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Posted by Baker on 2012/06/29 11:38:17 |
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.
FitzQuake Mark V Download:
http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.
It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.
Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme). |
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#1427 posted by Mugwump on 2016/11/17 03:34:47
Ah, I see. Well, maybe NOT fixing it can be a step in this direction... jk
#1428 posted by Gunter on 2016/11/17 04:06:53
Just to be "Gunter-level-of-thorough," I booted up my OLD WinXP laptop (an HP Pavilion ze4101 circa 2002) and tested....
Again, the older mark_v_e.exe GL runs, but the new version crashes.
The error popup actually says:
The exception Interger division by zero,
(0xc0000094) occurred in the application at location 0x0046733d.
And here's the qconsole log, which is similar except the totally different (but even older) graphics card:
Command line: [ -developer ]
Log file: D:GamesQuake/id1/qconsole.log
Mon Oct 31 21:27:44 2016
Mark V Version 1.00 Windows
Exe: mark_v.exe (1122 kb)
Exe: 19:04:52 Nov 16 2016
Caches: C:/Documents and Settings/Aaron/Application Data/Mark V/caches
UDP4 Initialized: INADDR_ANY, 127.0.0.1
UDP6_GetLocalAddress: gethostbyname failed (Authoritative answer: Host not found)
UDP6_OpenSocket: Address family not supported by protocol family
UDP6_Init: Unable to open control socket, UDPv6 disabled
IPv4 address INADDR_ANY
IPv6 address [::]
Exe: 19:04:26 Nov 16 2016
256.0 megabyte heap
Start map determined to be start
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/MMX/3DNow!/SSE
GL_VERSION: 1.3.4273 WinXP Release
GL_EXTENSIONS:
GL_ARB_multitexture
GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array
GL_S3_s3tc
GL_ARB_occlusion_query
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_window_pos
GL_ATI_envmap_bumpmap
GL_ATI_texture_env_combine3
GL_ATI_texture_mirror_once
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: texture_non_power_of_two not supported
FOUND: EXT_texture_filter_anisotropic
Swap control enabled
8 bit stencil buffer
Max texture size: 2048
Multitexture: 45407760
Non-Power of 2: 0
Combine: 1
Stencil Bits: 8
completed.Gamma protector set
Windows and context menu key disabled
Hardware gamma enabled
joystick not found -- no valid joysticks (a5)
Accessibility key startup settings saved
Accessibility keys disabled
Mouse Captured
Input initialized
Gamma level 0
Avi capturing module initialized
ACM module initialized
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Audio: 16 bit, stereo, 11025 Hz
Sound sampling rate: 11025
CDAudio: drive not ready
CDAudio_Init: No CD in player.
CD Audio Initialized
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
Unknown command "r_viewmodel_always"
Hardware change detected ... Custom Gamma set: contrast = 1
Unknown command "r_viewmodel_winquake"
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.
Serverinfo packet received.
Host_ClearMemory
Clearing memory
the Necropolis
Using protocol 15
e1m3 loadname
sv.modelname
e1m3 cl.modelname
@gunter
#1429 posted by Baker on 2016/11/17 04:36:01
Where's your -nomultisample -nostencil?
I don't see that in your command line.
#1430 posted by Baker on 2016/11/17 04:40:02
You better double check and be double sure you did the command line right
1) The version I provided (special gunter one)
2) The correct .exe
3) -nomultisample -nostencil -developer
It is possible I solved your problem if you didn't use the right command line.
#1431 posted by Gunter on 2016/11/17 04:46:03
It doesn't help, and changes little in the log, other than changing this part:
Swap control enabled
8 bit stencil buffer
Max texture size: 2048
Multitexture: 45407760
Non-Power of 2: 0
Combine: 1
Stencil Bits: 8
completed.Gamma protector set
To this:
Swap control enabled
Warning: Stencil disabled at command line
Warning: Multisample disabled at command line
completed.Gamma protector set
Everything else is identical, including the crash.
