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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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Yep, setting host_maxfps 16 or slower does indeed make them fall down, even if they are currently stuck.

But even host_maxfps 20 is making them stick....

Ah... that's why they were falling last night on me -- I had tool_inspector enabled, and that was killing my FPS, haha.

And as I have pointed out, sys_ticrate of .1 makes them fall correctly on a server, and that's the equivalent of 10 "server frames" per second, isn't it?


But in the end, it's a bad interaction between QuakeC and the map itself.

The instructions I gave should be pretty simple to follow to fix it with an .ent file....
Though it would probably be better if someone really wanted to test to see EXACTLY how far the zombies need to be moved down to still fall correctly.

Don't look at me; I don't care that much. I run my server with .1 ticrate ;)


Guhhh... who am I kidding? Now that I said it, I can't not do it... heh.

Oh, well, it looks like they only need lowered by 3 units to work correctly (from 136 to 133).

Do I really need to upload the .ent file somewhere? I've already done all the hard work and told people exactly how to fix it! ;) 
I Didn't Know QS Supported .ent Files 
I thought only the spiked version did. Thanks for the info, Baker. 
 
I managed to fix the issues. Still need to trial and error the E3M3 fiend spawn position but the zombies in E4M7 were an easy fix. Thanks again! 
 
OK, after much messing around with an .ent file for E3M3, I'm unable to find the "info_teleport_destination" for the fiend who spawns stuck in midair. I've determined that the line 2164 corresponds to the fiend in question, but there are no matching teleport coordinates to the "target_name".

Maybe I'm missing something obvious so any help would be appreciated. 
 
Perhaps I should try reading instructions more carefully in future...

I used tool inspector to find the offending fiend's actual target_name and changed the teleport coordinates to fix the spawn.

e3m3 Line 1244 "origin" "-832 416 140" 
Mark_v And The Demo Fov 
heres the demo of two bots dueling each other on zed2 - the vondurs property

i'm using mark_v to record the demo, and my fov is something like 135/145

but when i try to replay the demo something's strange has happened to me, using mark_v 0/99

the latest ad_1/60 engine(quakespasm-admod) has been playing the demo ok 
The Demos 
Basically 
you cannot change the fov value while watching the demos in mark_v 
 
Downloaded zed2.bsp map and played your fbots20.dem.

Changed fov several times ok, didn't experience any problems.

I believe you, but I can't reproduce what you are experiencing but maybe something will come to mind eventually. 
Baker 
take a look at these screenies
http://quaketastic.com/files/screen_shots/fov.rar
yeah i can change the fov value, but the viewing perspective is a very weird in mark_v 
 
My initial guess works like this:

Mark V has angle smoothing, which is not obvious in single player. An online player can immediately tell.

It looks like Frogbots use some sort of QuakeC evil to move the camera around (jerky style) that isn't compatible with camera smoothing.

I didn't invent camera smoothing and in fact several engines have it, Quakespasm isn't one of the engines that have it.

It is possible you found a special case no one noticed before. 
Crash When Trying To Play Demo 
I get a consistent "Mark V has stopped working when trying to play a demo. Doesn't seem to matter what, but specifically now I am trying to play jam 9 demos.

Windows 10, 64-bit using latest MarkV release.

Happens in any version (DX9, 8, markv.exe)

Let me know what else I can provide! 
Scratch That 
Ugh annoying when the solution comes to you moments after finally giving in to ask for assistance.

I attempted to switch to jam 9 using the game command in markv. But running a shortcut with the -quoth -jam9 is what worked. 
 
Happens. Glad you figured it out. 
Hey Baker, 
there's this Admer guy at QuakeOne having trouble running Mark V. I told him I'd drop you a line, so for troubleshooting purposes you might wanna check posts #55-58 here.

Also, a few posts above those, Dutch states that he's experiencing a notable performance drop with the latest DX9 exe. 
 
I look at issues posted in this thread by the individual having the issue. There is a link to this thread on the Mark V page.

Keeps everything organized. 
 
Dutch probably made some setting that harms his FPS. Like r_shadows 3

He should try a clean install.
Same with the other guy who it won't run for -- completely new install in a new, clean Quake folder. 
 
Looks like an experimental map (an awesome looking one at that).

If that map gets released I'll see what is going on.

It could be one of a million things (vis, a texture, a skybox, external textures, a lit file, entity error, parsing issue, a texture name, a setting in Mark V even.). 
 
Hello, Baker. I'm the guy who can't run Mark V.

I tried what Gunter said, but the same problem still happens:

- I open the .exe
- RAM usage is at 9628KB
- After 15 seconds, the RAM usage jumps to around 46MB (I'm assuming it loads some game files)
- The .exe simply exits without a warning

In short, it won't run at all.
Sometimes, this happens:

https://i.imgur.com/JhSK4qI.png 
 
Yeah, it was a clean install, straight outta the box. New directory and everything. No old cfg files, lifted it all off my quake CDrom from '96. It's probably the r_shadows cvar. 
 
There should be a qconsole.log file in your Quake folder after you start Mark V.

Can you paste the text of that? 
 
That Microsoft crash report, could you post the text of that as well. Often the crash report text can indicate where something crashed.

What version of Windows are you using?

And I assume you are using current version of Mark V? 
 
Dutch, if you happen to be testing in the Start map, make sure to set r_mirroralpha 1 to disable mirrors. Mirrors are enabled by default (really shouldn't be). They are bad for my FPS.

I don't think any other FPS killing settings are defaulted on. r_oldwater 0 is another one that harms my FPS, but that isn't set by default. Assuming the secret hidden cfg file isn't retaining any non-default settings when you do c clean install....

You couldn't possibly be using a slower/older computer than I am (XP Netbook!).... I get between 40-75 FPS on the Start map, depending on what the lava balls are doing, as long as I don't have too many extra features enabled.

Hm, and if you happen to be running in a window, and you have some other program on screen that is drawing stuff, that could cause a problem too. I have a program called BitMeter, and it will destroy my FPS if I have it showing while running DX Mark V in a window.... 
 
I'll see about the crash report later today, because I'm currently using my phone. I remember it was referencing 3 files located in Appdata/Local/Temp.

My OS is Windows 7 (32-bit) and yes, I'm using the current version of Mark V, or at least that's what I think.
I've downloaded it here: http://quakeone.com/markv/ 
 
Slight correction: Windows 7 SP1.

I copied the 3 files in another folder:

https://i.imgur.com/33g4ZtZ.png

WERD147.tmp.WERInternalMetadata.xml
WERECF3.tmp.appcompat.txt

Should I send the .mdmp file? I'm a noob at debugging. 
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