#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 :)
Yeah Great Engine.
With model interpolation forced onto the user permanently.
Does It?
#495 posted by RickyT33 on 2014/12/12 17:05:51
I hadn't noticed. I just noticed that it runs maps! And it has crazy damage feedback effects....
It also has 16:9 perspective correction on weapon models, which is nice.
And It Comes Bundled With The Biggest Map I Ever Made
#496 posted by RickyT33 on 2014/12/12 17:06:34
*whistles*
#497 posted by JneeraZ on 2014/12/12 17:07:56
#498 posted by ericw on 2014/12/12 20:33:30
I just posted a guide over on i3d listing the changes that might be needed for RRP support: http://forums.inside3d.com/viewtopic.php?p=55221#p55221
The RMQ Engine
#499 posted by mh on 2014/12/12 21:29:11
Was never intended to be a general-purpose engine. The idea behind it was to showcase the engine mods needed for RMQ, with the eventual hope that others would pick them up in their own general-purpose engines.
Expecting it to be one, then bitching about it because it's not, is kinda silly and futile.
#500 posted by Baker on 2014/12/12 23:34:04
Quakespasm acquired most of the most important changes in Mark V (alpha texture support, dynamic light speed up, several others, etc.)
I think Quakespasm should be used instead of Mark V.
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