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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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By the way, as you may know, I promote the use of Mark V for playing FvF. People who I have gotten to try it have really liked it.

Even after installing all the custom textures, lights, etc, one player said: "I really like this. It still looks like Quake, but nicer."

I think that sums up the appeal for me as well -- it doesn't mess with the heart of Quake by drastically altering the look, feel, or behavior, but it subtly enhances things in just the right places.

It's still standard Quake, but nicer! 
 
@gunter - Sure there is no bolt1.mdl, but if someone makes a mod with one then they don't have to add it to the r_noshadow_list

re zoom_key, window .. <a href=" Bloughsburgh"see post 1546"</a> in old thread. You can change it, and I don't save users from their own choices.

If you put your textures in, say, "c:quakehd" instead of quakeid1 and set "hdfolder hd" it will apply the textures to your custom dm6, the current method prevents the textures for start.bsp (id1) being applied to a different start.bsp (Like Travails) so it is working by design.

quake.rc - apparently you haven't seen enough quake.rc files. Warpspsasm's quake.rc sets developer 1 in it, Zendar's actually sets a video mode, some of the old Quake mods set highly inappropriate things. Nothing can type "exec quake.rc" yourself.

I've read the rest of the list before. It may or may not mean anything if I do or don't do something. My focus has been mainly on getting known issues resolved.

@ Qmaster -- I think I used the first word in the sentence theory of capitalization ;-)

@primal -- Hey primal, I assume you are the modelling Primal that I know ;-) Yeah I fixed that immediately when you posted. 
Capturedemo 
@bloughsburg

Are you using a crazy big resolution when doing capture demo like 3500 x 1400 or something? I don't know if there is a Windows resolution size limit involved.

Also mp3 music, since it is being played in Mark V externally isn't captured because it isn't part of the Mark V window's sound.

@anyone else willing to do a quick test ...

Could someone else install this codec pack and do "capturedemo demo1" with a reasonable resolution and confirm that the AVI capture works properly?

I believe it works properly in the general case, it does on mine -- but I need confirmation from others. 
@fifth -- Re: Autosaves Not Being In Menu 
When Nightfright and I were testing around the time the feature was written, both of us found it annoying for autosaves to be shown in the save game menu.

Benefit for being a beta tester or reading the thread I guess ;-) 
 
I see the thread but I don't recall having opinions on the autodemo feature. Had to check the old thread to remind myself. Thanks. 
 
Does the software renderer support fence textures?

http://imgur.com/a/dj1wS 
Also Curious 
About someone else doing the capturedemo test.

I attempted with 640x480 and same deal. :O 
 
Baker, another possible link for the Files section would be this map pack that contains (almost) all of the maps that Frogbot supports: http://eclecticmenagerie.com/jl/quake/bots/FrogbotMapPack.zip

(That's for Trinca's build 379 of the QW bots, I'm assuming your NQ version has a similar map set.)

Download size is about 100 MB. 
 
@johnny -- Great download! Added.

@mandel - Once had stated you were getting inconsistent performance in Mark V when you tried it when it was beta, just pointing out that dwere experienced that as well and setting cl_autodemo 0 solved his issue. Made autodemo disabled by default. Just wanted you to be aware of it.

@Six-Shoota - Eventually alpha masked support will happen in the WinQuake build. It's very hard to do because the code is like a maze-like. I've tried a few times before. Eventually I'll give it another try.

------------------
Still need a volunteer to test out demo to AVI movie by doing capturedemo demo1 after installing a codec pack download site ... for anyone willing to give that a try ...

Works fine for me, Bloughsburgh = black AVI with sound. We're trying to determine why it doesn't work on his machine but it does mine. 
@Bloughsburgh 
Could you try this ...

capturevideo_codec xvid
capturedemo demo1

I have an odd suspicion explicitly setting that codec might work. 
Frogbot Support 
Is there a way this can be added through placing entities in your .map file? 
 
Frogbot map support was hardcoded into the QuakeC by Trinca, I don't really know how it works. But it is hardcoded into it. 
 
Ah, I hadn't noticed that reply in the old thread.

"aliases" in console is an unknown command. But I did "alias +zoom_key" to get the information. I see some tools I did not know about in there... valsave and mul. Neeeeeeeeat.


And I don't need a whole "exec quake.rc" -- just an "exec autoexec.cfg" which is a user-controlled file.


Uhh, when I was just going to look at the textures in DM6, I got that weird crash that Dr. Watson says is an access violation. I had not changed anything yet, and I was just using the standard id1 stuff, so it wasn't even my modified DM6.

You can see in the qconsole log that I had checked the values of developer and cl_autodemo, and they were both set, but I am not getting any autodemos. I've tested some more after that, and I am just not getting any autodemos.... They aren't appearing in id1 nor in my fvf folder when I run fvf.

Though I don't think they would have revealed anything about the crash anyway.... Here's the log file (I just started DX version in a window, started a single player game, then tried to switch to DM6 -- I THINK the same thing had happened to me earlier but that time I think I had started a new multiplayer game instead):


http://fvfonline.com/qconsole.log.txt


I can't reliably repeat the big. I go through the exact same steps again, and it loads fine.... 
 
