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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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What's Wrong With Using .mp3? 
 
@crusoe ... Mp3 Only 
Post #14, #16

Mark V uses system methods to play MP3 that take advantage of hardware accelerated decoding of mp3 built into your processor.

Intel processors, AMD processors, the iPhone, Android phones all provide hardware accelerated MPEG-1 decoding (mp3 is part of MPEG-1 specification). Plus the mp3 decoding patents expired in September 2015.

... why Mark V can stop/pause/restart music instantly and engines using a software decoding library cannot. 
 
A polishing/tuning update probably within an hour.

1) Decided against printing console variable descriptions when typing a variable name in the console. Will revert to old behavior by default. Most of the important stuff is in the menu, someone new can always ask if they don't discover the "find" command first.

2) The lightning goes back to old behavior by default, someone can just turn it on if they like.

Nothing else of interest except QMB support will be in the next as an option which defaults off.

@dwere -- Probably a Malice content error that doesn't work Open GL engines. At some point I'll give it a look over to see why that would be the case. You said it shows in Enhanced WinQuake (but not Enhanced GLQuake) ... if you checked, does it look ok in Mark V WinQuake as well? But either way, at some point I'll investigate out of curiosity. 
@gunter - DX8 Build - Transparency 
In the recent DX version, the illusionary guy from the .ent file is no longer transparent (he previously was).

Triple check up close and personal. I just replicated a test to make sure, and in the test alpha entities are rendering in DX8 fine. But sometimes you have to get close and look hard to notice the transparency.

DX still doesn't do the transparent HUD.

That's on the to do list, I haven't forgotten. It will at some point be addressed. 
@gunter - Dx8 Build Transparency Part 2 
Seems that .alpha entities in DX8 are a bit less obvious than OpenGL, possibly due the lack of the combine capability in the DX8 wrapper.

Will investigate at some point to see why, but remember it has to use an alterate rendering pathway for this scenario (the one that metlslime) -- so may be little recourse. It already isn't drawing quite the same as Open GL, because it can't. 
@nightfright 
Mark V's read early of the video mode "read early scan" only checks in the intended gamedir.

I guess I'll expand the "read early scan" to also include id1 if in a gamedir. 
 
You said it shows in Enhanced WinQuake (but not Enhanced GLQuake) ... if you checked, does it look ok in Mark V WinQuake as well?

Strangely, no.

A minor nitpick: the engine crashes with a generic error when provided with a wrong (non-existent) directory after -game. Noticed by making a typo. 
 
I had made an initial attempt at adding combine modes to the D3D wrapper but backed out of it on grounds of code complexity.

The irony here is that all multitextured bleeding in D3D is the equivalent of GL combine, but GL API quirks (specifically use of "selectors" rather than being "DSA"-like; in GL you set the current this, then the current that, finally the actual state, which has to track those current selections, in D3D it's all a single line of code) made everything messier than I was happy with.

Nobody should read it as "D3D can't do combine" because it can and does. It's a deficiency in the wrapper and complexity in translating code between one API and the other. 
@dwere 
That's a pretty good bug report. Just added a proper "folder [name] doesn't exist message". 
 
can't seem to get nehahra to work right, mainly it's opening scenes just never play (and in turn it won't start) and it's throwing gl fog errors. I tried with the latest version in all three renderer types, using the quaddicted zipfile. Am I doing something wrong? is there more steps to this than just -game nehahra? 
Mark V - Build 1005 With QMB 
Download different place than normal, on slow internet connection and can't get uploads to work except at

http://www.megafileupload.com/cb8d/mark_v_1005_everything.zip

New Features
1. JoeQuake QMB particle effects option. video
2. "in_keymap 0" honors tilde key bind (gunter).
3. -game invalid dir warning (dwere)
4. Console default values are engine default
5. Normal lightning beam default again, instead of realtime simulated.
6. Console variable in console old behavior restored.
7. vid_stretch defaults 0 in software renderer (johhny law)

I'm having difficulty uploading on a slow connection -- go figure.

Typing a console variable name in the console no longer prints the description (at least by default). There are reasons this is undesirable.

in_keymap 0 turns off international keyboard support (mostly) and therefore tilde key position is known and can use old behavior.

@nightfright - Checked an the read early behavior in Mark V is actually correct and reads both gamedirs if a gamedir is used.

