Baker
#469 posted by negke on 2014/08/01 10:03:08
By the way, thanks for taking the time to fix all these issues despite earlier announcements.
#470 posted by PuLSaR on 2014/08/02 23:33:01
i have an issue that the hud is always blank white, while it appears normal when I call a menu or when I shoot or take damage. Videocard is Geforce 240
@Pulsar
#471 posted by Baker on 2014/08/03 01:43:35
Pulsar: Revision #14 or #15 should not have issue.
Is this with a recent Mark V released in 2014?
Please let me know.
[The white HUD on some video cards was bug in July 2013 and October 2013 releases because I used a method not consistently supported by all video cards.]
Well
#472 posted by PuLSaR on 2014/08/03 02:45:29
I used the d\l link from the first post of this news, but I did it recently.
the readme says it's revision #15
Another Issue
#473 posted by spy on 2014/08/03 12:26:29
i'm running a mod with 1280x1024 via fitz its loads exactly 1280x1024
next i'm running the very same mod via mark5 and its loads exactly 1280x1024 too
NOW i'm running a mod using fitz again and it drops to 640x480x16 what gives?
there's no any comment(width height bpp) in the command line
It Is Very Weird
#474 posted by spy on 2014/08/03 12:29:31
when i'm running quake at 1920x1080 (my desktop resolution) and switching between fitz and mark5 it doesn't drop to 640x480x16
Tripple Post
#475 posted by spy on 2014/08/03 12:37:53
it seems adding vid_restart to autoexec.cfg do the job
#476 posted by Baker on 2014/08/04 01:55:47
@pulsar: thanks for the info and the detail is much appreciated. I'll see what I can do.
@spy: FitzQuake 0.85 saves vid_restart at the end of the config. What 0.85 does is start up video at 640x480x16, then run the config.cfg. Mark V (and Quakespasm) read the config before video startup, so it doesn't need the vid_restart.
@pulsar
#477 posted by Baker on 2014/08/04 02:30:29
Can you see if this one solves the white HUD issue for you and the graphics card you have?
http://quake-1.com/docs/utils/fitzquake_mark_v_15b.zip
Baker
#478 posted by PuLSaR on 2014/08/04 19:32:39
Nope, I still have the same problem. And the file size of exe-file is the same that I had.
Pulsar
#479 posted by Baker on 2014/08/04 23:03:11
I've successfully recreated the issue and should have it solved soon.
Baker
#480 posted by PuLSaR on 2014/08/04 23:33:37
great!
I Get
#481 posted by nitin on 2014/08/05 15:22:16
different lighting in the jam2 maps than regular fitz? If there a reason for this?
eg The snow in mfx's map right at the start is blindingly white in mark v and looks much more natural in regular fitz.
similarly skacky's map seems to have some bright white lightmaps in spots in mark v but not in regular fitz. tronyn's map also looks a lot more bright white.
Remove Idgamma.
Otp
#483 posted by nitin on 2014/08/05 16:21:23
tried that, there is still a difference between regular fitz and mark v on skacky's, tronyn's and mfx's maps. Not the others as far as I can tell.
@nitin
#484 posted by Baker on 2014/08/05 17:25:51
Mark V uses contrast for brightness, Fitz uses gamma for brightness.
In the Release #14 download zip, there are 2 exes, one named something to the effect of "hardware_gamma" and that one uses classic FitzQuake hardware gamma.
#14 with the hardware gamma version available
The future ones will have that available in the download.
(But what I have been trying to do, is factor out settings. gamma brightens, but bleaches out the textures.
The contrast option can be accessed in the hardware gamma version via typing contrast in the console.
But I don't want to add an extra slider bar for contrast ... At least I'd prefer not too ...]
#485 posted by Spike on 2014/08/06 00:01:57
needs separate gamma, contrast, and brightness... for all three channels, namely red green and blue...
9 sliders ought to be enough for anyone, right?
oh, and a toggle to correct the meaning of gamma too. :s
oh, and a glsl version of it too, to get around windows' refusal to accept gamma ramps. :/
@baker
#486 posted by nitin on 2014/08/06 00:40:54
thanks, that does the trick:)
I think future ones should have both versions in the zip. Although, I agree that gamma is not the best option to change brightness, nor is contrast by itself.
Oh Yeah...,
#487 posted by Gunter on 2014/08/07 20:59:08
A simple tweak that I like to play with sometimes: add support for colors 14 and 15
Would You Consider
#488 posted by Orl on 2014/08/08 02:07:58
Raising the Leafs limit in maps from 32767 to a higher number, preferably in maps that are bsp2 format?
#489 posted by Baker on 2014/08/08 02:12:45
Is this the 65536 leafs?
I don't see a reason I couldn't do that for BSP2.
Whut?
#490 posted by mfx on 2014/08/08 02:21:42
Arent those already in bsp2?
The Exact Error Message I Get When Loading My Map In Mark V
#491 posted by Orl on 2014/08/08 02:31:15
Host_Error: Mod_LoadLeafs: 39088 leafs exceeds limit of 32767
BSP2 Support
#492 posted by NightFright on 2014/12/12 16:16:06
Mods like the Rubicon Rumble Pack (RRP) cannot be played with MkV right now because of the issue mentioned above.
Any chance we see a tiny update to fix all the remaining BSP2 issues which prevent us from playing latest maps? Please? With sugar on top? ;)
In The Mean Time
#493 posted by RickyT33 on 2014/12/12 16:47:04
RemakeQuake Winter 2011 demo is a good BSP2 engine :)
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