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Posted by Baker on 2016/11/19 04:53:11 |
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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#2399 posted by mh on 2018/07/20 10:49:18
Version 3, with GL_LUMINANCE16 lightmaps; thse are 16-bit lightmaps with 7 more bits of precision than GLQuake without overbrights and 8 more bits than GLQuake with overbrights. I'd encourage anyone who thinks that bits of precision in lightmaps are super-impotrant to run this and see if they actually are. I'd even encourage double-blind tests.
http://www.quaketastic.com/files/misc/Q1LitWater_3.zip
@Poorchop
#2400 posted by spy on 2018/07/20 10:55:40
yeah, the patricles depend on temp1 in AD cfg settings
Ah The Flames
#2401 posted by spy on 2018/07/20 10:57:05
it's QMB enabled in my case, you can turn them off
GPU Lightmaps Implmentation
#2402 posted by mh on 2018/07/20 11:01:35
Quake 2 engine, D3D9, with GPU-animated lightstyles and GPU dynamic lights; renders the lightmaps at the full original precision of the BSP light data lump; unlimited dynamic range for added dynamic lights.
http://www.quaketastic.com/files/misc/Quake2GPULightmaps.zip
It's a long time since I worked on this so I don't know how robust it is, but it should be fine for playing through the original SP missions.
Quake 1, Partial Real-time Lighting Implementation
#2403 posted by mh on 2018/07/20 11:07:53
This was another one that went part of the way but I didn't continue with; no real idea why. It uses real-time lighting derived from the same light equations as are used in the original light.exe, but I never got round to adding shadows. Needs heavy optimization work.
http://www.quaketastic.com/files/misc/Q1RTLights.zip
Its fun to run around the original maps and look at how different the lighting quality is, but I wouldn't play Quake with this. Also, any map compiled with any more modern tool will probably look hellish weird because I don't have support for all of the other options added since light.exe was originally released.
As You've Stated
#2404 posted by spy on 2018/07/20 12:29:31
I was talking with some others about the way that Arcane's particle effects are rendered in different engines.
https://imgur.com/a/3oSpkFn
this pretty much matches the qs screenshot
Q2dx9
#2405 posted by spy on 2018/07/20 12:51:43
not bad
https://imgur.com/IrDhF6Z
https://imgur.com/kFW0TIU
it seems it's a great alternative to KMQ
#2406 posted by mankrip on 2018/07/20 14:53:36
That's just rounding to nearest rather than rounding down.
Yes, but in color calculations, every small inaccuracy amplifies the others. And as mentioned, gamma correction also plays a part and there may be issues with gamma correction.
Anyway, while I was open to explore how to improve the image in GLQuake and trying to figure out what's causing the differences in lighting, you're getting angrier. Better forget this conversation and leave it behind, it's not good to let things become unhealthy.
#2405
#2407 posted by mh on 2018/07/20 15:23:37
Go underwater ;)
@Poorchop
#2408 posted by Redfield on 2018/07/20 16:07:06
In Mark V change Temp1 to 1024 and restart the map for particles. Its at 0 by default. Mark V is capable of displaying the same AD particle effects as QS.
MH
#2409 posted by spy on 2018/07/20 16:34:22
the waterwarping is a pretty great
but i'm not a fan of distortions
sorry
https://imgur.com/a/LXc2KYT
#2410 posted by Poorchop on 2018/07/20 19:43:14
Thanks spy and Redfield, that worked and it looks great now.
Gamma
#2411 posted by Poorchop on 2018/07/26 09:20:28
If you let Mark V generate a new config file from scratch and check the gamma, it says that it's set a 0.75 even though 1 is listed as the default. I thought that this was a bit strange and I'm looking for some insight on it.
I also have a slight suspicion that this has an impact on mappers. I've played some maps recently that were incredibly dark at gamma 1 and contrast 1, but they were much more playable at Mark V's default gamma of 0.75. It makes me wonder if people are mostly just testing in Mark V causing their maps to be extremely dark in other source ports that default to 1/1 gamma/contrast.
