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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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@dumptruck_ds Kinn Sprites
#1785 posted by spy on 2017/10/31 12:42:28
Mark_V enables external textures by default, so set external_extures to 0 and reload the map
or just delete all of *.tga files from the sprites folder, they are absolete now
FOV
#1786 posted by iriyap on 2017/11/17 04:43:09
Mark V's adaptive FOV calculation method seems to be quite different from QuakeSpasm and original FitzQuake. I need to increase FOV by about 6 to get the same field of view as in QS (using a 16:9 display). Of note, QS just does vert- when you set scr_sbaralpha 1, while Mark V does hor+. Not sure which method is preferable, however, it's possible that Baker based his adaptive FOV calculation on specific scr_sbaralpha and viewsize values. In particular, setting scr_sbaralpha 1 and viewsize 100 gives about the same FOV as in QS with full screen view point (that is scr_sbaralpha 0). But nowadays most people are probably playing with the transparent HUD, so this just results in smaller FOV.
Good News!
#1787 posted by Admer456 on 2017/11/17 23:11:48
I have finally come across a solution to my problem. It turns out that I actually didn't have pak1 and pak0.pak. I thought I did, but I didn't check my ID1 folder. Long story short, I found something which contained both pak files and copied them over.
I love it. It runs like a charm:
https://i.imgur.com/WMxEBLv.png
I'm so sorry for wasting your time over such a dumb mistake of mine.
#1788 posted by killpixel on 2017/11/18 01:36:06
>uses markv
>looks like glquake
#1789 posted by Gunter on 2017/11/18 20:27:28
Missing PAK files was the problem?
How does that happen? If I remove my PAK files and try to run Mark V, I immediately get a popup error message saying it can't find the pak files.....
Maybe corrupt pak files?
#1790 posted by Admer456 on 2017/11/19 10:41:06
@killpixel
My laptop is 10 years old, I'd rather not...
Also, it's my first time using this sourceport, so I haven't tweaked all of the settings yet. Though, I'd love that to change. :)
@Gunter
Funny thing is, there were no .pak files at all in my ID1 folder.
The .pak files' contents were actually extracted to my ID1 folder, but the .paks themselves weren't there. Interesting.
#1791 posted by Gunter on 2017/11/19 18:56:22
Interesting! You may have found "an issue."
I tested with unpacked pak files, and Mark V does indeed just crash without any meaningful error message.
These alternate engines I tested work just fine with unpacked pak files:
fitzquake 0.85
DirectQ
fteqw
Unpacked pak files should be an acceptable setup... so... Mark V should be able to handle that.
Anyway, if you're interested in tweaking Mark V with all kinds of setting which make it look better (in my view), I have a page with downloads and settings to alter: http://www.fvfonline.com/fitzquake.php
Then come play FvF :D
www.fvfonline.com
connect fvf.servequake.com
#1792 posted by Joel B on 2017/12/04 22:31:39
Any interest in bumping Mark V's limits to make it Sepulcher-capable? cf. comments 1661/1662 above.
Also, can anyone say "sepulcher-capable" five times fast?
#1795 posted by Baker on 2017/12/06 20:24:09
@Johnny - Some day ... whenever I do the next version of Mark V, which doesn't feel soon.
So It's Dead Huh?
#1796 posted by iriyap on 2017/12/07 22:32:35
And just when I finished compiling a nice list of bug reports and suggestions. Disappointing.
@iriyap
#1798 posted by mh on 2017/12/08 10:52:14
Gotta love the internet.
So Baker writes "not yet but I will" and you interpret that as meaning "it's dead", eh?
#1799 posted by Gunter on 2017/12/08 21:35:30
What's this I hear about Quake finally being dead? Oh well, it was fun while it lasted. I guess we can all move on to Unreal Tournament now.
You Mean UT2k18 Aka.....
#1800 posted by Shambler on 2017/12/09 09:55:05
....Quake Chumpions lololzor
@iriyap, @adamer
#1801 posted by Baker on 2017/12/13 03:18:36
I think you've posted some well thought-out comments, including some refreshingly detail oriented ones. This thread is intended as permanent record of feedback so none of the information is lost.
NightFright could tell you stories, there is an obsolete older Mark V thread here with 2500 posts and his observations about obscure mods + crashes, a few which have led to improvements in Mark V and also Quakespasm -- over time ... it was not quick at all! Ironically, maybe 2 which ericw pointed out solutions, ericw didn't actually do them in Quakespasm until way, way, way later.
