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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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Bmodel Alpha 
That was one of the things I missed the most when trying my current project out in mark_v_winquake. I have quite a few windows in my map and they look absolutely awful when they're not transparent :(
I can live without coloured lighting, but not without my fancy see through brushes ;-; 
 
I wholeheartedly agree. It is something I'm not satisfied with, but also near the top of the difficulty scale to implement properly. I have 95% implementation on my hard drive, but I'm doing something wrong with 5% and I suspect a mental block is preventing me from seeing what it is -- as a result, I suspect one of these times I'll look at it and then be like "Aw hell ... how could I have forgotten that step."

But for now, lives on the to-do list. 
Temp DX8 Build Mostly For Gunter 
http://quakeone.com/markv/dx8_temp_build.zip

-dedicated fix
-txgamma fix related to lightning gun

(*) The QMB particles are intended for alpha blending. Due to this texture gamma should not be applied to them, so they no longer receive gamma correction. 
Lightning Gun Sparks Test 
video

Testing/fixing a lightning gun beam collision issue, which before fixing did not consistently generate sparks (QMB option) ...

At 28 seconds in, discovers original E1M7 bug that wakes a Shambler used for Chthon death gib chunks. 
@gunter - A+++ Bug Report On Bubbles 
qmb bubbles go away like clockwork

Mystery solved:

Original code:
#define ONE_FRAME_ONLY (0.0001)

First, 0.0001 is an irrational number in binary. Second if someone is running 10,000 frames per second in Quake, they have far worse problems than bubbles. Third, the larger the number of seconds into a map, the more that floating point is going to truncate the current time ... potentially thinking that a bubble's time has always expired.

Modified:
#define ONE_FRAME_ONLY (1.0/1024) // (0.001)

1/1024 isn't an irrational number in binary. The problem would eventually crop up again at some point (300 minutes +/- or maybe 600 or 1200 minutes+/-). It isn't uncommon for it to take 40 minutes to play a map (and some of the modern maps with 400 or 600 or more monsters ...).

There would be other ways to solve the problem, some arguably more correctly, but at the end of the day QuakeC starts getting problems with time calculations after a map has been running hundreds of minutes too.

/This is the kind of bug that could literally never get noticed. If you have QMB bubbles on, you wouldn't see them to know they weren't there. I don't think anyone ever noticed in JoeQuake. Qrack might have similar behavior. 
Baker 
could you check the main menu of the nehahra mod
i couldn't select the "quit" parm from there 
@spy - Re: Nehahra Menu 
Could you list each item in the main menu of what you are seeing?

I have
- Single Player
- Multiplayer
- Options
- Credits (which goes to help)
- Quit

And quit works for me.

But if I recall there is like a "Nehahra movies" version that lists 6 items or something and has an extra menu -- I don't know what it is labelled.

Maybe you are using "Seal of Nehahra" or something?

If you can provide me a link to the download of what you have and where you got it from .. I can take a look.

The one currently supported is the Spirit repackaged one, because it is all in one zip file and easy to install.

If I recall, before the Spirit repackage, was one heck of a mess to sort out. 
Mark V - Build 1101 - Now With Mac Build 
Download at usual location: http://quakeone.com/markv

Mac Version

- Mac Build: Open GL with QMB effects option image
- Mac Build: WinQuake software renderer image

All Versions

- Better lightning gun sparks (QMB option) video
- Improved lightning appearance @ Chthon (QMB option)
- Solved disappearing QMB bubbles (gunter)
- Solved non-lerping QMB bubbles (gunter)
- Install command returns (johnny law)
- GL -dedicated crash fix (gunter)
- Automatic saves named auto_save_0.sav, _1, _2
- DirectX 8 .alpha entities now consistent (gunter)
- Malice banshee rendering issue solved with sv_gameplayfix_setmodelrealbox 0 (dwere)
- Internal commands removed (c0burn)

Mac Note For Open GL

For the moment --- to adjust gamma typing "txgamma 0.7" in the console.

Contrast adjustment is available in the menu, haven't decided how to handle gamma slider on the Mac yet. Leaning towards 1 second delay after stop moving slider.

Mac Quaddicted Support!

In Mark V, you can type "install travail" in the console.

More important on the Mac since the Quake Injector does not run on a Mac.

/Mark V auto-completes the names of 500+ of the highest rated Quaddicted single player releases. Type install and then press Ctrl-Space (Command + space?) for list. 
Yeah 
i've got

- Single Player
- Playdemo
- Multiplayer
- Options
- Credits (which goes to help)
- Quit

- sp works just fine
- playdemo - behaves like multiplayer
- multiplayer - options
- options .. and so on 
Baker 
I dl'd the N from quaddicted as is , no movie

and just run it via batch file "mark_x -game nehahra -noserial -nojoy -noipx -nocdaudio" 
Ran 
 
These Updates... 
are coming faster than I can download them! xD 
Baker Is A Coding Machine 
just like Sock, in a good way 
And A Little Request To Baker 
to add a qqq command from S - as quit command 
Nehahra Menu 
 
Waking up a wall shambler in e1m7 is probably the good old Lighting Gun coding weirdness where the shaft appears way off in totally wrong places when hitting walls just right. So your shaft found its way into the wall box....