Gamma
#2412 posted by mh on 2018/07/26 17:43:37
GLQuake defaulted it's gamma to 0.7 on non-3DFX hardware. Not sure why MarkV is doing similar but it seems too much of a coincidence.
#2413 posted by Baker on 2018/07/31 04:10:08
Mark V doesn't default gamma 0.75 (gamma 1 is default), but a certain revision did (revision 2? revision 3?) where I was merging with QuakeDroid. Johhny Law noticed different defaults in the Windows version and I corrected.
QuakeDroid defaults gamma 0.75 because gamma 1 is just too dark.
Windows 10/Poorchop/Johnny Law
#2414 posted by Baker on 2018/07/31 04:18:30
On my Windows 10 machine, I didn't experience any Poorchop/Johnny Law mouse oddities.
Makes me wonder if maybe I could cause the issue somehow by installing maybe new Direct X drivers? I don't know.
If I can't experience an issue, makes it tough to guess. The mouse was fine for me.
If Mark V 1036 download link doesn't experience the mouse issue on Johnny Law/PoorChop's machine, I would suspect the issue relates to DirectInput which 1.99 switched to.
If that is the case, I could make DirectInput turn on and off and maybe default off.
#2415 posted by Gunter on 2018/07/31 04:57:59
make DirectInput turn on and off and maybe default off.
I'm thinking that's probably the best option.
After playing Mark V and setting my sensitivity to an appropriate value to account for dinput, if I then use some other engine or a different version of Mark V, my sensitivity is way too high!
Here's another thought: If dinput is being used, automatically double the sensitivity value (rather, treat the value as doubled). That would probably get rid of the need for the Sensitivity slider to go up much higher to account for dinput being much less sensitive.
And if people wanna be more precise (even with the doubling happening behind the scenes), they can use decimal values, like sensitivity 10.5
But doubling the Sensitivity value for dinput would probably feel very close to the standard Sensitivity value when dinput is not being used.
#2416 posted by Poorchop on 2018/07/31 06:57:33
Bummer that you couldn't reproduce. I gave Mark V another few tries within the past few weeks and I had the same exact issues that Johnny Law spoke of - sometimes -mouse1 didn't register so I was firing indefinitely. Previously I just thought it was neither +mouse1 nor -mouse1 registering.
I'll spend some time playing around in 1036 to see if it works fine for me.
#2417 posted by Joel B on 2018/07/31 07:48:42
I'm about to go camping, but I'll remember to get back to this later.
#2418 posted by Baker on 2018/07/31 09:26:39
Guys take your time, it's the summer. But yeah, if either of you can find out if 1036 does or doesn't have the issue, it can really shed some light on the nature of the issue.
V1036 Works Just Fine
#2419 posted by Poorchop on 2018/08/01 01:17:12
I've tested long enough by now that I would've noticed if I was still having issues but I haven't had any problems with 1036. I spent a while bunny hopping and playing through maps, and all of my mouse clicks registered just fine.
On a side note, I am getting some pretty terrible performance outside of id1 maps but that's another issue.
#2420 posted by Baker on 2018/08/01 02:45:34
Thanks for info. Helps confirm thoughts on issue.
@poorchop
#2421 posted by Baker on 2018/08/01 05:44:02
May I trouble you to test one more build ...
The 1080 build. download
And tell me if you have the mouse issue with 1080.
The results from 1080 should allow me to conclusively and quickly do a patch fixing exactly the "right" thing. (The alternative is some guesswork and if I am wrong it could take 3 attempts.)
I'd like to resolve the "Poorchop/Johnny Law Windows 10 mouse issue" right the first time.
1080
#2422 posted by Poorchop on 2018/08/01 21:57:33
I played through some id1 and bunny hopped around for a long time, but I didn't notice any issues with mouse clicks registering. v1080 seems to be working fine here as well.
@Poorchop
#2423 posted by Baker on 2018/08/02 21:42:10
Thanks!
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