Oh, and autodemos definitely used to work for me, before you disabled them by default. I went in and made sure to delete my previous autodemos in anticipation of recording the crash happening. 
@gunter 
re: quake.rc - just an "exec autoexec.cfg"

You haven't seen enough mods. A number of single player mods come with an autoexec.cfg, even though they shouldn't (one example among many, Once Up Atrocity .. which is awesome btw).

And they often contain things they should not. Example ...

gl_flashblend 0
r_shadows 0
scr_centertime 4
scr_printspeed 16
r_wateralpha 0.6
gl_subdivide_size 1024
r_maxsurfs 900
r_maxedges 2800

re: DX8 crash that occasionally occurs

cl_autodemo 1 needs host_maxfps set to 72 -- otherwise it won't record because the demo size could be massive and 72 fps is only correct Quake physics in single player. (todo: document that)

But yeah, I'd need the autodemo. Console log doesn't help. 
Capture 
Still black video after setting xvid as the codec.

Here is what I am doing now to test:

-I made a quick 20 second demo called test.

-I run Mark V, capturedemo test

It runs the xvid encoder window, once it is finished Mark V tells me so. I exit the game, check the created .avi and I get black video with proper sounds.

I am running at 640x480 for this test. 
@Bloughsburgh 
I'll do some testing on a variety of different machines sometime this week. And we'll see what turns up! 
@gunter 
re: DX8 crash under certain conditions

However, I looked at your console log and filling in my imagination with knowing your preferences ...

I have successfully recreated the crash I believe you are experiencing with the DX8 version twice.

/We'll see what's up. 
 
Ok, but what is the problem with having "things they should not" in the autoexec for a mod? If you ran the mod the standard way with -game mod, it would all happen.... and it will only apply to that mod, right? It's not going to alter your config files in id1 or anywhere else, is it?

If the mod author wants you to have weird settings when running his mod, and he includes an autoexec with those settings, what's the real problem? That's been a standard way of doing it for a long time. Alternately, you have to do a bunch of stuffcmds in the mod itself... but many mods don't do that, since the autoexec is easier. Heck, the good old Blabalicious Quake movie uses an autoexec.cfg to adjust your screen settings and start the demo playing.

Or maybe the mod creator included vispatched maps, and he wants you to be able to see through the water, so he included r_wateralpha .6 in the autoexec for the mod, which will get executed when people run the mod the standard way with -game mymod, sincve that's default Quake behavior.

But by using the "game mymod" command in the console, now the player will not have the mod-specific settings applied, so he probably won't be seeing the mod as the author intended (hope there aren't any important buttons hidden in shallow water...). And Blahbalicious won't play, heh.



For players who just have different keyboard configurations for different mods, they also expect the autoexec to run automatically for each different mod.

I'm just wondering why anyone would ever NOT want to do so? If for some reason they don't, they just do the default Quake thing of deleting the autoexec, or modifying it to their liking.

I guess I should just say that "game blah" should mimic the default Quake behavior of "-game blah" 
 
Ah, good -- the DX crash isn't just my old netbook then. Now here's hope for a fix. Nice. 
Hm 
Strange things happen if you noclip out of the level that has mirrors: fps drops, you see a reflection of player in different places and some pieces of level. 
 
There's an issue with the Winquake version if you run in a window with the vertical resolution set the same as your screen height. Like if I run in an 800 x 600 window on my 1024 x 600 netbook. The HUD is chopped off at the bottom of the screen.
Something has crossed my mind about this: it feels like it should be normal Windows behavior. I never play in windowed mode so I'm not sure but it seems logical to me that setting a specific window resolution should work for the CONTENTS of the window, not for the window itself (that is, not counting the window's borders). If this is how Windows work, then it makes sense to have the bottom of the window chopped off. Is there a Windows expert around to confirm this? 
 
Some mods come with autoexecs in their PAK files. At that stage it's no longer possible for the user to control their own settings.

The intention of Quake is clear: default.cfg is for the mod defaults, config.cfg is for user-configurable stuff that is saved, autoexec.cfg is an override to both and can also contain stuff that's not saved.

Mod authors have in the past enforced their own preferences on users. You see video modes, key bindings, look-and-feel settings, all enforced in ways that users cannot control and on occasion even freely admitted as intentional by the author.

Not running the cfgs is an unfortunate compromise but seems the only sane thing to do. 
 
Mods using autoexec.cfg to store their settings is only somewhat standart-ish because some mod developers aren't aware of this file's real purpose. This is player's territory.

If you need to force something in your mod, modifying quake.rc is a much better option.

With this in mind, executing only autoexec.cfg is very selective. It's not even supposed to be the most important part of the settings, even if sometimes it is.

As for whether to execute things when changing the game dir mid-session, I think it only makes sense for the behavior to be consistent with what's going on during startup. If the settings are questionable - well, blame the mod author(s). 
 
The chosen resolution in windowed modes is for what's called the client area of the window, in other words excluding the title bar and borders. Quake on startup calls AdjustWindowRect to add on the size of the title bar and borders, getting the actual window size.

This has been the behaviour of WinQuake and GLQuake from the beginning and is expected behaviour.

So Quake is just doing what you asked it to do: Create a window with a client area of 600 high, which will get another 30 to 40 or so pixels added after AdjustWindowRect, which will then push the status bar off screen.

The solution is to ask it for a smaller window. 
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