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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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WAV memory usage is smaller than most compressed formats if it's streamed from the drive instead of being fully loaded. But the other negative aspects still apply. 
 
Gunter made a whole playground entirely in QuakeC where you collected "Quaders" to use the games and rides, which included said rollercoaster, a trampoline, and something else. The arcade games were tetris and pac man all done using Quake's special characters font. Along with little things you can interact with like sticking your hand down an ogres pants for a quader. All this was used as a hub for connecting to other popular servers at the time.

Sorry I know it isn't related to the topic, but it had to be mentioned. 
Also A Zombie Wall Climb 
 
 
Yes, The Hub mod. I remember long ago Baker had mentioned an idea about a Quake server that would act as a hub for connecting to other servers and maps, so I went nuts with QuakeC to see what I could come up with. Ok, well, all my QuakeC is kind of nuts. I probably don't actually know QuakeC as well as a lot of other coders, but I can hack code like a crazy mofo.

Using lots of stuffcmds I had all the various exits around the Start map linking to all the various active servers at the time. Just touching an exit would test the server and give you a report about what map and players were connected there, and if you sat in the exit for 5 seconds you would connect to the other server.

Of course I made the whole map like an amusement park (making new floors and walls just using QuakeC to copy entities), with lots of things to do....

Here was n old thread on Quakeone: http://quakeone.com/forum/quake-talk/quake-central/1100-the-hub-two-thumbs-up

It runs as its own server, so I can't really get it up and running since I don't host servers. And it's more of a curiosity now anyway, since there are so few active servers these days, so it kind of lost it's initial purpose.

Though I have considered hacking the hub stuff into FvF Start map... but that would require me to be a lot less lazy than I am.

Oh, and I have to note the arcade games in The Hub were taken (and modified) from code made by FrikkaC and MauveBib.




And yeah, I'm passionate about stuff when I'm right about stuff ;)

And yeah, I will be very happy and pleased if MP3 starts working well for my WinXP netbook, but it would still be right to support OGG, for maximum compatibility and ease of use (remember, some single player map packs contain OGG soundtracks...). 
 
Mark V is going to have a built-in Quake Injector with full blown graphical user interface + search, taking the existing "install" command and taking it to the logical final step.

The same way QuakeDroid downloads shareware or how the "install" command downloads from Quaddicted, Mark V can easily download an mp3 for the very few Quake mods (three? four?) with some non-mp3 sound track.

Besides, Nehahra has the soundtrack in the crazy .xm format which I plan to convert to mp3 to eliminate the crazy fmod.dll dependency in Nehahra.

I've had a blueprint in mind for ages.

These small things are easily handled and not even interesting conversation to me.

I also plan ahead: Mark V had Android/iPhone code in the source for 2 years before QuakeDroid or releasing compilable source for the iPhone version which predated QuakeDroid by a month, for instance.

Likewise, today's Mark V source code has jpeg support so the built-in Quake Injector will be able to download map screenshots from Quaddicted and use them immediately on-screen.

/Boring details 
Nehahra DLL 
I always hated the fmod.dll dependency of Nehahra. Getting rid of that is another step in perfecting the support of this mod. Not sure if a conversion from XM to MP3 resulted in a loss of quality, though. 
 
There are a number of items in the pipeline, often undiscussed.

Like changing the Effects menu item from [Classic | JoeQuake] to [Classic | JoeQuake | NPRQuake]. The current source code is reorganized to make this straightforward to implement (last year's source code was not).

Also: Making mh's work on "r_shadows 3" really kick some major ass by having the option to have shadows acknowledge brush model collision as a surface (i.e. e1m1 slime bridge) would be great. The framework for the feature is already written. 
 
WAV memory usage is smaller than most compressed formats if it's streamed from the drive instead of being fully loaded.
In a world where 8gb is standard that's not really a big deal.

Besides, disk access is still slower than memory access anyway, so streaming from a HD in order to save memory, in a case where saving memory would not even be a requirement, seems to be the wrong side of a tradeoff. 
 
disk is slower but you can cache ahead as much as you need. The most intense disk i/o is at map load time so streaming during gameplay would reduce that.

(note: I am not advocating giant wav files to replace mp3s) 
XM Conversion 
Btw I am curious if Baker manages to make a flawless XM to MP3 conversion of the Nehahra music once it's necessary. I tried today and some of the tracks have crackling noise after conversion, even after normalization. 
@nightfright 
How does this one sound to you? My initial attempt to convert had crackly sounds for this track.

I then meditated on it a little and the result was this ... which seems to be perfect.

