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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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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. 
 
That being said, you might try a lower resolution far closer to the original and it might work just fine right now.

1920 x 1080 x 24 bits per pixels is a lot of buffer transfer going on every second. Open GL was built for that. Windows API? Don't know.

Lower resolution might help quite a bit. Or might not. 
 
*Correction: Not every second --- 72 times a seconds or more. 
 
I've spent far less time in the gl version than the software version. I'll play the fuck out of the gl version tonight then get back to you. I don't want to give you false info thus sending you on a wild goose chase. I appreciate your time and this engine. I played both Beyond Belief and Dimensions of the Past with it and it was a real treat! 
 
I appreciate that. Wild goose chases suck! 
 
FYI, build 1009 does not understand the "install" command. 
 
Thanks for the headsup, Johnny. In this particular instance, I noticed the oversight after I uploaded it but since this is a temp build not linked as main download anyway, I figured I'd wait until I had the "non-temp build" done. ;-) 
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