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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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#2525 posted by mh on 2018/10/08 15:10:03
Is it possible to have a tweak(config) for the intensity of coloured lighting in Mark V to match that of DirectQ/ QS. The colour lighting in Mark V is not as intense and vibrant as it is other two ports.
The lighting in MarkV and QS should be identical; they both effectively use the same 2x modulate blend which is capped-off (and saturates to white) at double intensity.
There are areas in even stock ID1 maps where this is a significant factor.
DirectQ used a custom HDR texture format which required unpacking in pixel shader code, and which had neither capping nor saturation. The idea was to store some extra data in the (otherwise unused) alpha channel of lightmap textures to fill in the extra dynamic range. Typically you'd see examples storing an exponential or multiplicative factor in there; I put a division in because I tried everything else and that was what looked best (in the context of Quake lightmaps, that is).
In a fixed pipeline engine it would be possible to trade an extra bit of precision and do a 4x modulate, capping at quadruple intensity. That's actually OK because 4x in 8 bits still beats software Quake's 2x in 6 bits. However it would rule out support for single TMU cards (you could gracefully drop back to 2x via glBlendFunc (GL_ONE, GL_ONE) however, but the very first generation of consumer cards may not support that blend mode). Other texture formats such as RGB10A2 would also work well, assuming you were happy to set OpenGL 1.4 as a minimum requirement.
Personally I think these would be all reasonable tradeoffs - there comes a point at which continued support for dead hardware contributes a net negative - but I'm not the developer of Mark V.
@mh
#2526 posted by Spike on 2018/10/08 19:18:45
I'm more a fan of e5bgr9, as it can also be used by a fixed-function pipeline (although requires a gl3ish gpu) without extra scalers, doesn't require any manual interpolation, still allows for up to 4000-fold overbright (ish), has higher precision than rgbx8, and uses the same ammount of gpu memory as rgbx8 (half as much as half-floats would). etc. If you're lazy you can just hardcode the exponent and get 4x overbright with the same precision as rgbx8 would get with 2x overbright. And if you're not lazy then you can get more precise dark areas alongside insanely bright areas.
does anyone still use a gpu older than gl3?..
#2527 posted by mh on 2018/10/08 19:42:15
I personally consider D3D11 to be entry level these days, it's a ~10-year old API. GL versions do lag for some vendors, however. GL3.2 is probably a reasonable minimum.
I find it better to do lightstyle animations on the GPU, and dynamics with extra additive blending passes. I've coded it up in GL1.5 assembly shaders, GL 2..4 GLSL, D3D9 HLSL and D3D11 HLSL for Q1, Q2 and H2 so I'm quite satisfied that the approach is solid.
#2528 posted by ericw on 2018/10/08 20:07:00
The difference in lit rendering between MarkV and QuakeSpasm, DirectQ could be the LightNormalize function which does:
lit = lit * (greyscale / max(lit.r, lit.g, lit.b));
so max(lit.r, lit.g, lit.b) needs to be equal to the greyscale value, or the final rendering will be different from engines that don't do this. If the lit files from https://quakewiki.org/wiki/External_Lit_And_Vis_Files don't have that property, this will be causing the difference you're seeing.
Mousewheel Issue
#2533 posted by aboohoo on 2018/11/22 07:48:26
hi there,
i've just installed Mark_V using the Steam installer and it works great!
i've had one issue where for some reason when i bind mwheelup or down to anything besides next/previous weapon (either through the console or in the options menu) it just doesn't work.
I get no errors, but when I bind it to jump, for example, nothing happens
anyone have any idea what the cause may be?
#2539 posted by metlslime on 2018/12/03 22:14:48
Flagged the spam but one contained a very nice compliment which i will past here:
I feel like all your ideas are incredible!
I Feel Like The Return Of Baker Is Much Needed.
#2540 posted by Shambler on 2018/12/04 10:52:01
Music Volume
#2542 posted by Bun-Bun on 2018/12/11 06:24:52
Is there a way to increase the music volume? The cd music volume doesn't change the external mp3 file music volume.
PS: Love the engine, its the only one I have been able to find that lets me play the game like its meant to look at 320x240 with external music.
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