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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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@mh -- I'm not surprised. Isn't like there aren't other ways to do about the same thing.

It can be emulated by drawing them as regular primitives but to be honest that's a place I don't want to go to. Time spent emulating a feature that's not hardware-accelerated or not in the API is time not spent on essential stuff. 
 
Ugly DX effect with vid_hardwaregamma 0, the sequel:

Size screen down with -

gl_clear 1 fixes it. 
OpenGL Crash After 3DFX Logo 
Hey there, congrats on the 1.0 release. I loved playing through Quake the first time using your WinQuake port. From my research that's easily the best way to play Quake as close as possible to DOSBox on a modern system. Thanks for that!

For some reason, though, the OpenGL port has never worked for me, not with the last beta and not with 1.0. It shows the 3DFX logo and then crashes ("...stopped working."). GLQuake and Quakespasm work, although setting a higher resolution in GLQuake crashes it as well. I suppose the problem is on my end, as I seem to have similar problems (Crash when setting older OpenGL games to higher resolution), but I never figured out a reason.
I'm running Windows 10 on a laptop with an i7-5500U with integrated graphics as well as a GeForce GTX 850M, latest drivers. No difference if I set the driver to use either graphics card (although that function doesn't work properly in many games). Any ideas? 
Which 3DFX Logo? 
Never saw anything like that in Mark V. 
@Syrion 
it shows the 3DFX

Hmmm. I thought that was like a 1990s thing. Google says that company has been dead since 2002 ... do you have any junky .dlls in your Quake folder, like maybe one named opengl32.dll. You might consider deleting any .dll in your Quake folder with an old date (after backing them up, I guess).

Mark V does not need any DLLs.

Anyway, regardless the DX8 should work for you.

Maybe in a future version, I put some sort of junky old opengl32.dll (Glide?) detector.

Well, for now you can use the DX8 build. Does almost everything. Doesn't use Open GL at all.

Let me know how it turns out. 
@NightFright 
I think GLQuake comes with some really crusty/obsolete .dlls that don't belong in a proper Quake folder. That'd be my guess.

One more reason to use MH's upcoming DirectX 9 modification as main Mark V distribution executable. 
@pulsar: Func_illusionary Mirrors 
Func_illusionary mirrors on their way within an hour or so.

In next update, any func_illusionary mirror must have one 1-mirror texture, in the case of a cube the other surfaces will not be drawn, just the mirror.

This will allow for mirror secrets.

Effectively, they will a brush with a mirror on one side, from the other side they don't exist.

Makes your original test map work.

I'm testing out some other things before I release this. 
Mark V - 1019 - Func_Illusionary Mirrors 
http://quakeone.com/markv/1019_mark_v_mirrors_pulsar.zip

A func_illusionary that is a mirror should have one mirror surface, the other 5 will not get rendered.

At this time, shouldn't be sloped up or down.

This test build does both of your test maps fine and a test map I made.

/This is a test build. 
Baker 
It looks like this works for 6-sided brushed only. It works fine in test map, but in the actual map I have func_illusionary with 8 sides (to fit geometry) for example (one face is mirror, others are skip) and it doesn't render as mirror.

While with classic boxes with one mirror side everything seems to work fine. But it doesn't work with boxes with chamfers. 
 
while solid mirrors work fine on non-rectagular surfaces, I checked it. 
Pulsar 
Could you upload that one so I can examine it? 
Func_Illusionary Mirrors Was Not Easy To Do 
Func_illusionary mirrors were very complicated to implement in a thorough way.

I discovers ton of special scenarios I had to adjust for. I kept discovering more issues that caused me to have to re-engineer them.

Any example I didn't consider is useful. 
It's Strange 
it works fine in test map with non-rectangular mirror but doesn't work in the actual map. Gotta investigate more. 
I Would Trigger Texture Instead Of Skip 
I do not know what compile tools will do to such a brush, and there are several different compilers that may handle them differently.

That being said, until something very strange is going on, I should be able to examine see what is happening. 
 
Upload the one that doesn't work right, it will allow me to make a list of "do" and "don't" for func_illusionary mirrors.

It is also possible what you are trying to do should work (but I failed to anticipate a situation) *or* doesn't work for non-obvious reasons that might not involve the shape. 
Ok, I Found The Difference 
func_illusionary mirrors don't work in AD. I guess it has somethinf to do with it's entity state system. You can download AD 1.5, place the test map there and test it in AD. 
@Baker, Regarding "crash After 3dfx Logo" 
Good call with the .dlls! I'm using the GOG release of Quake which includes 21 dll's. Mark V works without any of them, and indeed the opengl32.dll (dated 23.03.2015) caused the crash. Without it mark_v.exe runs flawlessly. Also, 3 dll's are numbered variants of "3DfxSpl.dll", which also cause the corresponding logo to appear. Thanks! 
 
Obviously, GLQuake doesn't run anymore, now, so basically that's the culprit. I always just copied the source ports into my GOG Quake directory, guess that was a bit thoughtless. Not that I'd ever want to use GLQuake... 
Clean Quake Dir 
Your best bet is always to copy the id1/hipnotic/rogue folders into a new dir with the Mark V exe(s). 
 
vanilla glquake likes to crash when a gl driver reports over 1024 bytes of extensions. many gl drivers (or at least nvidia) limit the number of extensions reported to anything 'glquake.exe', which means renaming old third-party engines is one way to get them working again...
vanilla also likes to misbehave without the -no8bit arg.

GOG includes 3dfx's opengl->glide wrapper, as well as nglide and its glide->direct3d wrapper. I guess markv just doesn't like it when various opengl functions are missing.
one way to avoid this issue (including the issue with the gl->glide wrapper with no glide support) is to just directly+dynamically load the opengl32.dll from the windows system32 directory.

/me starts to wonder which other engines fail to cope with it.
/me wonders what the steam version does to avoid the glquake/winquake crashes.

but yeah, if you're not going to run vanilla glquake, one option is to just remove that opengl32.dll minidriver/wrapper. 
@Spike 
I might be able evade the GOG opengl32.dll by checking for the existence of the .dll and if it exists changing directory to id1 when I first call an Open GL function to cause /DELAYLOAD to kick in, so it is not found and then changing back. A bit of hassle.

/Mark V hooks up all Open GL functions at startup, so while another might wait to crash until one of them is called, Mark V will crash immediately. 
@pulsar - Func_illusionary + AD 
Nothing ever gets to be easy does it?

Arcane Dimensions doesn't support static entities.

That being said, I'll make it work anyway. I'll have to do a test map, but the way I redesigned it really does not require use of static entities it is just highly preferred. 
Oh =( 
you can just load the current test map in ad 
 
Trying winquake build 1018 with a clean install of Arcane Dimensions, I noticed a couple of oddities... not sure if this is to be expected, especially the transparency part since that discussion got a little involved. So FWIW, FYI, etc.:

Main menu graphic has the AD logo missing: https://dl.dropboxusercontent.com/u/11690738/temp/winquake_mark_v_0000.png

"Vine" transparencies (not): https://dl.dropboxusercontent.com/u/11690738/temp/winquake_mark_v_0001.png 
 
(That's AD 1.5 to be clear.) 
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