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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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Update! Part 1 ... 
No I didn't vanish. Despite my stupid drunk posts, which when I get the time I intend to apologize to snug for ... I had some "coder frustration overload" + way too much beer.

Which is a nice reminder of why to patient, humble and kind. Coding is like a deathmatch against unmovable objects. You lose. A lot. Sometimes hard.

It is not fun to lose, nor lose hard. And I did not take it well that particular day. 
Update Part 2 
I missed the target date of March 9th.

I expected rolling over the coding problems and instead got socked with several deep and severe issues. The issues kept building and building.

Eventually, I toughened up and geared up for a brutal fight. One which I won 3 hours ago.

24 hours: Version 1.70. Part 1 of 2.

Both Part 1 and Part 2 are going to change things quite a bit.

And I'm not going to ruin the surprise, but a couple of developers likely suspect what's up. 
 
Add: Many people may think Quake is dead.

It isn't. Quake isn't dead. It is asleep.

In the next 24 hours, we will not be waking up Quake.

But it will be great eye opener of precise the manner of which it can be done! 
 
He goes from "drunken poster" to "vague mystical guru posts."

Either way he's working on Mark V, so it's good. 
I Think... 
I also need to get drunk. Otherwise I am not able to understand these mysterious announcements... xD 
 
In the next 24 hours, we will not be waking up Quake.

Quake will be waking us up. Showing us that what we thought was reality, was in fact a dream all along.

o_o 
Looking Forward To It 
Really enjoying 1050. Although I am getting a water warp message in developer 1 even when there are no liquids in the map. 
Mysterious...I'm Intrigued 
 
Will It Run 
... all maps of the latest "Arcane Dimensions", that's what we are all wondering about! :P

But seriously, right now I wouldn't know how you could significantly improve Mark V beyond its already impressive feature list. Baker implemented pretty much anything I asked him. Sure, OGG music support would be nice, but Baker's teaser indicates it's gonna be a lot bigger than that. 
I Dunno, Ogg Would Be Huge 
 
 
OGG support, please!



Hey, how does everyone else pronounce this engine's name?

I was on Discord talking with a guy who is doing some Quake streaming on Twitch (twitch.tv/dirtgod) and he was saying "Mark 5" but I always say "Mark Vee" ... :? 
Mark Five 
 
V Is The Roman Numeral For 5 
I was born in MCMLXVIII 
 
Yeah, V is the Roman Numeral for 5, but with Mortal Kombat X, for example, X means 10, but the official pronunciation is "Ex" (says Eb Boon: https://twitter.com/noobde/status/473572797684256768?ref_src=twsrc%5Etfw
 
X is 10 because V is 5 and X is an upside-down V with another V above it. 5+5=10. 
#1880 
This is a case of video game marketing and communities ignoring an ancient numbering system from one of the most powerful empires in history.

Who wins this one?

:) 
Mark V Build 1080 + Touch Screen Support (iPad/iPhone) 
Download: Windows | Direct X | Linux | WinQuake (Plus a WinQuake GL for KillPixel and a couple of others)

Source code: here iPad/iPhone source code is in there.

* Full multi-touch iPad/iPhone source code for an experience rivaling Minecraft for the iPad in user-interface.

** Drag look just like Minecraft
** Adjust sliders in the Quake menu by touch
** Optional support for bluetooth keyboards like the $7 ones at Walmart that support iPhone and Android.
** Tap fire. Double tap on the Ogre to fire at him if you like.
** 5 taps to host a "New Game" (cooperative).
** At the moment, it is the WinQuake build, can't muster up the stamina for the Open GL at the moment.
** Thanks to Mark V LAN discovery borrowed from Spike's fine work, "Join Game" for a LAN game is a breeze, just like Minecraft.
** Any map that works in Mark V, works on the iPad. But the iPad gets lower frame rates than a desktop, so standard Quake maps are plenty fast but it is likely that a 400 monster map with open spaces would run unacceptably slow.

* Mouse-driven menu on Linux and in WinQuake

* Touch Screen mode that I hope works on, say, Fifth's Surface Pro. All builds have a touch screen option in video options. Unfortunately, I do not have Surface Pro so there is not multitouch support, I would not be able to test it.

* Direct3D sbar alpha works thanks to MH's tip.

I may or may not take a quick stab at an Android port. If I were to do such a thing, it would likely be basically done in a 48 hour period. My main concern is that I think for Android I was use SDL2 and if I recall, SDL2 had a sound lag issue for me on Android -- and if it sound lag, I would be irritated.

This is Part 1. Part 2 comes in a few days, has nothing to do with mobile devices.

@Tribal - I took a quick look at the qmb_blood option, isn't quite the quick fix I had hoped. Thanks for the bug report. 
 
The LAN discovery feature is good news! As for iPad support I am... bemused but entertained? :-) I am inclined to steal my wife's iPad mini to check it out, altho looks like I'll need to figure out how to build it? 
I've Got A Surface Pro 2...can Test Later 
But I can't think of a use for multi-touch unless the Win10 build also has the touch controls for movement. 
 
Impressive. Congrats.

And I was concerned with your health... Coding and drinking doesn't go well for me, so I never drink. 
 
"Unless the Win10 build also has the touch controls for movement."

It does!

Video Options -> Touch Screen

Without multitouch, you can only touch one thing at a time, which sucks compared to the iPad version where you can press 3 things on the screen at the same time.

@johhny - To build for an Apple device, you have to have a Mac. My source code is friendly, you literally click "Build". But the sticking point is having a Mac. Plus, iOS has some new red tapes that iOS 9,8,7 didn't and the project probably doesn't meet those red tapes so you might have small chores like making a 98x82 icon and a 196x163 icon and 10 other pesky nuisances like that.

That being said, playing on the iPad version is un-fucking believable. When I got the multitouch interface working right and then loaded it up, I was not prepared for the level of awesome. 
@mk 
Thanks! Nah, my health is 2x awesome.

I encountered Level 92 frustration developing this version, it was so frustrating at one point.

I had to get real tough and prepare for a dog fight in the mud. Obviously, I rose to the occasion. Besides, can't have mh or Spike thinking I'm not hardnosed like they are, haha! 
 
multitouch is surprisingly useful for touchscreens even if not explicitly needed by the app's UI, just for example having it not ignore a second tap because your finger from the first tap hasn't fully lifted off the screen yet, or, not completely ignoring everything you do because your hand holding the edge of the tablet is slightly touching the screen edge. 
Techical Note @ Qmaster 
On an iPad, you can touch 16 things at the same time.

If mh reads this, he may recall I implemented his "single point of checking mouse state per frame" mouse input paradigm long, long ago in Mark V. This version of Mark V extends that philosophy to the touch controls activation/deactivation and it was at first a major nightmare, but then it collapsed in simplicity and beauty after a dozen revisions. 
@metslime 
I have the multitouch tracking everything.

The user interface only acknowledges one press per button where the whole screen is a separate button.

To access the menu, you press a transparent triangle hint in the top left corner.

A funny thing, I was thinking of you off and on while writing this. To the best of my knowledge, you and Sleepwalker are the only other 2 that I know for sure is familiar with the ins and outs of the Apple interfaces and while well conceived, they required quite a bit of learning to use properly. 
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