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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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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.
Mfx/nightfright Issue Solved
#1452 posted by Baker on 2016/11/17 15:37:57
Mfx/nightfright issue with German keyboard added unwanted character after using the tilde key equivalent is solved.
Current download: http://quakeone.com/markv
#1453 posted by dwere on 2016/11/17 15:43:27
mark_v.exe -nehahra -game alk10 +map alk10a works, but the engine crashes with a generic Windows error right after the map starts. This seems to be caused by the level using xm/s3m music, as Nehahra levels that don't use music load fine.
qconsole.log says:
Warning: FMOD module not found ( nehahra/fmod.dll )
I placed FMOD.DLL that comes with Nehahra into the nehahra directory just to see what's gonna happen, and it said that the module can't be initialized instead.
#1454 posted by mh on 2016/11/17 15:44:40
Underwater warp is out-of-bounds for Mark V, would require GLSL
Use glCopyTex(Sub)Image2D then draw a grid (similar to what stock Fitz does for it's render-to-framebuffer warp, you may even be able to recycle the same code). No shaders needed.
Basic Nehahra Support
#1455 posted by dwere on 2016/11/17 15:45:27
Starting Nehahra (with -nehahra) works fine until the first cutscene: the sound is working, but the screen is black. -game nehahra leads to more broken things. There are error messages, and the first cutscene now lacks sound as well.
#1456 posted by Baker on 2016/11/17 15:45:36
What's file date and time. Mine's 6/30/2004 160786 bytes.
Well Hot Damn
#1457 posted by Gunter on 2016/11/17 15:45:54
New GL version works for me!!!!!!!!!!!!!!!!!
*throws laptop against the wall in celebration*
Oh... nevermind. Don't need it anymore.
Heh, though it is spitting out a lot of "scancode" in the console; I think you left some debug code in. Or was that there for someone to test the international keyboard thing?
Also... how about the joystick support? It used to work (it works in the old mark_v_e.exe), but in the recent versions, it seems to detect the joystick and everything, but it just doesn't respond to any input from the connected usb gamepad.
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This thread has been closed by a moderator.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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