/Typing "version" in the console will show as build 1005. 
@Gebloner 
game nehahra -nehahra

Otherwise won't work right. 
Download With Caution! 
I've never used that site before and attempting the download, my browser flagged the download as possible malware.

My (remote) internet connection is so slow, it is virtually impossible for me to conduct any research with any kind of speed.

Maybe this warning is bogus, maybe it is real. I don't have a way of checking this out on this slow internet connect.

I would not think that Google would list a file upload site that is known to add malware as the #3 search result, but maybe they do. 
Nehahra 
Also, the first cutscene starts with a black screen. It's perfectly normal and you just have to wait a little. 
Possibly Infected MkV Download 
Firefox is flagging the file as potential malware. Scanning with my Kaspersky shows no threat. Virustotal yields a positive (1/54, Invincea --> virus.win32.sality.at). 
1005 And Tilde Key 
Looks like 1005 broke the tilde/console key again with German keyboards.

My config.cfg settings:
in_keymap "0"
in_system_enhanced_keys "1"
 
Why Not Use Quaketastic 
For your uploads? 
Potential "Beyond Belief" Issue 
In the final level of "Beyond Belief" (bbelief7 | The Unholy Alliance), just when Cthon dies and is about to fall back into the lava, Mark V crashes to desktop with a "Host_Error: recursively entered" message.

Can anybody confirm? Using latest Mk V 1005 build, GL version (mark_v.exe). 
Addendum 
Only happens when using Seven's BB enhancement mod.

From qconsole.log:
Host_Error: ED_Alloc: no free edicts (max_edicts is 8192)

Game is apparently running out of edicts when Chthon falls back into lava, bleeding. 
 
DX transparency -- Looks like gl_overbright_models 0 borks it up (makes it opaque) in DX. It also slightly alters the appearance in the GL version.

Wanna crash Mark V on startup? Just put scr_showpos 1 in your autoexec.cfg ;)



@NightFright, I think you want to set "in_keymap 1" 
Console Key Fixed (again) 
Yepp, already figured it out. It's actually set to 1 by default if you delete your config.cfg and let Mark V create a new one.

I dunno if my report about the max_edicts issue is relevant. I actually thought there is no limit for this any more. Last thing I read was that Mk V tries to detect the required amount automatically. Maybe it's not working reliably in all cases. 
@nightfright 
If Seven's Beyond Belief is endlessly creating new edicts, it is a flaw in his QuakeC.

DarkPlaces is just hiding the problem by endlessly allocating edicts, but given enough time it would eventually run of memory.

8192 edicts is a whole ton of edicts, even Rubicon Rumble doesn't even half of that.

And Beyond Belief is a 1990s era work that runs in original Quake with a 640 edict max. 
@nightfright 
Were you using in_keymap 0 on purpose or on accident?

If it was intentional, was there something you preferred about in_keymap 0? I use USA keyboard so have to listen to experiences of others on this subject to learn.

@fifth - After trying to upload 15 times, I just wanted it upload (was minor nightmare, would upload 50% or 98% and bail -- wasted a lot of my time). Either way, I'm no longer on a remote internet solution so I'll be able to upload ok again.

Probably an update in next hour after I knock off the scr_showpos with no map issue that gunter pointed out. 
Mark V - Build 1006 
Download at normal location:

http://quakeone.com/markv

A minor touchup to the 1005 build and distributed the usual way now that I am not on "bad internet".

New Features - (from previous build)

1. JoeQuake/QMB effects option in preferences menu video
2. "in_keymap 0" honors tilde key bind (gunter).
3. -game invalid dir warning (dwere)
4. Console default values are engine default
5. Normal lightning beam default again, instead of realtime simulated.
6. Console variable in console old behavior restored.
7. vid_stretch defaults 0 in software renderer (johhny law)

Touchups in Build 1006

1) Fixed scr_showpos bug. (gunter)
2) Made freezeall work in deathmatch if maxplayers 1 for debugging.

This is a correction of the 1005 build.

/Typing "version" in the console will show as build 1006. 
D3D Combines 
A possible solution would be to drop in some native D3D code instead of using the wrapper. That way you could get the combine mode properly set up, get improved performance and code simplicity.

Of course the down side is that you'd be losing the flexibility of going through a wrapper - you've now got native D3D in key parts of your codebase.

That might not be such a big deal. IIRC FQ only needs this in 2 or 3 places and the only combine mode it uses is modulate colour 2x. 
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