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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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@johnny Re: Install
#426 posted by Baker on 2016/11/30 23:24:19
"install" is very flexible and should be able to install most single player releases or even traditional mods via URL.
Install via URL examples
1) install http://quake-1.com/files/maps/undergate.zip
2) install http://quakeone.com/proquake/frogbots-099.zip
Doesn't matter how the .zip is packed, provided it has a .bsp, .pak or something that looks playable. Mark V looks at the contents and figures out how to unpack it. Name of .zip determines gamedir. So warpspasm.zip will end up in -warpspasm
Can only do zip files (no .rar, no .7z). Must be http, no ftp or https.
New Build
#427 posted by mjb on 2016/11/30 23:54:26
Cool lighting gun effects, I also enjoy the jerky+normal setting...fun!
Capturedemo still gives a black video with sound. Upon looking at the .avi it shows that the data rate is 28kbps and the audio rate being 1440kbps. Clearly it just isn't recording video data.
You said something about this releasing having a link straight to the codecs? I came to the same site when clicking the codec link.
Sounds at 44k is still airy but that's damn possible it is how it is. Maybe it is how QS interacts with my sound driver. The more I try to listen for it the less apparent it becomes.
@Bloughsburg - Install Google WebM/vp80 Codec
#428 posted by Baker on 2016/12/01 00:18:33
Install this (tested on 2 separate Windows 10 machines to make 2x sure)
Google WebM/vp80 (mirror):
http://quakeone.com/markv/mirror/vp8vfw-setup-1.2.0.exe
Source page: http://www.optimasc.com/products/vp8vfw/index.html
But yeah, install the VP80 codec and that issue should go away.
Make sure capturevideo_codec is auto (default value), Mark V will use VP80 as first preference when looks at installed codecs.
/Says something about 32-bit only on that site, they are so very, very wrong and apparently the creator of that page is unaware of the WOW subsystem (Windows on Windows).
/I'm still mad at that DivX site.
@Bloughsburg
#429 posted by Baker on 2016/12/01 00:22:11
I haven't had time to update the page yet --- I'm hoping to clear the queue of outstanding stuff for Release 1.1 tonight.
- QMB particle rework for Gunter.
- Alpha channel texture support for 2D replacement elements
- Pulsar mirror on func_illusionary request
- Nehahra use gamemnu.lmp instead of dumb mainmenu.lmp (spy)
- Mac startup if not Quake folder (johhny)
- IPv4 address prints strangely on Mac.
- Maybe hopefully: WinQuake via GL for killpixel
Seeing Colors
#430 posted by mjb on 2016/12/01 00:41:13
https://youtu.be/MGyxKckTaH0
Very cool, that'd be it.
Couple of questions:
When capturing the demo, if you open the console it will speed the recording by a substantial amount. I found that whenever the console is brought down it is not recording. Intended?
Anyway to jack up the quality...bitrate? (Purple noise and general noise in video linked). Even if there is not, this is a pretty nice feature considering we have here 720p @60fps :)
Thanks for your efforts.
@spy: Re: Nehahra Menu
#431 posted by Baker on 2016/12/01 00:45:45
I think you might have a typo in your command line or are missing -nehahra, because I already coded for this scenario.
Nehahra should be started as:
Console: game nehahra -nehahra
Cmdline: -game nehahra -nehahra
Cmdline: -game nehahra (won't work properly)
Console: game nehahra (won't work properly)
The above should fix.
@ Bloughsburgh - Capturedemo Working For You = Awesome
#432 posted by Baker on 2016/12/01 00:49:39
Type "find capture" in console. If you haven't discovered this, it is super-awesome.
You'll see one of the things is "capturevideo_console"
When that is 0, it won't capture when the console is open. This is to avoid ugliness if you type "capturedemo" in the console --- you don't want 1 second of console closing in your AVI ;-)
I'm very happy it is working for you.
Bad Unpacks
#433 posted by PRITCHARD on 2016/12/01 02:22:11
MarkV seems to have trouble unpacking at least one release: the new RetroJam5. Example:
http://i.imgur.com/gdIDnK0.jpg
It unpacks everything under the id1/maps/ directory, meaning that there is now an id1/maps/maps and id1/maps/source directory. The source folder is fine I suppose, but the /maps/maps seems to be problematic. Typing in the entire path to the map works fine, but tab completion doesn't work anymore...
@pritchard
#434 posted by Baker on 2016/12/01 02:37:38
Shall investigate, thanks for letting me know.
#435 posted by PRITCHARD on 2016/12/01 05:50:51
Is there a way to skip the credits when pressing quit from the menu? It's a little thing, but after using QS for so long I'm not used to pressing another key to get out of the game.
#436 posted by Baker on 2016/12/01 05:54:36
Type "quit" in the console or click "X" to close window or bind "quit" to F12.
