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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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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. 
But There Will Be 
... a new OpenGL build, right? That's the one I am religiously using! 
@nightfright 
Is there something that the DirectX 9 doesn't do or some specific reason it doesn't meet your needs?

The DirectX 9 version is, in my view, absolutely superior in every way.

It is:
1) Does everything that the Open GL does (99.9% on that).
2) Vastly higher frame rates that blow away any other Quake engine except DirectQ and only eeks out a small win against FTE Open GL (FTE Direct3D likely beats Mark V Direct 3D because FTE has better rendering code). MH's extreme craftsmanship of the Direct3D 9 wrapper allows Mark V Direct 3D super-speed despite the fact I should rewrite the underlying rendering to probably get another 75% to 100% speed gain.
3) Bad Open GL drivers? NVidia doing a wacky update -- Direct 3D is immune! Can't happen. So stability + reliability +++. I get a bit tired of NVIDIA doing some update and it breaks something in Open GL, but the Direct X cannot be updated by NVIDIA (this is my understanding at least, and I think I am right).

Those are my thoughts. 
@baker 
What does your Linux version use? I'm clueless on this stuff but hope to have a Linux machine up sometime soon. Also any clue as to why I am getting a waterwarp size is 1024 message in developer 1? No liquids? 
 
Hmm. Lots of duplicate symbol errors when linking the iOS build, conflicts between input_surface.o and various other .o files.

My first guess was that it might have to do with eval_flags/eval_frags being declared as int rather than extern int in progs.h, but changing that didn't help anything that I could see.

Will give it another whack later. 
Waterwarp Size Is 1024 
I think that message comes from code I wrote. I'll review it hopefully tomorrow and see what the cause might be. 
@dumptruck 
I use Ubuntu but the Linux binaries works on a fair number of other Linux distributions, or so different Linux users have said.

@ johhny - if I recall, there are 288 source files but if sometimes seeming randomly -- like maybe if it targeted the simulator or a generic device? -- XCode would try to compile 568 files. I plugged in an iPad and targeted that and it works fine. I am using XCode 8.2, I think the current version is 9.2 and since it seems like every XCode upgrade introduces some quirks/inconveniences to tackle, I put off upgrading a bit. Short version: Couldn't quite say, 
 
OK. I'm targetting simulator at the moment. Will wait until later when I can plug in the iPad. 
 
@johnny ... be sure create a folder called id1 in Documents on the iPad and throw pak0.pak (and pak1.pak) in there.

I can't remember the method to put files on an iPad offhand.

Note to self: Use Mark V http download offer to download pak0.pak or something on startup if it doesn't exist in the next revision. 
Direct X V1.80 Build 
I have taken a quick look at the Direct X build and it seems to look and behave just like the OpenGL one, so I stand corrected with my prejudices. I cannot say much about speed differences, but it feels smooth alright.

Still missing my favorite gl_nearest_mipmap_linear option, but besides that, it's all fine.

Is this build capable of running all the new maps of Arcane Dimensions now, btw? 
 
I need to add Sepulcher support. It is on the "todo" list.

My first priority is getting new unreleased capabilities off my hard drive and into reality.

Then I'll be adding things like Sepulcher support, etc. 
@NightFright 
Go to Video Options -> Pixelization.

I'm 99.9% what you want is in the DirectX 9 build.

Let me know. 
 
waterwarp size is 1024

This is just a notification that should only happen at startup and when/if the video mode changes. If it's happening more often (every frame) it's a bug. It's nothing to do with water surfaces but is rather used for the underwater warp effect.

It happens even if the current map has no water because the next one (or the previous one) might.

The alternative is to destroy and recreate the texture each map, which could lead to extreme video RAM fragmentation, or to create it on-demand which (in addition to fragementation) could cause runtime hitches and stalls. So I decided instead to burn a little extra memory in exchange for performance.

gl_nearest_mipmap_Linear

This should be fully supported; I've reviewed both my original wrapper code and the MarkV implementation and can confirm that. 
GL_NEAREST_MIPMAP_LINEAR 
I actually checked explicitly for that. The only options for the pixelated look are gl_nearest and gl_nearest_mipmap_nearest. Just like in the previous (OpenGL) builds.

Smooth mipmaps transition ftw! ^^ 
GL_NEAREST_MIPMAP_LINEAR 
It should be settable from the console though. If something's missing from a menu option it's nothing to do with the API used. 
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