#1432 posted by Gunter on 2016/11/17 04:54:51
triple-checked the special version, same result, but the error log has all the lines from above:
Swap control enabled
Intel Display Adapter detected
Warning: Stencil disabled at command line
Warning: Multisample disabled at command line
Max texture size: 2048
Multitexture: 452634108
Non-Power of 2: 0
Combine: 1
Stencil Bits: 0
completed.Gamma protector set
Mark V 1.00 - Revision 3
#1433 posted by Baker on 2016/11/17 05:10:37
Windows: Open GL | WinQuake (software renderer)
Windows: Direct3D | Source
Still didn't update the Mac build.
Revision 3:
New Feature:
Multiple hdfolders. hdfolder "hires" (1 folder) or hdfolder "hires,qrp,plagues_pak" (multiple folders). Changed: paks in a hdfolder are *ignored*.
Outstanding Issue (only one, unless I skipped something):
International keyboard --> tilde (mfx/fifth) Need to know what keyboard layout and what physical key is being pressed. For the moment, Shift-ESC will always open console and "in_keymap 0" *might* make it work as expected. Let me know!
Resolved:
2 mirrors in view disables 2nd mirror (fifth re:e1m5), bolt.mdl -> bolt1.mdl (qmaster), lavacolor typo fixed (gunter), cl_autodemo off by default (dwere's computer), r_shadows -1 = full dark (gunter), Direct X version mirrors disabled (gunter), mousewheel up/down (dwere), hdfolder set will disconnect (icaro), menu bind key fix (fifth)
Punt or Non-Issue: server bind discard clearing existing alias if named same (gunter) = acceptable for now, few people use aliases. scr_showfps + viewsize < 100 doesn't show (gunter) = intended behavior.
@icaro .. if you still have any issues with hdfolder or how that works, let me know. You don't need to put it in autoexec. In fact, don't. It is read very, very early.
@gunter .. maybe something a thought will come to me on how to solve your video card, but the Direct X build does everything but 2 things. Not too bad.
#1434 posted by Gunter on 2016/11/17 05:33:48
I don't suppose it would be possible for you to build a linux version?
Gulliver uses linux....
#1435 posted by Baker on 2016/11/17 05:39:35
I assessed it, finishing up the Linux port probably take 40 hours of coding. Maybe 2017 some time.
Above Downloads Updated
#1436 posted by Baker on 2016/11/17 07:56:36
To fix it so it works with Gunter's video card, which didn't have texture non-power of two capability which I noticed in the log.
Malice Feedback
#1437 posted by NightFright on 2016/11/17 10:40:46
Unfortunately, I have to say that the issue in map d15 of "Malice" still exists with the latest Mk V build. :/ If you play without saving, the game still returns your FOV to its original state, but as soon as you save and reload or quit and restart the game, FOV is set to 170.
I am also sorry to state that cutscenes still don't work. At the end of the level, game stops with this error:
ERROR: Couldn't open C:/Games/Quake/malice/cuts/cut8.dem
(Note: The first two dashes of the directory are actually inverted, but for some reason, these are not shown in this forum.)
This also wouldn't change if I extract the "cuts" folder from pak2.pak into the Malice installation directory.
Tilde Key
#1438 posted by NightFright on 2016/11/17 11:16:00
Additional note:
On my German keyboard, I have to press "�" (oe) to bring down the console. Used to be the key right on top of "Tab" (to the left of "1").
@johnny Law
#1439 posted by Baker on 2016/11/17 12:30:35
@johnny law - http://quakeone.com/markv
I guess from now on I'll always have the current version there. It's not complex but does the job.
That page has a link to this thread.
@nightfright
a) Malice cut-scene issue addressed, Mark V doesn't expect demo names with slashes in them.
Go to the above page (which isn't very complex) and it has the current version download.
b) Can you give me a link to the picture of the keyboard layout (if I do Google I get conflicting pictures) ?
If you were in another application and did the keypress, would it do a tidle or do you press shift or a different modifier key?
I'm trying to determine whether I need to use the physical key scan code or what the key press produces.
-nehahra?
#1440 posted by dwere on 2016/11/17 12:54:28
alk10 is a Nehahra mapset that is supposed to be installed into its own directory. Therefore, it either requires multiple -game parameters or -nehahra.