Nehahra - neh5.mp3

Let me know. 
Mark V HD High Resolution Pack - June 16 2018 
Screenshots: Screenshot 1 | Screenshot 2 | Screenshot 3

Download: HD Pack - 128 MB and extract to c:/quake/hd

* High resolution textures (via qrp.quakeone.com)
* Modified JoeQuake menu to match Mark V.
* Conback and character set (via gfx.quakeworld.nu)
* .lits and transparent water .vis for Quake maps.

You may wish to set the following for best results ...

viewsize 110 // Hud to more Quakeworld appearance
scr_scaleauto 2 // "Auto Large"
qmb_active 1 // QMB effects instead of classic

Read more ...  
HD 
I'm not a fan of the look but I will check these out for educational purposes and I am a fan of Mark V. 
 
That type of look is popular in Quakeworld, DarkPlaces replacement textures users (Google up "Quake Epsilon" or "Quake HD" ... you might be surprised). and those who may have in the past really liked JoeQuake or Qrack (*).

There are also users who like high resolution textures because that have a large monitor and Quake textures don't look magnified on a large display because they lack the detail.

(Qrack: R00k doesn't seem like he is updating Qrack much these days. Qrack was popular for especially among those who liked playing original Threewave CTF online, and the last couple of years NetQuake multiplayer has declined quite a bit.)

I may in the future add some more options to support more fully the appearance of an ezQuake-looking HUD. 
 
its slowly evolving with some tweaks and feature
just not as many players any more so ive
ive been focusing on singleplayer functionality
but not dead but nothing to write home about
:D 
Trouble Since Windows 10 April Update 
My Windows 10 did the large April update, and since then Mark V has been super slow to start up, taking several seconds, whereas Quakespasm, for example, still loads almost instantly. Also, I'm not sure if it's related to the problem, but I tried playing dm4jam_ww, and without exception the game freezes when the Shambler's supposed to spawn at the beginning.

Has anyone else done the April update and had the above problems with Mark V afterwards?

For your information, if the engine freezes for you and you're unable to get the task manager window or the mouse pointer visible, I was able to do it with the following steps:

1. Press the WIN + TAB keys
2. Navigate to Mark V with the arrow keys
3. Press SHIFT + F10
4. Move the game to another desktop
5. Your primary desktop should become visible and controllable, where you can open up the task manager and shutdown Mark V. 
 
What I've observed is that the latest Mark V and latest Quakespasm both take a few seconds to start up now -- longer than I remember from before -- and that Mark V Winquake is still fast. 
 
I don't have issues starting up the engine but I get pretty poor performance. I've had slowdowns in id maps. Meanwhile my FPS doesn't dip like this in other source ports. Mark V WinQuake is all right but my PC has a hard time getting good performance out of regular Mark V. 
 
More Windows 10 updates weirding things up ...

Anyone else using Windows 10 have issues with the engine?

/Looks like an investigation is in order, but little surprised this didn't arise as an issue back in, say, April or May. 
@Baker 
Chiming in. Audio issues but I don't have access to that particular machine ATM. I thought it was my crappy hardware but then trying 1099 on an older Win7 laptop confirms there's likely an issue with Win10.

I will have access to another Win10 machine in a couple of days. Will report back ASAP. 
Not Sure Where To Ask This 
Is there a way to autoconcatenate demos? I never can do demos because I spam quicksave/quickload so often.

Am I admitting I play horribly...not really, but I love to save, do something stupidly crazy, probably die or fall to my doom, then quick load. I like to take huge risks, blast into a room, run around and get 50 baddies to follow me, trail vore balls through the lot, etc.

Is there a way to restart recording on the same demo file on quickload? 
Demo To Avi/mpeg 
Is there an engine with support to record demos direct to video format? 
Qmaster 
Mark V has a way to record a demo to avi. Search for capturedemo above.

Also cl_autodemo for automatic demo recording. But I have not played with it. cl_autodemo 1 for host_maxfps 72 and cl_autodemo 2 for framerates above that.

I know there were some very good demo tools designed for protocol 15 that have wonderful features. I need to go and research them tho. I killed those brain cells with beer long ago! They are all old and may still work. Keygrip was the craziest one. Had an editing UI and everything. I tried getting it to work last year without any luck.

There was one great tool that made a highlight reel from deathmatches. It would eliminate everything but the kills and you could adjust the time before and after.

I am SURE there was one that joined demos. Just have to find it. But probably no way would it work with newer protocols. :(

I have the same issue. I Quicksave a lot and when I am reviewing someone's work I have to go back and reload and start a new demo. 
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