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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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 @kinn
#1398 posted by Baker on 2017/02/18 04:35:55
Holy shit. I would love to read a compilation of "quake code nightmares" like this.
It's turtles all the way down.
 @mafgar
#1399 posted by Baker on 2017/02/18 04:36:53
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?
#1400 posted by Mafgar on 2017/02/18 19:40:56
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!
#1401 posted by Baker on 2017/02/18 19:48:01
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.
#1402 posted by TERMiNAL on 2017/02/18 19:48:14
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.
#1403 posted by Baker on 2017/02/18 21:28:50
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.
#1404 posted by anonymous user on 2017/02/18 21:34:27
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.
#1405 posted by ericw on 2017/02/18 21:58:46
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
#1406 posted by Baker on 2017/02/18 22:07:12
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
#1407 posted by PuLSaR on 2017/02/18 22:15:50
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.
#1408 posted by PuLSaR on 2017/02/18 22:27:54
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
#1409 posted by mh on 2017/02/18 22:33:24
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.
#1410 posted by PRITCHARD on 2017/02/20 00:03:41
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 ?
#1411 posted by brassbite on 2017/02/20 00:07:30
#1412 posted by mh on 2017/02/20 00:13:00
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?
#1413 posted by PRITCHARD on 2017/02/20 01:15:24
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
#1414 posted by Baker on 2017/02/20 02:38:43
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 ;-)
#1415 posted by PRITCHARD on 2017/02/20 02:41:47
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
#1416 posted by killpixel on 2017/02/20 04:57:32
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.
#1417 posted by Gunter on 2017/02/20 05:27:07
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.
#1418 posted by Baker on 2017/02/20 06:49:45
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.
#1419 posted by PRITCHARD on 2017/02/20 07:55:34
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
#1420 posted by Baker on 2017/02/20 16:18:02
I'm able to reproduce this problem. I'll see what's up when I have time.
#1421 posted by mankrip on 2017/02/20 17:11:19
#1385
The "semi-official" 32-player deathmatch map death32c, still available on ID's FTP server (ftp://ftp.idsoftware.com/idstuff/quakeworld/maps/) has lightmapped water.
And the lightmaps are messed-up
[...]
other maps with messed-up lightmaps on water surfaces may very well be out there in the wild, but in the absence of engine support for lightmapped water nobody was ever aware of them.
[...]
Since lightmapped water is a new feature I suggest a worldspawn key indicating it's presence. That way engines that don't support it can ignore it. Engines that do support it can pick it up. Maps like death32c aren't subject to false positives.
#1389
DarkPlaces shows the same problem on death32c
Just because mh, lordhavoc and others don't know how to reliably detect lit water, it doesn't mean it's impossible. Retroquad never accepts false positives.
Cluttering the tools and engine code with a worldspawn key for this is pointless, and only serves to hide the fact that the engine's support for lit water is done poorly.
Also, let me rectify Baker's false statement @ #1285:
Mankrip said maps like e1m4 don't compile with lit water.
This is false. What I said is that a few ID1 GPL maps such as e1m4 has countless leaks. This means that their VIS data can't be compiled, which has nothing to do with the lighting. I've already compiled it with lit water and no VIS ages ago, but I wanted to be able to get the VIS data compiled too.
Until someone steps forward proving any of this stuff works and is polished ... I'm not sold.
The solution in Retroquad works flawlessly, is robust, clean and polished. But I try not to care about proving stuff for others. Nobody ever asked me about it, it would just make me seem bitter, and I'm sure I've already mentioned ages ago that the Retroquad implementation of lit water was finally perfect.
Also, <a href="https://twitter.com/mankrip/status/774418444523606016">by the end of last September, EricW's implementation in the light tool was already perfect too. I've done extensive testing for him and showed it when the final problems got fixed.
 </a> Fail
#1422 posted by mankrip on 2017/02/20 17:15:07
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