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Mark V - Release 1.00
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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AD In WinQuake Etc 
Mark V WinQuake does run AD for me, even the Forgotten Sepulcher, but of course it fails to load Tears of the False God. On most maps the surfaces disappear though, because there's too much on the screen I guess.

However even if these modern maps and mods are run in WinQuake, the 256-color software rendering, while authentic, in my opinion doesn't really "work" for them. The colored lighting is missing, skyboxes and some occasional textures often look bad, transparent textures like vines are not supported, and perhaps there are other things.

I think modern stuff like Dwell, AD, UDOB, both SMEJ packs, Alkaline, EOE were designed with Quakespasm/Spiked in mind, they have transparent liquids, transparent textures, colored lighting, skyboxes, etc. Recently released map Perish the Thoth while ran fine in WinQuake, looked way better in vkQuake because of different lighting.

For myself I installed several sourceports and I decided that it would be definitely nice to play the "classic" or "classic-like" releases (DOPA and Q25Limits for example) in some WinQuake variant (currently using MarkV_WinQuake and also need to check out Windows version of QDOS), but modern stuff definitely should be played in some QS variant (currently using vkQuake). And the "GLQuake era" releases could be played in either, depending on the map/mod, I guess. 
Agreed 
Classic style maps work well with vanilla style ports. In big, recent maps you'll want to take advantage of latest technical options available.

It can be fun to try anyway just for the "what would it have looked like in vanilla" effect, but WinQuake isn't exactly the way to go with everything, so it's OK for it to have these technical limitations. 
Another Thing 
Looks like I am unable to get music working with MkV-WinQ in SoA (MP1). I checked everything, music is in place (track02-09.mp3) in the "hipnotic" folder, external_music "1" is set in config, mp3 files are not corrupt. Music works in regular Quake and DoA (MP2). Is this known? 
Solved And Reproduced The Issue 
It occurs when volume is maxed out ("1") during startup. If it's any value lower than that, even just "0.95", music will play normally. Also, as soon as you reduce volume from 1 to 0.95 or lower through the menu, music will suddenly play. After that, you are able to place the slider back to 1 without problems (but if you leave it like that, music will again not play with next launch).

This only seems to happen in Scourge of Armagon. Very strange. 
Yes And Other Stuff 
I've reproduced this as well after seeing the complaint about exactly this issue on Steam forums. I don't know if it's a known issue though.

Another weird thing about SOA startup in modern sourceports is error message something like "CD Track 98 not found" when HIPDEMO1.DEM is started - the demo plays fine but the music does not, obviously because there's no CD Track 98 (or track98.mp3/ogg file). The workaround for this is to copy track02 as track98.

But looks like modern ports read that part of .DEM file in a certain way. Looking at the file in hex editor, HIPDEMO1.DEM has a bogus one byte ("space") in front of CD track number (20 32 0A) which is perhaps wrong, but was still processed by original game without problem and not resulting in track 98. The orignal game's DEMO1.DEM file has no "space" byte (32 0A) and is processed normally by sourceports.

Yet ANOTHER thing I find to be weird is how in Mark V, the music volume is also affected by the sound effects volume. In other ports these two are completely independant of each other.

Also, what's up with Pause not muting the sound? Even in DOS original the ambient sounds are still playing while the game is paused. 
 
The music code is probably attempting to detect and react to changes in the bgmvolume cvar. If it hasn't changed from it's default of 1 then it won't set things up properly.

A weird quirk of the .dem file format is that everything in it is binary, with the exception of the CD track number which is plain text. Carmack must have been eating funny burritos that day. 
Baker, Come Out Of Hiding 
You may have failed to embarass Microsoft and Google by not delivering whatever it was you wanted to do (never cared tbh), but there are a few bugs right here, waiting to be squished by you... 
MarkV Winquake Option To Increase UI Size? 
I play MarkV Winquake (so the software version without z-buffering issues of the OpenGL branches) at 1920x1080 and runs perfectly smooth and fine with music etc.... The only issue I have is with TINY UI and fonts.
Would be great an update with UI zoom factor. 
 
Have you tried different settings for Autoscale in the preferences menu? 
 
You may have failed to embarass Microsoft and Google by not delivering whatever it was you wanted to do (never cared tbh), but there are a few bugs right here, waiting to be squished by you...

No, I totally have not failed to deliver this thing you don't care about.

I, Baker, am now the creator of a programming language and development environment that runs on everything and by my accounts better than everything. I had to level up about 200 times to do it, and if it is super hard -- I like it!

I have some interesting choices I need to make, and I think this beer is going to help me figure it out.

I will say that I am a bit touched that despite a couple of years of "developer inactivity" that this thread is still getting love and attention touches me. It makes me think I am right to care a lot about Quake --- which I do. 
Well, Congrats Then 
But a lot has happened with Quake ports in the last few years. Any plans of bringing Mark V up to speed? TBH I am only using QSS these days because Mark V cannot run all maps any more. 
 
@Joel B
>Have you tried different settings for Autoscale in the preferences menu?

That option is for the OpenGL (MarkV, not MarkV Winquake version) only :(
That's the only "issue" with the amazing winquake software rendering version, which runs so smooth and without Z-Buffering issues etc. 
Baker 
Do you have a Discord account, a Twitter, an e-mail address or something where we could stay in touch? 
I Actually Wouldn't Be Surprised 
if that's already all we read from Baker for the next 1-2 years again. Sadly. 
WinQuake Version 
Is the WinQuake version of Mark V a true software rendered version or is it some shader type of thing? 
#2763 
It's purely software rendered, no GPU required.

Its support for big maps is quite impressive, and I was hoping to ask him a few questions about that, but nevermind. 
Mankrip 
thanks - this is helpful 
Is Mark V Still Being Updated? 
is mark V still being updated? Because I can't seem to find a build from later than 2017/2018 
 
nope 
Baker Will Pop Up Again 
In a few months maybe, for one post. That's it. He's not going to work on this any more. 
Sadge 
 
 
this is awesome! thanks Baker

> enhanced server capabilities
Could you elaborate a little bit? prediction? unlagged? 
 
also, does this build on linux? 
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