In free projects the author is always vastly outnumbered and with limited time and a real life.
@adamer - I'm glad you determined what was up with that (your pakless setup). Sure, in theory it "should" work (except it doesn't in Mark V) and it sounds like it works with other engines, but in practice an actual Quake install whether from Steam or the CD or shareware has pak files -- so yeah ... I'm glad that mystery is solvd.
@QMaster - re:Marcher --- I like the attention to detail/testing/thought it sounds like you are doing with your Uber mod.
Unfinished Business
#1802 posted by NightFright on 2017/12/13 19:52:42
I hope that one day I can do another test run as intense as the one I did before that big Mark V update back then. ^^ IIRC there is still at least one issue kinda pending with the final map of Malice when fov changes after reloading the game. It must have to do something with the boss attack and how the port handles the short-term fov changes. It was supposed to be fixed, but a few months ago I managed to get the problem again/still. Need to see what became of it.
#1803 posted by R00k on 2017/12/14 03:49:31
is the mod adjusting the fov or is it standard quake
progs.dat?
#1804 posted by R00k on 2017/12/14 03:51:14
oh reread the post i guess its an evil thing malice does
mods shouldnt ever change the users fov. could bean easy fix
@Baker
#1805 posted by iriyap on 2017/12/19 08:58:44
In case you decide to pick up your work at some point in the future, here's my final bucket list for the current version of Mark V. Some bugs, some missing features, and a few things that I think would be beneficial to implement.
- BUG: death camera doesn't reset if you quickload at least once, die and press space to restart the level from scratch.
- BUG: game stutters for a few seconds at launch (or every vid_restart), sometimes leaving the audio permanently cracking.
- BUG: parallax skies are noticeably darker than vanilla GLQuake.
- BUG: vid_multisample does nothing.
- BUG: r_bloom makes textures look grainy, maybe the bloom pass is set to nearest neighbor?
- BUG: adaptive FOV is smaller than it should be, I need to set my FOV to about 96 to get the same FOV as 90 in QuakeSpasm and DarkPlaces (using a 16:9 display). Basically FOV 90 should adapt to FOV 106 in 16:9, not 100.
- BUG: TGA alpha mask isn't properly supported, e.g. font replacements have white outlines.
- No protocol 999 support, crashes when loading Orl's maps like Ter Shibboleth or oms3_2.
- Remove the whole "opengl32.dll found" shenanigans, in this day and age it is most likely a graphics wrapper like ReShade, not the 3dfx driver from the original GLQuake package from 20 years ago. Don't make people hex edit your .exe to get some post-processing effects going on.
- Unlock the OGG support for external music, Mark V already supports it internally, why comment it out on purpose?
- Add optional HUD filtering, nearest neighbor looks bad at non-integer scaling values.
- Add PNG support in addition to TGA.
- Add the "N64 style" minimalistic status bar layout as seen in DirectQ/qbism/RetroQuad/etc. Crazy convenient.
- Add (integer) HUD scaling for the software renderer.Some info on this:
http://forums.insideqc.com/viewtopic.php?f=1&t=5152
https://sourceforge.net/p/uhexen2/discussion/425207/thread/9fb29d84/
- Add alpha/fence texture support for the software renderer.
- Switch the software renderer from 8-bit to 16-bit to have enough colors for colored lights and proper transparent water. This is what RetroQuad is doing. Or Half-Life for that matter.
#1806 posted by khreathor on 2017/12/19 10:49:14
Baker, do you have some public repo for this project, or just this zipped sources?
4 player coop with quake spasms controller support is my only wish list item
#1805
#1808 posted by mankrip on 2017/12/19 22:18:13
- Switch the software renderer from 8-bit to 16-bit to have enough colors for colored lights and proper transparent water. This is what RetroQuad is doing.
It isn't. Retroquad renders everything in 8-bit color, using 8-bit tables to access a single 8-bit indexed color palette. The tables are generated from 24-bit color data upon booting up the engine.
Retroquad doesn't use 16-bit color anywhere, and it doesn't do any direct-color transformations in realtime.
@kreathor
#1809 posted by Baker on 2017/12/20 01:40:46
Baker, do you have some public repo for this project, or just this zipped sources?
The source code is in .rar format. ;-)
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