Darn
#437 posted by PRITCHARD on 2016/12/01 05:57:53
Alright then, binds it is. It'd be nice to have as a config option at some point though.
@pritchard
#438 posted by Baker on 2016/12/01 06:07:44
I've the "install" so it can figure out .zip files arranged like retrojam5. In testing, never hit one setup like that, but so many packs out there.
/I always hit ALT-ENTER and then click "X" to exit. Or pull up console and type quit. Quake out of the box and most engines (like FitzQuake 0.85) show the closing credits via the menu route.
Baker
#439 posted by spy on 2016/12/01 06:38:45
I think you might have a typo in your command line or are missing -nehahra, because I already coded for this scenario.
yeah, i missed that additional -nehahra argument
but for some reason console barks on missed fmod.dll module, and i have one in my quake folder
#440 posted by Joel B on 2016/12/01 06:43:18
Try putting it in the nehahra folder.
Offtop
#441 posted by spy on 2016/12/01 06:45:51
is it possible to fix nehahra's nomonsters command
there is a strong c++ guy needed tho
#442 posted by Baker on 2016/12/01 06:47:17
nomonsters 1 - and they don't act so crazy
They still move a little funny, but not insanely funny.
Baker
#443 posted by PuLSaR on 2016/12/01 07:07:22
I seems like the func_illusionary mirror support doesn't work so far. I'll experiment more with that when I get from work.
@pulsar
#444 posted by Baker on 2016/12/01 07:16:17
I'll be taking care of that. You need not worry about that. Haha.
Before the night ends in my time zone on the other side of the world, there will be mirrory func_illusionary.
When the guy who made Menkalinan, one of my favorite maps of all time, has an idea -- yeah, I think I want to play that map ;-)
@spy
#445 posted by Baker on 2016/12/01 07:29:03
I thought about putting instructions on the proper way to run nehahra on the page for Mark V. Or even block / warn in the engine.
Then I decided against it.
The way I see it --- when knowledgable people like yourself encounter a small issue, it enables the knowledgeable crowd who read the discussion to help the newbies who would mess it up no matter how hard I documented it. And gets the less knowledgeable to read threads to expand their horizons.
Also: the awesome thing about func_msgboard is that the participants are expert level and through discussions in threads like this, it educates to create more knowledgeable users.
@spy - Fmod.dll From Mark V Page
#446 posted by Baker on 2016/12/01 07:31:31
You need that one. One in Spirit's very nicely repackage is not good fmod.dll.
#447 posted by Baker on 2016/12/01 13:34:04
Done for next version, but no time to build on Windows and then the Mac and package and rebuild the installer version, etc. etc.
1) Mirrors for func_illusionary, mirror scanning moved to cls.signon == 2 (after all the static entities received, walks any statics too. Tested by turning an E1M1 door into a func_illusionary as a test)
2) IPv4 printing on Mac fixed
3) Mac startup fixed when Mark V isn't in a proper Quake folder
4) Autosave was saving as wrong name, fixed.
5) Installer can handle zips like RetroJam5 which had unanticipated structure.
6) Non-issue: Nehahra menu (already coded, lack of -nehahra caused issue)
7) Non-issue: Alpha channel 2D elements (already supported)
8) QMB reworked for gunter ... QuakeC originated particles either render via QMB consistently with expected appearance or if individually disabled, with QMB active, via qmb_particles_quakec 0 --- draw particle in the classic way. Results generally in a more mod friendly implementation of QMB, where its behavior is predictable.
9) Something else for the Mac. Forgot what it was.
Note to self: Update page with link to the codecs folder. Put a .txt in there that says name of parent site for each of the 2 and put the (slightly annoying) instructions to disable the XVID status window via the registry (i.e. Run regedit.exe and find key "HKCUSoftwareGNUXviDdisplay_status", set to 0.)
http://www.optimasc.com/products/vp8vfw/index.html
https://www.xvid.com/download/
Can't Keep Up With These Updates
any eta when I get to try out splitscreen w/ controllers?
#449 posted by Gunter on 2016/12/01 18:00:47
Yes, update! We are the test gorillas who want to beat on your luggage to see if it breaks!
https://www.youtube.com/watch?v=5b1aRop-UbU
@Baker
#450 posted by mh on 2016/12/01 18:44:11
If you were ever interested either in upgrading the wrapper or writing a new one using Mark V, FitzQuake 0.85 or Quakespasm as the base...
OK, I've done the initial port of the wrapper to D3D9 with a Fitz 0.85 base (actually the original DirectFitz I made years ago). This is just the "do enough to get it working" stage, but it has established that (1) the port works, and (2) it's viable to move forward from.
If you have any requests for features to add to it, now is a good time. I'm thinking glCopyTex(Sub)Image and the full set of combine modes would be good candidates. Stencil. Fix polygon offset. Texture matrix stack. Vertex arrays. NPO2. I just mention these but without commitment to do all of them.
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