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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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Marking The Calendar 
whoa. 
 
@Gunter

Thank you!

It works like a charm =D

Tho only thing weird is when I set the command "qmb_blood" to 0 it doesn't change the blood to particles, it mixes red particles with blood sprites o_O 
 
Hey, you're right. "QMB_BLOOD 0" doesn't deactivate the QMB blood.

You found a bug for Baker to fix!

You're an honorary Junior Grade Gunter now!

Find about 500 more bugs and you can almost reach my level ;D 
 
scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed

Had a quick look over the code; you don't seem to be setting glTexEnv (GL_MODULATE) when drawing alpha pics in the status bar (compare with the setup for Draw_ConsoleBackground). In theory that shouldn't work in GL either, so I guess you just got lucky that drivers accept it, but you really should fix it for both. 
Yeah, Confirmed 
That fixes it.

Interestingly, it's also a bug inherited from the original FitzQuake code, so it's been around for a while. 
 
Hello and thanks for the this great engine!
I was making some tests running custom code for a mod and using "eprint" to debug some entities. However, this is making Mark V run unplayable with very low fps. I think it might be a bug, because other engines doesn't have that problem.
Also, loving the mouse features.

Cheers! 
Congrats On The Release Baker 
 
Mouse Driven Menu 
feels really good, thanks! 
@Baker 
Finally fired this up today. It's great. The mouse menus are very nicely engineered. The engine is snappier too I think. GG 
 
@mh - oops! Thanks! I'll see if I can fix. I'm glad you are always in "rendering godmode" because I shift and fade focus. Haha!

@ericw - Thanks, obv! If you weren't around, I think I might feel alone because mh and Spike seem to know everything and it feels like only you and I have to scale up and grow, haha!

@dumptruck - Yeah, time and energy expended to make it perfect. Meticulous.

@hipnotic rogue re: joystick - I care about joystick. Right now, I'm not zoned into that but have "THE QUAD" running in some other departments and I need to kill the monsters my QUAD can nuke quickly as I don't have unlimited time.

@fifth - Thanks! I haven't forgotten about about joystick/four player. I need to level up to that point, killing some zombies immediately in my sight that I can kill. I want to see if I can reward Spirit emotionally. Spirit has made big sacrifices to build something awesome/nigh impossible and in my heart I want his ideals to come true. Plus when I see people stressing Spirit out every once in a while or accusing him of not doing enough, I just don't think that should be the reward for building something.

@epiolon - '"eprint" to debug some entities' Ah, I'm not Mr. QuakeC so I figure that is QuakeC printing of some sort .. perhaps a more QuakeC dev can translate to what causes your issue. 
@Tribal 
I think we need to blame Gunter that you found a QMB cvar bug. I am really disappointed that Gunter let that slip by his bug testing.

I expected more from him, haha! 
Eprint Behaviour 
Standard Con_Printf will do a full screen update.

This is really useful if you're printing some text and you want to see it on the console right now.

It's painful if you're doing lots of small Con_Printfs to print, say, an entity, because each entity printed could trigger tens of screen updates.

If you have console logging to file always on it's also going to be constantly hitting the disk - again, tens of disk writes per entity.

Changing ED_PrintEdict to use Con_SafePrintf can help with the first. For the second you really need to do what the doctor said when you told him it hurts everytime you do this. 
 
I look into that, I get your drift. It isn't priority #1 on my list, but yeah message received. 
@mh 
Addendum: Despite 12 beers to end a wonderfully chaotic weekend, sounds like an easy fix.

March 9th surprise is going to be a total blast! 
Con_Printf 
Con_Printf's screen refresh kinda sucks.
1) its slow!
2) ANY prints inside the drawing code results in recursion, and then more recursion, and then eventually CRASH! catching out many newbies.
3) if your drivers are tripplebuffering then its going to show the wrong print last, which makes it really misleading.
4) a number of frameworks don't allow you to swap buffers yourself making it a complete waste of time.

If you trust the engine then its redundant anyway - win32 engine devs are probably better off using OutputDebugString, while unix users will have working stdout. Its really only dos that 'needs' prints to be displayed onscreen NOW.
imho just redraw the screen only when developer is set (and when not recursing), then users can won't be sitting around waiting for the loading screen.

The one exception is with the connect command, but imho that should be made to be non-blocking anyway.

@epiplon
in the mean time, disable vsync. 
 
I will avoid using the function for now.
But seems like there's no vsync option on Mark V (and i usually disabled it because of input lag) 
 
if you do "find vsync" don't you find vid_vsync?

Maybe it should be a menu option!!

*hears Baker frothing at the mouth* 
@Baker 
Hey, I gotta leave a few bugs unreported so everyone else can experience the thrill of ... reporting bugs!

Hm, it looks like I did mention in #653 about blood and fullbright, which you looked into but couldn't exactly fix. mh mentioned there's a 1 and 2 setting for QMB blood. I had suggested adding some standard particles into the QMB effect to allow some fullbright to still happen.

Tribal mentioned: "when I set the command qmb_blood to 0 it doesn't change the blood to particles, it mixes red particles with blood sprites"

I am not at my Quake computer at the moment -- I'm wondering if maybe you did mix in some regular particles for the 0 setting, instead of disabling the QMB effect.... If not, you should have a setting that does do that! I guess qmb_blood 3, if both 1 and 2 are already used. What is the difference in them? 
Yes 
MarkV seems to have console debug logging enabled by default, so it does hit the disk for every Con_Printf, meaning that debug printing of entities will be incredibly slow. 
Baker 
Glad to hear you're still working on the split-screen.

No idea if borrowing the controller code from QS is possible but I'd say it works best there by default.
I'd say that having multi-controller support/setup would be best placed in the multiplayer setup menu.
Would be awesome if going into the multiplayer setup menu also dropped straight into split-screen and each player could adjust their own character colour, name and bindings.

I suspect it'd be a huge undertaking in code but would be super awesome for couch gaming, something that would probably go down really well for those who launch through steam etc. 
So Where's This 9th March Surprise ;) 
 
RIP Baker. 
 
That's The Surprise 
He vanished. Not exactly what we all thought or needed, but definitely a surprise! :P 
I Predict STILL Hungover. 
 
 
It seems that QMB_BLOOD 0 causes all kinds of particles (not just blood) to be a mix of QMB + Standard particles -- my blue water splashes and grey chat smoke, for example (I use lots of particles in FvF).



Also, OGG support, please! 
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