#2459
#2460 posted by Andrew on 2018/09/14 15:27:34
Big thanks for an explanation MH !
"r_lerpmodels 2" works just as intended in Mark V either :)
I've actually wanted to ask you a DirectQ related question since 2013 but was unable to contact you.
You've probably been informed about "sinking into ground" bug that occurs after about an hour of playing in DirectQ. Most of the corpses around the map blow up and the player starts sinking into ground. The only way to solve an issue (temporarily) was to save a game, restart the engine and load it again. I've wondered since then, has there ever been a solution found for eleminating this nasty issue or not? As it is the only major problem I found while playing DirectQ. That source port satisfied me in every aspect of gameplay and gave a really nice old-fashioned feeling of quake experience.
I was running v1.9.0
#2461 posted by mh on 2018/09/14 16:37:40
You've probably been informed about "sinking into ground" bug that occurs after about an hour of playing in DirectQ...
I fucked-up the physics code somewhere, but never was able to determine where.
#2461
#2462 posted by Andrew on 2018/09/14 16:44:29
Yeah... it's a pity.
Apart from that terrible bug, DirectQ is still great
:)
@dumptruck_ds
#2463 posted by R00k on 2018/09/14 18:22:03
startdemos demo1 demo2 demo3 demo3 etc up to 32 demos
or edit your autoexec.cfg and add :
demos demo1 demo2 demo3 demo4 demo5 demo6 demo7 etc..
Oops! That's Not Right
#2464 posted by R00k on 2018/09/14 18:25:33
startdemos assigns the order demos is the console command to skip to the next one in sequence.
so just use startdemos either in the .cfg or console
@R00k
I wasn't too clear in my request.
Currently Mark V records 3 autodemos per session: autodemo_0, 1 & 2. If I die a 4th time (happens too often!) autodemo_0 will start from that point in the game, erasing my prior demos. What I'd like is to just keep recording demos 3, 4, 5 and so on.
And would love to have the demo be named the same as the mapname. So e1m3_0, e1m3_1 and so on.
Anti-funky Weapon Interpolation Models
#2466 posted by Gunter on 2018/09/14 19:58:37
@Andrew,
I have a set of view models that someone fixed to work better with interpolation, by hiding the muzzle flash under the gun between the frames where it should appear, so it don't look as weird when fully interpolated. This doesn't make it look perfect (there is still some small movements visible), but it is a definite improvement (most notably for the standard nailgun).
I have no idea where I got these.... I've had them for many years.
http://fvfonline.com/vmodels.zip
Uhh, to use those in Mark V, you'll have to make a mod folder and put them in a "progs" folder in there, and run that game folder (but then they'll only work when you run using that game folder), or go to the hassle of sticking them in an extra pak file to drop in your id1 folder so they will always be used... which I'm sure is what you want.
This is a overly-difficult because Baker doesn't have Mark V (like the other advanced Quake engines) give preference to user-inserted drop-in content outside of pak files. But it really should do that, for reasons such as this! ;)
@dumptruck_ds
#2467 posted by R00k on 2018/09/14 20:29:48
Qrack has cl_autodemo which names demos automatically.
using mapname_date_time as the filename.
cl_autodemo 1 starts recording at mapload and stops at intermission.
Qrack also has bsp2 support with protocol 666 so it will load any map that markv can load.
http://quakeone.com/qrack if that helps for the time being
@R00k
Downloaded - will play with it for sure. Looks like you are still updating this regularly. I wasn't aware.
#2469 posted by R00k on 2018/09/14 21:42:12
let me know if there are any config issues i can
help you set it up.
Dwere Did Some Really Nice Weapon Models
#2470 posted by Qmaster on 2018/09/14 23:44:07
#2466
#2471 posted by Andrew on 2018/09/14 23:44:20
Thank you, mate :)
I will surely give it a try.
#2472 posted by R00k on 2018/09/15 00:25:05
MH wrote a nifty ‘hack’ to remove muzzle flash polygons
from the original models.
look for gl_clip_muzzleflash here in gl_mesh
https://github.com/sputnikutah/Qrack/blob/master/gl_mesh.c
#2473 posted by mh on 2018/09/15 04:54:12
This hack, IIRC, is pretty much what I described above. It's a good few years ago so I don't remember details, but I'm pretty certain it uses the same logic.
Quake Giblets: Mark V
Enjoy! Feedback welcome. I can always do a sequel with more features.
https://youtu.be/dMOF3l2MtlI
NE_Ruins (Custom Map)
#2475 posted by Andrew on 2018/09/15 21:11:12
A terrible freeze occurs if I use "LAST WEAPON" command bound to MWHEELUP, especially when I picked up the Quad Super Shotgun (Looks like super shotgun from Quake 2). Once I use "bind "MWHEELUP" impulse 12" it freakin' freezes. Only task manager helps to shut the game.
