News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
34'08" = 2048 seconds, or 8*256. Sounds like a pretty significant number to me. Does it give you guys a clue? 
 
Ooo, good catch. I never would have considered that.

Hmm, I have no idea what the engine code looks like, but just making a complete guess, perhaps if there is some property of the qmb bubbles being set by:

time / 8

then once time gets to 2048 or higher, that calculation produces a number of 256 or greater, and that might be "our of range" for some Quake calculations....

Like particle color generally ranges from 0-256, but it wraps around so that 256 is treated as 0, 257 as 1, etc. 
Build 1009 
Temp Build before I continue trying to clear queue ...

http://quakeone.com/markv/mark_v_1009.zip

- DX8 .alpha fully addressed now?
- Removed sprite lerping, since it produced no rendering difference.

/Temporary middle point before build 1100 
 
@gunter - Live toggle of sprite textures --- would be too time consuming (15 hours), mostly because I never thought of sprites when writing the live external textures toggle. Maybe someday.

I'll see what is going on with 34:08 too, while I'm getting QMB pacified. 
 
The scr_showpos 1 crash on startup has returned....


Hm, I have to set either gl_overbright_models 1 OR gl_fullbrights 0 to get transparency.

And the transparency looks very different depending on which one I set. With gl_overbright_models 1, no matter the fullbright setting, things look much less transparent.

Hm, yeah, it's like the gl_overbright_models 1 effects is being drawn on top of the gl_fullbright 0 effect.


On the positive side, I like having all the exes in only one zip file to download, instead of separating them like on the Mark V web page ;) 
 
scr_showpos 1 crash on startup has returned

Are you sure? Can't reproduce. Does "version" say build 1009?

If you are getting it, what method are you using to set it? Did you add to command line or autoexec or config.cfg? 
 
I think you packaged an older version, build 1002.... 
DX8 .alpha 
The difference between different combinations overbright_models on/off or fullbrights on/off doesn't relate to the model drawing in 1009.

It is a difference in how the map itself is draw, and what draw method is being used for drawing the map.

And gl_fullbrights affects what rendering path is used for the map.

The .alpha entity looks the same, but what it is drawn over is slightly different. 
 
Ok, real Build 1009 in the zip (instead of 1002, however that happened).

http://quakeone.com/markv/mark_v_1009.zip 
 
DX transparency is all good now!
And consistent no matter what combinations of settings I use. 
 
Awesome. I wanted to permanently bury all the small items before reworking QMB some because it may be slightly complex. 
 
I just wish there was some way I could make use of transparency.... Such a cool effect, but mostly unused. 
Transparency 
{Fence texture based low-lying fog for graveyards. 
Winquake Suttering Cont. 
I think it's cpu related.

Also, the stuttering doesn't occur at relatively regular intervals like I first thought. Generally, the more action taking place the more laggy it gets. Sometimes, the game will launch in a laggy state and have to be restarted.

Also, I have it capped at a 60fps (72 felt like 15).

All software/hardware cpu power management settings, c-states, EIST, turbo mode, etc. are all disabled. Disabling OS core parking helped quell the stuttering, but it's not a total fix. This is on a 4790k at stock speeds. 
@kp 
On your beastly machine, it's only input lag right? I might be able to do something about that if it is just input lag. 
Re: Bloughsburg + Video Capture 
Frag me --- that download I linked for the codec pack is 983 MB of bloatware + cruft + corporationary non-sense.

It wasn't like that a couple of years back.

Going to link a codec pack is **just the damn codec ***
 
input does lag somewhat when the stuttering occurs, but that isn't the main issue. visually, it looks like frame loss (like down to 10-20fps or so) but the fps counter doesn't budge. I've also experienced total loss of sound on one occasion, I don't know if it's related. 
 
And on this Windows 10 laptop I'm testing this out on, it doesn't even make the codec available as far as I can tell.

What nonsense. 
@kp 
What does the Open GL version do? If the Open GL version doesn't have this kind of issue and the WinQuake one does, that tells me something.

Huge difference on how they update the screen.

On the Mac version of Mark V, it actually uses the Open GL method of drawing in the software renderer. 
 
no issues withe the gl version. Also, the stuttering occurs when viewing demos as well, this might rule out input being the culprit. 
 
Sounds like the buffer transfer of WinQuake is the culprit. What's your display resolution? 
 
1920x1080

I didn't mention this earlier because I have to do more testing, but the screen stretching may have an impact... or maybe it's more obvious when enabled, I'm not sure yet. 
 
http://i.imgur.com/mZrY3ws.png
http://i.imgur.com/1hujKqG.png

Looks like some of the flame polygons aren't being removed when the particle flame is enabled. 
@dwere 
You noticed ;-)

It's a temporarily measure that is supposed to be hard to notice.

QMB needs a flame.mdl without a flame. I can't roll up flame.mdl and include in the binary because flame.mdl belongs to id Software and is not licensed as open source.

My temp measure was to shave off verts above a certain point until I determine best way to have Mark V conditionally render flame.mdl in 2 different manners.

I will probably do this at some point in time by detecting unwanted verts via texture coordinates by haven't done this yet. 
@kp 
If you are 100% sure GL that the GL version never has the issue, this is likely solved if the issue is buffer transfer.

I wouldn't overthink it.

I don't know when I'll have time to rework it, because it is a bit of a time consumer (might take 20-25 hours).

It's always been on my list do because then WinQuake gets Open GL's vid_vsync capability. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.