's simply: "Has stopped working" prompt.
This is testing on 1032.
@Bloughsburg
#1165 posted by Baker on 2017/01/20 03:51:55
If I misinterpreted the above ...
Other than how you have an unusual resolution like 3440x 1440 ... which since you have max texture size of 16384 I don't think would be a problem ...
My only thoughts ---
1) NVidia driver issue?
2) Borked mp3 sound track
3) Does work with reset config and clean id1 folder.
I'm just not seeing anything that would cause DX9, DX8 and regular Mark V crash?
What is most recent that works for you? I'd try Mark 1.20 http://quakeone.com/markv/builds/1020_mark_v_windows.zip
And if you aren't having some sort of content specific issue somehow ... maybe someone else will report same issue?
#1166 posted by Baker on 2017/01/20 03:53:26
Ok, is a "has stopped working".
What was previous version that worked?
All the builds: http://quakeone.com/markv/builds/
If you can tell me the last one that works, I might have something to work with ...
#1167 posted by Baker on 2017/01/20 03:55:34
Let me know if 1.20 (Build 1020) works.
Info
#1168 posted by mjb on 2017/01/20 04:00:18
Okay, so I believe the last version that worked was 1028...when performance was improved on dx9.
Clean Quake folder runs 1035.
Placed my mp3 tracks and it still runs fine.
Placed dwere's pak and runs fine.
However, I went to change texture mode to '3' and it crashes to desktop with "Has stopped working"
It's Gl_texturemode 3
#1169 posted by mjb on 2017/01/20 04:02:34
That's the only thing in my autoexec. I apologize I sent you the wrong one as I have numerous quake directories for engines.
I can run on my "dirty" installation just fine when I removed that entry.
Triple Post In The Name Of Testing
#1170 posted by mjb on 2017/01/20 04:04:43
If I try to change the texture mode to anything it crashes.
#1171 posted by Baker on 2017/01/20 04:10:20
I'll do a quick update without an hour.
Mark V - Version 1.36
#1172 posted by Baker on 2017/01/20 04:56:21
Downloads at the usual place ...
http://quakeone.com/markv
-Mistake in gl_texturemode corrected (reported by Bloughburgh)
Which is one of the 2 new items in the video menu added in 1032.
Time For Beer
#1173 posted by Baker on 2017/01/20 05:08:40
Thanks for the help getting this polished up!
All the downloads are up-to-date and no compatibility issues!
Thanks to Bloughsbough for finding that issue 5 minutes after Build 1035. ;-) Way better timing than something like that happening a week from now.
/Next updates in the spring!
#1174 posted by muk on 2017/01/20 06:35:13
hip-hip-hooray!
Texture Filtering
#1175 posted by NightFright on 2017/01/20 07:49:29
Thanks a lot for the menu choice between filtered and non-filtered (pixellated) texture filtering modes. I had been asking for that for a long time. ^^
Two questions:
1) Is the option "GL_NEAREST" equivalent with the filtering mode gl_nearest_mipmap_linear?
2) I guess having this option in the menu now means that it's not necessary any more to put it into autoexec.cfg?
It's ALIVE!
#1176 posted by R00k on 2017/01/20 07:52:59
Ya every thing works for me so far no issues!
#1177 posted by Baker on 2017/01/20 08:17:37
@ mukor - Thanks! Yeah, "Time for beer" is quite literal and I'm doing the mfx right now ;-)
24 hours ago, I was left with the prospect of taking a timeout with flaw of unknown origin affecting dwere, and compatibility stuff ticks me off, compatability is #1 on the list for me and is a major reason why I engine code. Obv, I also do not like engine crashes (so couldn't rest until Bloughsburgh's problem was resolved).
Some timely insight by Johnny Law, a dev note by myself and then MH actually being able to experience the problem ... invaluable as an engine coder -- let me tell you.
@nightfright --- I added the "pixelization" option to the video menu because I honestly didn't know which one was the "right one" -- I like my FitzQuake gl_linear_mipmap_linear and if I want crunchy pixels I use therailmccoy (WinQuake version).
I found a thread where Spirit and MH discussed the issue ... Spirit said there is almost no difference between gl_nearest_mipmap_nearest and gl_nearest_mipmap_linear -- but mh (who knows both the GL renderer and WinQuake renderer better than anyone else) said gl_nearest_mipmap_nearest is the closest one.
