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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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Raising Limits?
Same issue from #2671 also with w1m7 of "Realm of the Lost" ("Host_Error: AllocBlock: Full" when loading the map). Also, music tracks from that mod won't work (with odd numbers like track15.ogg, track29.ogg, track117.ogg). Everything works fine with Quakespasm 0.93.2.
Any chances of seeing an update with latest Quakespasm limit changes (dynamic lightmaps allocation, BLOCK_WIDTH/HEIGHT 256, MAXALIASTRIS 4096, MAX_STATIC_ENTITIES 4096, MAX_STACK_DEPTH 64, cmd buffer size 256K, MAX_EFRAGS/MAX_MAP_LEAFS limits removed)? It's about time since more and more recent maps stop working with this otherwise still fantastic port.
Mouse Issues On Mark V 1099
Hello just downloaded this port today and I love it. I play a lot of NetQuake and am very excited to play this online but sometimes I don't fire when pressing mouse 1 and sometimes it sticks and doesn't stop firing. I have another friend who experiences the same issue. I have updated all my drivers and that did not fix it. I will try to go back to 1036 it seems some have to do that.
Fix For The Mouse Issues On V 1099
I raised my FPS cap from the default 72 to 150 slightly above my monitors refresh rate and this seemed to fix the sticky mouse issue. Had two of my friends test this also and it seemed to fix it for them as well. Even though they had 60 hz monitors raising the FPS cap above 144 seemed to help their mouse not stick.
Mark V Sound Issue
#2687 posted by gila on 2020/02/07 09:37:27
Anyone had this problem? Switched over to Win10 x64. Tried Mark V, the sound is fine but laggy - not choppy but with big delay rather - even in main menu, press up or down to move the "Q", and sound comes in like 2 seconds later.
No such issue in Quakespasm.
#2688 posted by Shambler on 2020/03/29 09:22:24
Mark V: How Do I Disable Autoaim [EDIT]
Posted by bluemoss on 2020/03/29 00:39:09
I've been really getting into Mark V on my potato of a pc with little to no hope of open gl rendering, and Mark V seems to be the best
But it took me a while to notice some autoaim
Anyone know how to toggle this on/off?
#1 posted by onetruepurple on 2020/03/29 01:21:22 spam
sv_aim 1
Disable Autoaim
Navigate to your id1 subdir and open config.cfg with a text editor. Search for the sv_aim entry. Default setting is 0.93. Change that value to 1 (so it reads sv_aim "1"), save and there you go.
Source Code
#2690 posted by vbs on 2020/05/24 05:37:23
Hello, the source code does not seem to be distributed with the installer, or zip. And Googling around, I haven't had any luck. Is there a link to the release source code? Thanks!
#2691 posted by metlslime on 2020/05/24 07:40:23
on the website there is a part where it says "Current source code (download | all builds ..)"
I Would Like A Part Here
where it says: "New version available"...
@vbs
please say you are forking this and working on some fixes - Mark V is very close to a perfect source port IMO.
Perchance To Dream
The minimum that should be done is to raise limits to match latest Quakespasm so that newer maps run again. Would also like to see some of the (re)introduced bugs fixed that I mentioned earlier on, but Baker needs to show up again first.
@dumptruck_ds
#2695 posted by vbs on 2020/06/13 18:25:01
I'm not yet knowledgeable enough to do that. But if I get there, I would love to. I also think MV is pretty golden, and just needs a few bug fixes. My most pressing issue is that the "firing" mode seems to get stuck randomly and my character just shoots a bunch until I span my keyboard to try to stop it.
It's Behind QS/QSS/vkQuake
#2696 posted by Tintin on 2020/06/13 19:00:06
Also don't forget it doesn't support raw mouse input, physics breaks above 72fps, more restricted limits, etc.
The features it does have are pretty good though and the WinQuake software executable is probably the best part about it. If whatsisname sorts out the major drawbacks then it might be preferable over QSS/vkQuake.
Easy To Use, And Simple
#2697 posted by vbs on 2020/06/13 19:52:44
I think MV does ease of use the best, built-in mouse support, and keeps the menu and interface clean and straight forward. (also like that it's self contained into one .exe) @dumptruck_ds has a nice video highlighting these nice features: https://www.youtube.com/watch?v=dMOF3l2MtlI
QSS does not have mouse menu support and vkQuake also lacks mouse support in menus.
GitHub Clone
#2698 posted by vbs on 2020/06/13 22:35:47
Hello,
I have cloned the source code to a GitHub repository. And updated build instructions for Windows 10, using Visual Studio Community 10 (the oldest available VS IDE). https://github.com/victorbstan/mark_vi
This initial repository is aimed at providing a place for future updates and modernization of development and community contributions. I wan to make it easier for people to contribute code and updates to the engine. Ideally the original creator would move to GitHub as well, so I don't maintain redundant code. Otherwise I will try to integrate updates as they become available.
Next steps, I would like to set-up and test a modern build environment for the GitHub repo, so that developers can use the latest tools to contribute.
Let's Revive This
If anybody increased the engine limits I mentioned in #2684 with this Github mirror and create usable x64 binaries, it would at least be a start and a welcome update after this long time without any changes.
I would be willing to test the problems I had reported earlier again if anybody was willing to look into them and fix anything that can be fixed.
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