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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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May I Just Say... 
It's been a fucking pleasure working with Baker on this. 
@mh - Yeah, Was Fun ... 
Each of us working on different set of features at the same time in way that allowed asynchronous development which covered quite a bit mileage in short span of time.

A very enjoyable experience, indeed.

Looks like I should have picked gl_nearest_mipmap_linear instead of nearest/nearest for the option.

@bloughsburg - type "find warp" in the console. 
Pixellated Mode 
I doubt that gl_nearest is a mode many people will use. My suggestion would be to simply replace it with nearest_mipmap_linear and use that for "Pixellated" mode. 
 
Any luck on Intel graphics 3x performance? So far DX9 runs stable at 15-40 fps and is definitely better than QS. 
 
That's your fps on Arcane Dimensions right? 
Something I Commented In Ad 1.5 Thread 
Mark V has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.

this is scr_clock 
 
@topher - thanks for reporting that. Must have wired up the wrong clock when absorbing some JoeQuake/ProQuake features back a couple of months ago.

/+1 to do in the spring update 
@topher 
A workaround in the meantime, if you are interested. Add +pq_timer 0 to the command line or throw it in autoexec.cfg 
 
QuakePone, if you're interested I posted 2 builds in the QS thread here to check for a potential problem that affected some versions of Intel graphics.

Additionally, as MH mentions, try benchmarking "gl_flashblend 0" vs "gl_flashblend 1" (this may be faster; it stops the lava balls from casting dynamic lights and just draws a fake glow instead.) 
@ericw 
I tried this in my own engine, on a nvidia 960gtx, and it really didnt matter. yet as I like you are using gbra uploads, but then in the most classic settings, im getting 2200+fps with playdemo demo2 on Qrack vs 1600 in Mark V using really close effects; no motionblur, no r_novis, classic particles, etc. in DirectQ / RMQ i get 3000-5000fps.

maybe lightmap uploads matter? 
 
er 5000 in dq not rmq 
 
bottomline is a stable fps in given map we dont need >200fps in single player maps. 
 
An NV 960 is irrelevant unless you can get a test case that goes below about 500 fps.

Gimme the Intel benchmarks, that's the interesting stuff.

There's probably things I can do for lightmap updates but I'm not willing to gut the code unless I'm satisfied that there will be payback at the end of it.

I might also make one of my experimental GPU lightmaps engines available, because I'm interested in how that might perform. I'm cautious about not creating expectations in the community though.... 
Found In The Mirror In Arcane Dimensions 1.50 
Map = ad_magna

In console type: "setpos 2496 56 -292" And you'll be at the mirror.

screenshot

/In Mark V, you can type "viewpos" to see your current x, y, z -- which also sets the default setpos. So if you type "viewpos" at a red armor, walk away and then type "setpos" you'll be back at the red armor. 
@Quakepone 
If it is lightmaps --- and that's an if --- slowing things down.

Type: r_dynamic 0

Then dynamic lighting is simply turned off. 
@Quakepone 
In Mark V, do the following after starting up Arcane Dimensions.

Type:
temp1 0 // Turn extra ad particles off
r_dynamic 0 // Turn off dynamic lights .. no lightmap updates will happen at all.
sv_cullentities 2 // Strict visibility tests on all entities
map start // Restart the Arcane Dimensions start map

Play

See if your fps improves. 
Thanks 
These commands helped a lot in previously barely playable maps like ad_tfuma and ad_swampy. I might leave temp1 on 1024 and r_shadows on 1, still. 
 
Cool! Glad it helped out some.

In the Quakespasm thread, mh, ericw and myself and others are discussing performance related issues related to Arcane Dimensions. 
 
I'm starting to warm to the idea of doing some kind of release of one of my GPU lightmap experiments. ericw has expressed interest in how parts of it work and I'd be fascinated to learn how it performs on QuakePone's machine.

I've basically got 3 engines: Quake/OpenGL/assembly shaders, Quake/Direct3D 11 and Quake II/Direct3D 9. The Quake II engine is probably the most developed but it misses D3D 11 enhancements and draw call overhead does pile up. The Quake/GL engine is very barebones and I'm not sure where the code is. The Quake/D3D 11 is most likely to be let out. 
 
Huh. About the issue where models in front of the sky look "darkened" ... well, it makes the shaft look BETTER because then the contrast doesn't cause it to be as washed out!

(see my post on Old Page #1321 with screenshot illustrating that fullbright textures get ugly and washed out when contrast is applied)

Here's a screenshot showing this effect:

http://imgur.com/a/2C4Ez

Shaft looks better with sky behind it! Maybe something like this could help all fullbright textures to make them not as ugly when contrast is applied....

Starting with -nostencil removes the sky effect, though it still lets you see r_shadows 3 through models (second screenshot above shows a distant grunt shadow visible through a dog's butt, heh).

I know you're aware of the stencil issue, mh, but I just had to display these interesting screenies ;) 
@gunter - Was Playing Co-op On Your Server 
On your server with JimBob and ORL.

Hadn't played Frostbite in some time, that map and the rest of the "2005 Wintery Map Pack" are always great experiences.

You might talk JimBob or even yourself into delete all maps and extra sounds in your Quake folder to watch the map/model/sound download in action.

JimBob wondered how I had the maps and the music, haha ;) Well, I didn't until I connected.

They downloaded automatically, of course.

Mark V has the best stay-connected http map/model/sound download this side of FTE. 
Auto-downloads 
The auto-downloading is great. And I have noticed the .LOC files downloading before. I guess those are for frogbots?

I just wasn't sure if you actually got the music. I don't mean the intermission dance loop WAVs. Rather, I mean the soundtrack MP3s I selected to match the edited .ENT files (e.g., "'sounds' '65'"). I didn't know if Gunter had uploaded those.

Also, I'm not sure where it all comes from, since I think the FvF server is still Magic Proquake? I do vaguely seem to recall you talking (once upon a time) about having downloads come from a 3rd-party source like QuakeOne or w/e? 
 
Locs are for team deathmatch and such (dm3, etc.) like "At the red armor with 87 health"). You can turn off downloading locs. Type "find loc" in the console, you'll see a cvar that can be set to turn that off.

/mp3 don't download, mp3 tend to be large, aren't needed to play. It's a player preference anyway. 
Any Chance... 
of also moving r_shadows and r_waterquality variables into config.cfg?

I find it a bit complicated to set them externally through autoexec.cfg. And since texture filtering has already been moved... 
RAM 
I've been really enjoying the winquake build, it runs very well. I ran into this little guy after I disabled mips. He's harmless but has worn out his welcome :) 
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