The only alternative I can see is splicing nehahra and alk10 into one directory.
Mark V - Revision E
#1441 posted by Baker on 2016/11/17 14:03:36
Current download: http://quakeone.com/markv/
@mfx/fifth/nightfright
Made the "tilde" position on the keyboard a "holy" key that no matter what keyboard someone is using it toggles the console.
Should bring that to a closure.
Current source is always http://quakeone.com/markv/mark_v_source.zip
@dwere - Interesting problem that will need addressed. I guess no one noticed before because to play Nehahra was a major pain in the arse. Never knew about alk10. I played the Tim Elek add on. And I *think* there may be 1 or 2 more Nehahra maps.
Malice/keyboard Layout
#1442 posted by NightFright on 2016/11/17 14:21:14
With the latest build, the two issues in "Malice" are finally history! Only one (cosmetic) thing remains now: When playing cutscenes, the statusbar is not hidden automatically. Dunno if that's important, though.
Regarding keyboard layout:
A German keyboard looks like this:
http://www.netzteilcheck.de/images/produkte/i21/21566-gerade.jpg
I had to edit config.cfg to make Mk V use the correct console key again:
bind "�" "toggleconsole" (before edit)
bind "/" "toggleconsole" (after - it's not this dash, but inverted)
Otherwise, console would only open with "�" key (which is probably "�" on English keyboard).
@dwere
#1443 posted by Baker on 2016/11/17 14:22:39
Updated yet again, allowing the possibility of doing game alk10 -nehahra in the console to run that single player release.
Current download: http://quakeone.com/markv/
@nightfright
#1444 posted by Baker on 2016/11/17 14:27:03
/Malice, yeah it does horrible things ... it runs now ... I think I'm done dealing with it ;-)
The latest recently updated version of Mark V *should* assume on any keyboard that the key in that position (tidle in my case) is the toggle console key.
I need verification, but I think that is history.
I switched my keyboard layout to German and until I hit the "Z" key didn't even realize it when running Mark V.
Keyboard Layout Feedback
#1445 posted by NightFright on 2016/11/17 14:31:13
Console key works as intended now. The only odd thing is that if the game creates a new config.cfg file, the default setting is in_keymap "1". With this, Mark V will print every scancode onscreen whenever a key is pressed. That's kinda annoying.
#1446 posted by Mugwump on 2016/11/17 14:46:44
On Quaddicted there's also Invein, Maelstrom, ROTCS and TSD.
#1447 posted by Mugwump on 2016/11/17 14:49:47
Previous comment was addressing the 1 or 2 more Nehahra maps thing.
Remaining Wishlist
#1448 posted by NightFright on 2016/11/17 14:55:25
What's left on my wishlist for Mark V right now (just to mention it):
- Ingame menu toggle for texture filtering (switch between gl_nearest_mipmap_linear and gl_linear_mipmap_linear without having to use autoexec.cfg)
- Underwater warp effect like in software Quake (if that's even possible)
Side note:
Does r_mirroralpha work again? I just noticed the stained glass window in the "Easy" hallway of the intro map is reflective again. If you enabled that again recently - neat!
Baker
#1449 posted by mfx on 2016/11/17 15:07:29
Sorry for the long pause, real life issues. The console issue is gone, instead it prints every stroke now, as NightFright described.
Also the ^symbol is added to first new char i press when toggling the console now, QS had similar problems once.
Will look out for further bugs, AD mod loads fine here for now, even the new unreleased version + maps.
#1450 posted by Baker on 2016/11/17 15:07:42
Yeah, mirror support is a major feature in the current version.
I had thought about the texture mode thing but considering it's minor decided against It does autocomplete, press alt+space, but I know what you mean. Underwater warp is out-of-bounds for Mark V, would require GLSL and Mark V doesn't use GLSL.
@mfx
#1451 posted by Baker on 2016/11/17 15:10:21
Glad to hear that fixes that .. I'll have to think of a "correct" way of blocking the unwanted extra character. Probably won't be too hard.
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