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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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Clarification? 
Sorry for my ignorance but does this build (1.99) address the non-XBox controller conflict? I have 2 controllers attached to my Win 10 machine. The first is a Hori controller set to PS4 and the second is an Xbone controller. I still have the spinning on the spot issue. I have to unplug the dinput controller before I can use the xinput...

Sorry if this issue is still to be addressed and I'm just repeating what you already know. :) 
@hiptnotic Rogue 
I'll do an update later today with the missing gamedir config issue and also put in something that should ignore your Hori controller but let you use the Xbox controller. 
Cool Beans. 
That'd be great. Thank you. :) 
@Hipnotic Rogue 
Yeah, I'll need your feedback and from dumptruck_ds since I don't have a non-Xbox controller available. ;-) 
PS4 Controllers 
I don't have a PS4 controller, but the guides I've seen online about using them on a PC all talk about using a driver called ds4windows, which presents the controller to games as an Xinput device (emulating an Xbox controller). With that driver installed, I'd expect it should work with no extra configuration through MarkV's Xinput support.

My understanding of DirectInput is, it should probably be disabled by default unless you have a match from a mappings database like https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt because the axis mappings are going to be random otherwise, so you'll have spinning on the spot problems etc. Winquake had it disabled by default for the same reason. 
@Baker 
I can loan you a PS4 controller to test. I have two and we rarely play split screen. Since we're in the US. Shipping would be no big deal if using ground. LMK.

Ericw I'd offer but IIRC customs is a drag on your end right - or has that changed? 
@dumptruck_ds 
Thanks for the thought, yeah, shipping + customs would probably be cost prohibitive; I was thinking of getting one since they seem like a nice controller. 
@ericw 
I could send you a 3rd party controller if you like. It's a GameSir. Switches between dinput, xinput and iOS. Wireless with a dongle... Lemme know. I'm in sunny Scotland. :) 
#2088 
Which model do you own? I personally have the G3s, as it's really good for the price imo. 
 
Yeah, that's the one. I use it on my PS3 which I only have around for Xevious Resurrection!

For the money, it really is pretty good. Nice and sturdy. :) 
 
@dumptruck_ds - I should be able to get my hands on one.

@ericw - Yeah, more or less at some point I'm going to do pretty much what SDL2 does ... if not downright take that chunk of the code eventually. Ironically that controllerdb is more or less in the SDL2 source code. 
Mark V - Version 1.99 - Revision 2 (Stable?) 
Download: Windows - Direct X | WinQuake

Revisions:
1) Eliminating a config reading issue (johnnylaw)
2) Must add -joystick to command line to enable Xbox controller support

The adding -joystick to avoid false axis interaction with non-Xbox controllers. Some time in the future, I'll extend the implementation of controller support to an SDL2 level where it detects and remaps a quantity of known controllers.

----
Alternate extra builds which are provided for experimentation purposes or have been specifically requested: Extra builds 
 
Video config stuff looks good. Will do install tests later. 
Mark V Page Updated To Latest Version 
Updated the downloads/installer on:

http://quakeone.com/markv

Empty queue of existing issues, I think this build classifies as "rock solid".

(Always more features to do ...) 
 
Install tests are clean. 
@Baker 
Congratulations! I've just been playing Quoth on a laptop at 4k. A bit choppy here and there but it's an Intel HD 5500 so I don't think it's 1099. Glad you updated the website. I was going to nudge you a bit on that!

Now I can do that video! 
 
How is the default contrast value of 2 looking for people? It seemed ok running in a Windows VM on my Macbook, but on my desktop I had to crank it down to a value of 1. 
 
My mistake, it was also 1 in the VM too. Not sure how that happened since 2 is the default; maybe the previous build had a different default? 
 
The contrast default wasn't supposed to be changed. I may have been comparing different values between the hardware and software renderers.

I'll reupload. 
 
(Updated) 
AD 1.71 Compatibility 
So is this build now fully capable of running latest version of Arcane Dimensions or some limits still need to be raised? 
@Nightfright 
I was able to play Sepulcher on the first build of 1099. I have not attempted Ter Sheboleth yet. That would be the real ball buster, even compared to Sepulcher. 
 
@NightFright/dumptruck_ds ... Loads Sepulcher and every dm4jam map.

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Didn't feel like posting a technical post ... but ...

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Eventually I will implement a big coordinates protocol (for maps like Ter Shobelth) like FTE-999, which takes the weaknesses of protocol 999 and fixes them.

I wouldn't be able to implement the very flawed and incomplete protocol 999, which cannot do co-operative play at all, because it would gross me out too much and I'd feel like vomiting.

Co-operative play is important. Any "big coordinates" protocol must be one that do co-operative play. And 999 sure cannot, but FTE999 sure can.

A large maps protocol like FTE-999 is on the to-do list. A 2019 item. But I also want prediction, framerate independence and something else I want which is boring and technical.

/End snooze fest technical post 
Rephrase About 999 
If you do a co-operative game, do you want to ...

1) Be killed by invisible monsters?
2) Be killed by vore balls you can't see?

That is what broken protocol 999 will offer you in co-operative play.

It also has "scale", which doesn't work on 2/3 of entity types (.bsp, sprites) and also doesn't work right on the other 1/3 of entities (.mdl) and would result in Ogre feet in the floor and bad collision.

So it is just loaded to brim with the brokesters upon more brokesters.

Wanting large-coordinates is a valid thing!

And those needs will be met in the future, but more in a FTE-999 manner that doesn't offer invisible monsters and being killed by vore-balls you cannot see. 
 
I'll go through and retest everything I've reported in the past....

First thing I checked: Looks like unpacked pak files now work.


Hey, Proquake 4.93 seems to have nicely-populated server browser (finds 36 servers).... Mark V only shows like 5 servers. How about reading Proquake's protocol to help populate your server list? 
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