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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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Of Course 
I have been putting Mark V, Quakespasm, FTE, Darkplaces etc in the same Quake installation for years and see no problem other than the save game incompatibility between Darkplaces and others, which is in itself easy enough to fix manually. 
Cool Beans. 
That's good news. Thanks for the reply. 
Broken Links On Home Page 
Hey. Just thought I'd let you know that there are a couple of broken download links on the Quakeone/markv page.

The Undergate download is broken and so is the Frogbot mapset.

I presume it's something to do with the 'updates' that went on there a while back... :) 
Also: Why Doesn't This Autoexec Not Work? 
+mlook
joystick 1
joyadvanced 1
joyadvaxisx 3
joyadvaxisy 1
joyadvaxisz 0
joyadvaxisr 2
joyadvaxisu 4
joyadvaxisv 0
joyforwardthreshold 0.15
joysidethreshold 0.15
joypitchthreshold 0.15
joyyawthreshold 0.15
joyforwardsensitivity -1
joysidesensitivity 1
joypitchsensitivity 1
joyyawsensitivity -1.5
joywwhack1 0
joywwhack2 0
joyadvancedupdate

bind "AUX5" "+jump" // jump on L1
bind "AUX6" "+attack" // fire on R1
bind "AUX30" "impulse 10" // cycle on dpad-R
bind "AUX32" "impulse 12" // reverse cycle on dpad-L 
 
Can you define "not work"? 
I create an autoexec.cfg file with the above text in it (a standard vanilla Quake cfg for controller support).

Mark V doesn't recognise it properly. The console says the engine loaded the autoexec file but the controller doesn't work at all in-game. No response on any button press or joystick movement.

It used to work in older builds of Mark V and Fitzquake. Just not Mark V 1.00. 
^^ 
Check your syntax. Unless I am on crack many cvars need the quotes. 
 
I don't not know why it doesn't not work. I mean, the autoexec itself works -- it's just that I seem to recall that joystick support was simply disabled at some point in Mark V.... So yeah; it used to not don't work and now it won't don't not work.

Baker will have to make it so it doesn't won't don't not work when he gets back to working on Mark V again. It's as simple as that.


There is a workaround though -- you need to use a program that turns your joystick into a keyboard emulator. Something like JoyToKey or Xpadder. You might need to look for older versions of those programs, if the newer versions are no longer free. AutoHotkey can probably do that too, but is a bit more fiddly.

Good luck getting your joystick to stop won't don't not working. 
Linux Build And Music 
Is it possible to play background music with the current Linux build? Can't get it to work. 
#1820 
no.
it only supports cd audio on windows, and directsound is of course windows-only and artificially limited to just mp3. 
 
Yeah, the joystick code in Mark V is not quite correct.

If you dig deep in the OLD Mark V thread (Google up FitzQuake Mark V), a user with a joystick kindly posted instructions on how to make it work well.

I don't have a joystick, so I messed something up when I was trying to be "cool" or something.

/Mark V supports mp3 music on Windows and the Mac (and in my private experimental build, on the iPhone as well), but not Linux mostly because I didn't have time to get that up and running when I was making the Linux version. 
 
Someone should donate a cheap dual-analog usb gamepad to Baker so he can test this stuff.... You can get them for like $5-$10 on ebay.

Or if you wanna get more fancy, get a Logitech F310 gamepad ($10-$15), which has a switch on the back that lets it change between using XInput/DirectInput, for thorough testing.

Currently Mark V reports that it detects when a joystick is connected, but can't seem to detect any input from the gamepad, using either input method. 
Where Can I Get The Most Recent Version 
of winquake_gl? the latest packages don't contain it. Is there an archive somewhere? 
My Bad 
just found the archive

sorry

sorry 
 
Within the next week, I expect to release a new version.

1) Optional Mouse driven menu video. The video doesn't do it justice how convenient it is.

When you have mouse driven menu, you use the menu about 8 or 9 times faster and it becomes far more convenient. You just click away.

The menu looks like the Quake menu is 100% the same keyboard menu, it just is mouse capable also.

2) Fix tool inspector glitch, the save game glitch Pritchard pointed out.

Time has not been one of those things in much supply lately. 
@Baker 
I'm very excited to try this new version out. Looks very cool and I LOVE that Levels menu. +1 GG and all that. 
Baker 
what's the lowdown on glwinquake? is the most recent winquake gl and not labeled as such? was it discontinued? 
Controller Support? 
Just wondering if controller support will be re-implemented in the upcoming release. :) 
Another Thing 
I think sv_aim belongs in the preferences 
 
It's a subtle distinction, but sv_aim is a server-side cvar whereas the options menu is client-side.

What that means is that a nonlocal server could override if it was set from the options menu.

What it also means is that a client may not actually have permission to change it.

So on that basis I disagree; it shouldn't be in the options menu. 
 
I love the new lightning-bolt effect in Mark V, but i also love the classic particles in the other weapons.

Is there a console command that changes only the lightning-bolt effect? :/ 
 
OGG support please! (For reasons I mentioned above in #1767.)

And this would apparently be a really simple fix, since Mark V already plays OGG format -- it just doesn't bother to look for OGG files ? 
 
Does MarkV play ad_sepulcher?

How about adding lit support for the Winquake port? 
Mark V - Build 1050 - Ultimate Mouse Driven Menu Edition 
Direct X 9 - Mark V 1050 - Windows | Source

* Fully mouse-driven menu yet it is the classic menu.
* Tool_inspector works again. (Pritchard)
* Load game + death bug fixed. (Pritchard)
* Numerous other small enhancements/tweaks.

Special thanks to Pritchard in particular for bug reports and so it took this long for some of them. And probably Gunter when he isn't annoying or ticking off MH. Thanks to all other providing feedback, bug reports, suggestions, criticisms. And perpetual thanks of course to MH, Spike, ericw and metlslime.

I had hoped to get this out a day or 2 ago, but I wanted to get the mouse-driven menu tuned to exacting specifications.

Also mouse-driven was very, very, very hard to do. The Quake menu code is some of the ugliest in existence.

@killpixel, c0burn - I expended all my energy getting this across the finish line. It was harder to wrap up than I expected. @ Tribal - yes, and maybe Gunter will make himself useful and tell you how (type "find qmb" in the console and it tells you different cvars to turn stuff off) -- because I'm a bit sapped.

(mh note: scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed -- and is the sole deficiency to what otherwise should be a rock-solid release. If some time in the future you had some time to check it out at a time of your convenience, that would be cool. No rush ;-) And thanks for your contributions!). 
@dumptruck 
btw, thanks!

@1830 unnamed guy - "I think sv_aim belongs in the preferences"

Well, it is in preferences!! Haha. 
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