Also Mark V shut down once I entered the bridge with Death Knights.
NE_Ruins (Custom Map) 2
#2476 posted by Andrew on 2018/09/16 19:18:58
It's impossible complete this one with Mark V.
I've solved an issue with a freeze glitch discribed above by setting the following cvar :
"sv_gameplayfix_no_impulse12_override" to "0"
but the enemy which uses yellow shield (some sort of a witch) around itself causes the engine to crash. Once it starts to use that kind of attack the engine instantly crashes.
An emergence of this bug was also tested with a default cfg to eliminate a suspicion that something is wrong with setup.
Mark V Mouse Input Issues
#2477 posted by MillenniumEagle on 2018/09/17 04:31:13
Hi guys! New to Mark V, but really enjoying it. The only problem is the mouse input issues that others have touched upon recently, and I have a few things to add:
1. My mouse1 button does tend to get stuck not firing or stuck continuously firingas mentioned before, however it doesn't just extend to mouse1:
-mouse2 also tends to have the problem sometimes in the rare circumstance I use it to scope in. It's difficult to recreate by accident but I can do it sometimes if I purposefully mash it.
-mouse4 and mouse5 also seem to be affected. I use them for next and previous weapon, and they often just don't respond at all.
2. These problems only happen in Mark V, like others have experienced. It cannot ever be recreated in any other game, application, or circumstance. It doesn't seem to matter which mouse I use, either.
3. The most interesting thing is the fact that this doesn't seem to affect other types of keys. I never experienced the issue once after remapping my left click to Ctrl in my mouse software. Furthermore, I had previously mapped the side buttons to 1 and 2 instead of mouse4 and mouse5 in my mouse software and until I changed it back to normal I had never had a problem with those buttons in Mark V.
4.It doesn't seem to be a Windows 10 only issue, as I'm running Windows 7.
Hopefully this can get fixed, because I am really enjoying this engine a lot otherwise. It's difficult to discuss issues like this online without others immediately blaming your mouse despite all the evidence to the contrary or just telling you to switch to another engine like Quakespasm :P
Re: Post 2476
#2478 posted by NightFright on 2018/09/17 07:47:08
Errr... that crash bug with the witch resurrecting fallen enemies in NE_Ruins was fixed years ago. I had reported the issue and delivered hints to fix the problem back then. Are you sure you are using a recent build for Mark V? If it's crashing with a new version, then the issue was accidentally reintroduced and requires fixing again.
Post 2476
#2479 posted by Andrew on 2018/09/17 10:39:51
I'm using v1.99 (Revision 4)
From the section "Download Windows .Zip"
"DirectX / GL / WinQuake''
It seems that this bug bug emerges on the newest version...
Re: Post 2476
#2480 posted by NightFright on 2018/09/17 17:20:09
Yay, that means that Baker must have reverted these fixes in one of his last updates. Try using a previous snapshot and see if it works with those. We need to find the build that broke it.
#2481 posted by Re: Post 2476 on 2018/09/17 17:39:43
Ne_Ruins was fixed back then in beta 14 of pre-v1.0:
http://quakeone.com/proquake/interims/mark_v_20150428_windows.zip
As you can see, that was back in 2015. The problem back then was "incorrect handling of entities with alpha=0" according to Baker. If he did anything in the meantime that undid this, it's clear why the crashes occur (again).
I am not sure if I had reported the impulse12 issue as well, but when I played Ne_Ruins with that beta build back then, I know I had zero crashes.
Re Post 2481
#2482 posted by Andrew on 2018/09/17 21:03:22
"Mark V - Version 1.99 - Revision 2 (Stable?)
#2092 posted by Baker on 2018/05/08 23:25:05"
Have just tried "Revision 2" from post #2092
Same issue, same occasion.
Game crashes
Re: 2476
#2483 posted by NightFright on 2018/09/17 21:52:06
You will probably need to go back further. It's possible it broke last year or even earlier again... I never checked it a second time after the fix since I assumed it would not break twice. Makes me wonder which of my reported issues are still solved. Gulp.
Ne_Ruins Crash Reproduction
#2484 posted by NightFright on 2018/09/18 10:19:03
So I have tried builds dating back to 1001 (Nov 21, 2016) and it still crashes. This needs investigation.
Please download this savegame for testing purposes (zipped, 66 KB) and copy it into your ne_ruins directory, then load it with F9 ingame.
How to reproduce the issue:
- Go around the corner
- Kill ONLY the Death Knights
- Let the succubus with wings alive and let it resurrect the Death Knights
- Stay in FOV of the succubus, crash will occur eventually
Sad that this problem returns to the stable builds. However, couldn't reproduce the impulse12 crash. I can go back and forth through my weapon inventory without issues.
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