So:
1) gl_nearest isn't gl_nearest_mipmap_linear, it's different
2) gl_nearest_mipmap_nearest is better according to mh.
I don't think about this topic often, but the "too much detail math" is here ...
https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml
I fall into the gl_linear_mipmap_linear preference camp, so I don't think about this topic much but I understand the appeal to those that do.
Perhaps this will be followed up with a better explanation by those more familiar with the topic. Since I'm a gl_linear_mipmap_linear (trilinear) guy ... I'm not the best guy for this job ;-)
#1178 posted by Baker on 2017/01/20 08:23:30
@rook - Thanks!
R00k -- you know what sucks? When Bloughsburg had a crash issue, I ended up booting both my Windows 8 and Windows 10 machines -- because I thought the issue could involve Win 10.
I enjoyed playing Quake on Ubuntu more than either Windows 8 or Windows 10. On Windows 10 I hit some fucked up key that activated a narrator (fuck you Windows 10!).
Meanwhile, the Linux experience was dreamy --- and in no small part because I juiced the Linux build with all the Windows-ish goodness I possibly could.
/Also, for a while I wouldn't turn on my Windows 8 machine because I feared it might be a Windows 10 machine the next morning. Windows 8 sucks compared to 7, but Windows 10 sucks 5x more than Windows 8 because the next update it might undo all the customization and cleaning out garbage out of the menu you spent time doing.
Texture Filtering II
#1179 posted by NightFright on 2017/01/20 08:44:39
According to a definition on the Quaddicted site, it's like this:
GL_NEAREST:
Point sampled. Lowest quality, highest performance.
GL_NEAREST_MIPMAP_NEAREST:
GL_NEAREST but with a bit more quality for far objects (software-like).
GL_NEAREST_MIPMAP_LINEAR:
GL_NEAREST but with even more quality for far objects.
Personally, I also think mipmap_linear offers better quality than mipmap_nearest, and that's why it was the mode I had been using all the time. Are there any chances to add this mode as well (maybe as "Pixellated/Smooth")?
#1180 posted by metlslime on 2017/01/20 08:44:52
gl_X_mipmap_Y
X = how close-up textures are rendered.
Y = how different mip levels are blended together as objects move closer or farther away.
#1181 posted by mh on 2017/01/20 09:25:50
Nearest_mipmap_nearest is closest to software Quake because software Quake used mipmaps. It's as simple as that.
If I'm in a crunchy pixel mood I use nearest_mipmap_linear which avoids banding between the mip levels. I can post screenshots later on that demonstrate this. It's one of those things that you might not notice, but once you do it drives you nuts.
Nearest on it's own disables mipmapping, which causes distant textures to shimmer and sparkle as you move around. Sometimes people mistake noise for detail, but this is basic sampling theory stuff. There's a weight of mathematical papers on it, including articles in the Mike Abrash Black Book, and I'm not going to get bogged down rehashing what others have said better elsewhere. You don't want to disable mipmaps, that's all.
The last thing is relating to mipmapped water, which Fitz and most derivatives don't have. As the water warps it can subtly shift between different miplevels. Again, drives you nuts once you notice it. Solution is to use ddx/ddy (GLSL dFdx/dFdy) on the unwarped texcoords then a tex2Dgrad lookup. You can't do that without shaders. Not sure if vkQuake or any other publicly released engine does it though.
Bug?
#1182 posted by PRITCHARD on 2017/01/20 09:26:24
https://streamable.com/4an03
This was recorded in 1.00, so it's pretty out of date. I died, rapidly clicked and started the map again like this. That's all I have to say - I haven't tried reproducing it yet.
Awesome
#1183 posted by mjb on 2017/01/20 11:57:28
Thanks Baker, I just happened to pop on at the right time I guess. Cool to see those options be included in the menu as well!
I found it strange that it crashed after trying to set a mode...then I went to the correct autoexec and saw it ONLY had the texturemode command hah. I really need to conform all of my directories with my master config.
Looking forward to trying when I get home!
#1184 posted by Joel B on 2017/01/20 20:07:50
Yeah FWIW I use nearest_mipmap_linear too. And with some anisotropy set (so I really need to go re-read that discussion above about those interactions).
Obviously that's not the pure Winquake look but I likes it. :-)
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