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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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Quake Mark V Source Port Problems
#2618 posted by Algo on 2019/04/29 18:33:09
Hi, I downloaded Mark V and it's really good in general. However unfortunately I seem to have some issues with the mouse buttons. Occasionally it doesn't detect when I've fired a bullet (i.e. clicked mouse button 1), occasionally it doesn't detect a jump (mouse button 2) and sometimes it just keeps shooting by itself even when I've stopped pressing the mouse button.
I know it's not my mouse because it doesn't happen in any other games, including when I use Quakespasm.
I'm running the .exe that is titled 'Mark V Version 1.99 Revision 5'. I downloaded it from here http://quakeone.com/markv/ ('Download GOG/Steam installer for Windows' option).
If there are any solutions to this I'd be grateful, thanks!
Continuing From #2618
#2619 posted by algo on 2019/05/03 09:15:58
Hello, me again. So after doing some experimenting with an older Mark V build (1036), we've found that DirectInput is the culprit for causing the mouse registry issues. Build 1036 did not use DirectInput and there are no longer any mouse-click registry issues with it for me. I would stay on this older build but unfortunately it comes with some pretty bad framerate drops here and there, unlike the newest one.
If Mark V 2.0 is ever made, can there be an option to disable DirectInput and go with whatever control configuration was being used in build 1036? I would love for that to happen, as I love the performance of the latest Mark V, it's just the mouse registry stuff ruins it unfortunately.
Thanks for your work baker, hope you can help.
#2620 posted by mankrip on 2019/05/03 10:35:57
Sadly, Baker disappeared some months ago.
Continuing From #2619
#2621 posted by algo on 2019/05/03 14:26:24
@mankrip yes, I see that from this thread lol. Oh well.
Anyway, good news. It turns out that if I run the latest version's Directx9 exe I no longer have issues with mouse registry. Runs great. This is my new favourite Quake port, even if it currently feels a bit buggier than Quakespasm. I had one crash with this. I exited E1M5 and it crashed to desktop. Hopefully that was just a one off. I really love this port and just wanna express my appreciation. The feel of the mouse is just godlike.
So yeah, cheers, please ignore post #2619 as DirectInput clearly isn't the cause of mouse reg issues, as somehow the directx9 version of the latest released does not have those issues for me.
Winquake Hipnotic Music
#2624 posted by killpixel on 2019/05/08 00:58:09
scourge of armagon music won't play unless you change the the volume slider. dissolution and vanilla work fine.
Lol
#2625 posted by spy on 2019/05/08 01:10:29
ask otr or eddie to fix it
Host_Error: AllocBlock: Full
#2627 posted by aDaya on 2019/05/17 01:23:14
Had this issue while trying to play Artistic's map for MapJamX, while using D3D9.
Any idea on how to fix this?
Antialiasing And Anisotropic Filtering
#2628 posted by Aluminumhaste on 2019/05/19 03:57:58
I love the look of GL_NEAREST but there's horrible texture aliasing, which is improved by going to one of the mipmap_linear modes but then you lose the charming pixelated look.
Also, is it possible to add support for Antialiasing? I've tried forcing it in the Nvidia control panel seeing as this is a DX9 game, but it didn't work.
SMAA injector works, but it's only FXAA and makes the game blurry.
Unfortunate Spam Bumps
getting me excited for a new build but it's just bots on google bumping up the thread :(
I Know
it's driving me nuts... some kind soul go nudge Baker :(
Great Port But Unfortunately It Can Crash On Me Sometimes
#2634 posted by algo on 2019/05/25 22:25:45
The crash can happen randomly when exiting levels. Curiously it happens often when exiting E1M5 Gloom Keep for some reason. Just giving feedback, hope it can be fixed.
Testure Filtering
#2638 posted by mh on 2019/05/27 15:57:27
GL_NEAREST_MIPMAP_LINEAR should give the best result.
#2639 posted by mankrip on 2019/05/28 04:23:06
GL_NEAREST_MIPMAP_LINEAR disables anisotropic filtering. The lack of anisotropic filtering is the main reason for the texture aliasing, since Quake's textures are low res enough to not get grainy when viewed from a perpendicular angle.
Mankrip
Is that exclusive to just nearest+linear, or all nearest* modes? Asking because I'm otetty sure that with nearest+nearest, I can see a bug difference between anisotropy 1 and 16 on the far away surfaces (in Fitz/QS).
I'm Otetty?
Meant to say "I'm pretty" (duh).
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