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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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Yeah, folks were using Mark V and could connect to my QW server just now.. haven't tried SV_public 1

The server does list my local IP rather than external, anything I need to do there? 
 
Also super weird... I can't connect to my own server anymore using localhost, 127, or my network address.. but I CAN join through the multiplayer public menu. No one else can see my server though. 
 
And when I type sv_public it says UDP WRITE, sendto, bad adresss ? 
@kinn 
Holy shit. I would love to read a compilation of "quake code nightmares" like this.

It's turtles all the way down. 
@mafgar 
Add -noudp6 to the command line to disable ipv6.

See if that solves the problem, what operating system and version are you using? Like is this Windows XP or a certain version of Linux? 
 
I'm using Windows 10, it's definitely attaching to an ipv6 address so I bet that will do something. I'll try it later, thanks for the help! 
 
I've seen that ipv6 oddness before, but not on Windows -- ironically, the iPad example doesn't like ipv6 when connecting to a server.

The next time I load up Windows 10, I'll see how it reacts to ipv6. 
 
Something I noticed with Mark V - Release 1.00.

When I first get into the game, my frames are all over the place for like 5 seconds and then it goes to normal, anyone know why? I'm on an AMD 480, Freesync with windows 10.

Also an FOV adapt feature would be nice, Like the one in QuakeSpasm. 
 
Also an FOV adapt feature would be nice

Mark V uses a similar algorithm to fov adapt, although if I recall it is an mh variant (640/432?). Even the software renderer uses it.

It can't be turned off, but since it is aspect ratio correct, I can't think of why someone would want to turn it off.

If misunderstood what you meant, let me know. 
 
Cool I'm fine with that!

Also...being able to change mods/maps in game would be great...instead of just being able to change the levels.

Something QuakeSpasm doesn't have, you have to use Injector.

Injector works but seems it will never had a final version. 
 
Something QuakeSpasm doesn't have, you have to use Injector.

QS and MarkV both have this, the "game" command:

game xxx
exec quake.rc (optional.. loads the configs from the new mod.) 
@terminal 
In Mark V, you can type "install travail" or "install rapture" in the console and it will install Travail or rapture off Quaddicted.

You can type "install b" and press TAB and it will autocomplete one of the about 530 Quaddicted mods recognized.

I'm just lettting you know these things.

Like ericw pointed out, the "game" has existed for a very long time in FitzQuake and derived engines like Mark V and Quakespasm. 
JPL 
there's a mirror in my explore jam 2 map as well. it's big and right on the mandatory route.

I do love this feature. 
 
I remember the mirror corridors section in Prey (the old one, who the hell decided to call the new game the same as the old one that did not have any siquel). I wish it could have been done in mark v, but it's impossible so far with one mirror at a time limit.

I still wish it will be possible one day. 
FOV 
The calculation I used originates in a gamedev.net thread at https://www.gamedev.net/topic/431111-perspective-math-calculating-horisontal-fov-from-vertical/ and an online FOV calculator that used to be at http://www.emsai.net/projects/widescreen/fovcalc/ - the latter can probably be picked up at archive.org nowadays.

I just lifted the calculations over to the Quake engine.

640x432 was chosen as a baseline aspect ratio which everything is calculated relative to. This is GLQuake's default 640x480 less 48 status bar lines. Arguments can be made for and against different baselines.

QuakeSpasm uses a different widescreen FOV calculation standard, and I'm not going to argue that either is more correct than the other. The great thing about standards is that there are so many of them. 
 
Still no one will comment on my bug :( should I try and make a demo of it or something? Do those even work when the issue occurs when restarting a level? 
#1376 ? 
 
 
I think it's safe enough to say that nobody else has even seen that bug.

You might give a little more info. Map? Custom progs? Etc? 
 
I first mentioned this happening in post #1182, here's the link I posted back then: https://streamable.com/4an03

That's a RJ6 map, and I'm pretty sure that pack used original id1? Anyway, what happens is that if I die and click lmb to restart the map, I start the map "dead" like in the video. Except I can swing my invisible axe and make particles, also shown in the video. I'll see if I can make it happen again soon and try collecting more evidence. 
@pritchard 
Here is me playing that map ...

http://youtu.be/JjmY5L5kROY

Kinn was playing that map in WinQuake and he didn't say he had a problem with dying and spawning wrong.

There are tons of QuakeC bugs (i.e. the progs.dat).

A demo and a savegame would be something to go ;-) 
 
Yeah, I'll try playing some id1 maps tonight and see if I can get it to happen. I've had it happen both in that map and one other which I forget the name of. The other one was a mod though so it's not as useful. 
#1414 
I've experienced this numerous times (can't confirm the axe thing, never tried) with vanilla quake. I was unsure if the behavior was intentional and too busy to check. 
 
The two new Mark V users played again tonight, and both experienced the disconnecting issue when loading a new level. One of them had fiddled with his firewall and thought he'd maybe fixed it, but nope. It only happened to them one time each. It's odd that both of them are having the issue, since they have different setups.

One is from Texas, one is from Canada. One is Win7, the other Win10.

The error they said they got was "level load failed"

One said he usually spams the console with "ping" to sometimes get back in... but I guess it didn't work this time.

I told them to try and come here and post any more details if they could figure out anything else.

Other than that, they really like Mark V, heh. 
 
You might need to adjust your server's connection timeout, and to be honest as a non-server operator I'm not 100% on how that's done.

Are they using external textures or lots of external fluff? (If they using the really high res versions of an external texture pack, the impact is going to be multiplied.)

During reconnect, if someone is using a lot external textures it increases the load time and can increase it beyond the connect timeout.

I've played a number of multiplayer games on your server. Never had any level change problems ever.

But I don't use external textures except if I am doing testing that needs it. 
 
I think I found out how to repeat the bug: it happens when you die after reloading a save. Or at least a quicksave, I haven't tested with regular saves but I'd assume it's the same. Can anyone else make this happen, or just me?

https://www.youtube.com/watch?v=RO3WH0RL1kI&feature=youtu.be 
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