I know of one good place to demonstrate the glitch on DM3 -- shafting this position hits person standing to the left:

http://imgur.com/a/VALEJ

I remember years back when I was looking at this weird code, I made the invisible beams visible, and they are just crazy, heh. I didn't know what the heck they were trying to do with that code, but since the visible beam actually penetrates players, I thought perhaps they were trying to make the damage beam penetrate things as well, so that's how I fixed the shaft in FvF -- the shaft will penetrate up to 2 entities in a row and still damage a 3rd (with a decrease in damage each time 30-20-10).

This old post on Quakeone links to a very detailed analysis of the lighting gun glitch:

http://quakeone.com/forums/quake-talk/quake-central/2872-lightning-gun-bug.html

That's... pretty complicated stuff. The takeaway is that the lighting gun code is pretty borked, and you can end up hitting something way off somewhere else, like a shambler in a wall box. 
 
So your shaft found its way into the wall box....
Suddenly I pictured the image of a glory hole in my head... 
One Frame Only 
If you want a particle (or any other effect) to only last one frame, set a flag on it when spawned (you should have a "flags" member in your particle struct for this), then set it's die to cl.time + SOME_BIG_NUMBER (I like 666 for the humour). Draw it as normal. Then after drawing, check if the flag is set (and !cl.paused) and if so, set it's die to -1. Done. Works if Quake is running at 10 fps or at 10,000 fps. 
 
dx8_mark_v -width 750 -height 550

= borked up screenshots

Why was I running at 750 x 550?
Because you told me:

"2) Then don't use 800x600 windowed mode ;-) Not engine's responsibility to save the user from his own choices. "

;)

Heh, yeah, that issue I was having only applies to the Windows version, but my resolution had been changed when I ran that, and that resolution was applied the next time I ran the DX one, and then my screenshots ended up being borked up.

It doesn't seem to affect GL. 
 
Now for the issue I was trying to report before I had to stop and figure out why my screenshots were borked up:

Mage in FvF fires 4 vore ball models for his cloudkill attack. If they hit a surface not very far away from the caster (like a wall or the floor), then you fire again (even if you wait like 10 seconds), the QMB purple trails think they started at the last position of the last ones....

http://imgur.com/a/TgR72

Perhaps it's reading the position of the former temp entity which probably has the same edict number as the new temp entity....

Though the issue doesn't occur when a surface is hit farther away from the caster. I believe that's because the former position is too far away from the new position. Ah, yeah, if I shoot a surface far away, then run up next to it, I get the same effect. So the last position must be near the new position.

Aren't you glad you have me to report these weird things instead of having to wait 100 years for them to be found? heh 
Dx8_mark_v -width 750 -height 550 
Neither 750 nor 550 divide evenly by 4. This is significant for graphics hardware, and even more significant for Direct3D which has less software emulation than OpenGL.

Try 740 x 540. 
 
@spy - Create and alias. Like in your command line "<engine> +alias qqq quit". Then if you want to have something like "qqq" do quit, then it would.

Looks like there is a "gamemenu.lmp" in Nehahra, I'll make Mark V use that when -nehahra is used, will make the menu normal instead of the very weird one.

@mh - QMB uses tons of inlining and preprocessor macros and initially when I identified problem thought "yeah, let's do a boolean field" and then I looked at the code and thought "Uh ... yeah, how about let's not rewrite the whole thing over a bubble".

@gunter - What MH said about the multiples of 4. Mark V has coding in Open GL and the WinQuake version about that and in screenshots, but Direct3D won't cooperate. Also the Open GL with capturedemo has problems with width not multiple of 4. Not multiple 4 is real pita, but mostly gone in Mark V.

With the Open GL version of Mark V, you can actually add -resizable and resize the Window with your mouse. But I haven't tested it lately.

Haven't mentioned it -- mostly to keep you out of trouble ;-) 
Also: Ctrl-Up And Ctrl-Down Resize The Console 
You have to have the console open to do this. 
Mirrors 
Mirror can be solid face only? It doesn't work if it's bmodel, like func_illusionary. Is it possible to implement? 
@pulsar 
Let me think that through.

I can't have mirrors be a true entity that can moved (like door or wall), otherwise pre-calculated mirror visibility would be issue and even possible map compile tool support couldn't help.

However, func_illusionary can't move. Hmmmm.

However, is problem I think --- func_illusionary is communicated to client through QuakeC and isn't instantly available upload level load but is still rather early ... let me think about it.

Question: Scale of 1-10 ... how important is allowing func_illusionary to do this for what you are doing? Only ask because might be annoying for me to code, but if you are making something worthwhile ... might be worth the headache. 
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