Feature Request
#677 posted by ericw on 2015/04/15 21:55:08
Support for the RRP maps would be cool. I wrote some notes on the required limits here: http://forums.inside3d.com/viewtopic.php?f=1&t=5554&start=15#p55221
Looks like the remaining ones to raise in MarkV are just:
MAX_CHANNELS, MAX_VISEDICTS, MAX_MAP_LEAFS
I did a quick test, and the maps all load with those three raised.
Bug: entering "v_cshift" in the console with less than four arguments crashes the engine.
Also if you do RRP support, make sure to get the AllocBlock change in my linked post above, it's a 3-line change and telefragged.bsp goes from loading in about 10s to 1s.
#678 posted by Baker on 2015/04/15 22:03:24
@nightfright --- excellent catch there about the behavior of trying to load missing save game file. It never told the map loading sequence to go away! Fixed!
http://quakeone.com/proquake/interims/mark_v_20150414b_windows.zip
@fifth
1) When the mp3 music doesn't play, what does it say in the console? Usually it says something like "Track: music/track02.mp3 not found" or "Current music track: music/track04.mp3". And does it say "external music ON" when you go to the Options menu?
I want to verify those aren't problems.
What I will do is add some very precise messages for the mp3 startup sequence to indicate exactly why it will not start into the next build so I can get this working for you.
@adib
2) Could you do the following:
a) load your map that should have the _glow texture working
b) type "textures" in the console
c) type "copy"
And paste the whole log in the thread at QuakeOne you made: http://quakeone.com/forums/quake-help/quake-clients/11456-fitzquake-mark-v-fullbrights.html
@fifth re: map autocomplete ... I agree about the map auto-completing from id1 even if gamedir.
@nightfrightre: saves not in load game menu. What are the names of saves not showing the load game menu? Type "folder" and there should be saves like s0.sav and s1.sav sitting around?
Baker... Mp3 Stuff
It *does* recognise that a file is there (even in the older versions) as it does say "Current music track: music/track04.mp3"...
I thought it was a driver issue and now the sound on my pc is broke (only will play sounds if headphones are plugged in!)
Also External Music Is On
I tried both off and on to see if that fixes it, no dice.
@adib
#681 posted by Bakeer on 2015/04/15 22:18:49
Can you zip up your textures and the map and upload the thing? There could be something non-obvious going on here like an alpha channel or the lack of one, or even the draw order. I still need to log so I can see what your machine has.
#682 posted by Baker on 2015/04/15 22:26:47
ericw's vcshift observation fixed --- http://quakeone.com/proquake/interims/mark_v_20150414c_windows.zip --- I rewired the command buffer to be more precise and to support multiple command buffers. Clearly, I need to completely mimick id1 with that and set missing arg pointers to an empty string or something.
@ericw -- thanks for the reminder and pointing out the limits. I had eyed the alloc block enhancement in Quakespasm a few times, but hadn't thought about it lately.
Manual Saves
#683 posted by NightFright on 2015/04/15 23:33:51
Trying with your very latest build on my PC at home, there seem to be no issues with manual saves after all. I will verify this with the machine I use at work (where I had this glitch) tomorrow.
I intend to intensify testing this build with a complete Nehahra playthrough next to see if there are any major issues. I've been waiting for a long time for being able to play this addon with an up-to-date port.
#684 posted by Baker on 2015/04/16 00:44:04
@fifth -- what is your volume and bgmvolume cvars set to?
In Mark V, if you turn down the volume, it also turns down the background music volume.
So if you have volume 0, the background music won't be making any noise.
I'm trying to emulate a no cd-drive scenario and the MP3 music is still playing.
@Baker
#685 posted by adib on 2015/04/16 03:09:10
There is a link to my test here:
http://quakeone.com/forums/quake-help/quake-clients/11456-fitzquake-mark-v-fullbrights.html#post156965
Just unzip it somewhere and replace the execs with your latest ones.
I posted my console right below, at QuakeOne.
Cheers.
@Baker - Haaa!
#686 posted by adib on 2015/04/16 03:21:04
dx8_mark_v.exe is loading the glow:
(...)
128 x 128 maps/dm3.bsp:tech05_1
16 x 128 maps/dm3.bsp:tech04_3
128 x 128 textures/sfloor4_2_glow (R)
128 x 128 textures/sfloor4_2 (R)
64 x 64 maps/dm3.bsp:sfloor1_2
(...)
mark_v.exe is not:
128 x 128 maps/dm3.bsp:tech05_1
16 x 128 maps/dm3.bsp:tech04_3
128 x 128 textures/sfloor4_2 (R)
64 x 64 maps/dm3.bsp:sfloor1_2
;)
#687 posted by Baker on 2015/04/16 03:54:41
Check the filename ...
The current download, http://quakeone.com/proquake/interims/mark_v_20150414c_windows.zip, has the names are mark_v_c.exe and dx8_mark_v_c.exe
I want to be sure we are working with the right version.
#688 posted by Baker on 2015/04/16 04:02:44
Something weird, though.
As I look through your texture list you posted at QuakeOne, I see this:
64 x 64 maps/dm3.bsp:sfloor4_4_glow
64 x 64 maps/dm3.bsp:sfloor4_4
64 x 64 maps/dm3.bsp:comp1_7
64 x 64 maps/dm3.bsp:comp1_3
64 x 64 maps/dm3.bsp:comp1_6_glow
Now the sfloor4_2_glow isn't there.
But I notice the other _glow textures are there.
I'm trying to think what circumstance could cause that particular texture to not load, but all the other _glow textures would load.
This is very inconsistent.
#689 posted by Baker on 2015/04/16 04:04:22
However, only textures with an (R) next to them have been replaced with an external texture.
#690 posted by Baker on 2015/04/16 04:09:07
Check to ensure that the exe name is, in fact, mark_v_c.exe and dx8_mark_v_c.exe.
@adib
#691 posted by Baker on 2015/04/16 04:28:44
Here is pretty much the same zip you gave me but which only the current Mark V gl executable in it but includes the other needed files.
Download that, unzip and double click the mark_v_c.exe and type "map dm3" in the console.
http://quakeone.com/proquake/interims/adib.zip
YES!
#692 posted by adib on 2015/04/16 05:27:35
It works!
Sorry, I was running the Beta 6 from #667, not this latest. Both GL and DX versions are showing transparency and fullbrights.
Actually, DX version darkens the transparent parts of a "{" texture a little. But GL version is perfect and it's enough for me.
About what you say at #688, the glows are inside dm3.bsp, not external at the /textures folder:
64 x 64 maps/dm3.bsp:sfloor4_4_glow
Don't know how they got there, though, since iD doesn't _glow their textures. Maybe it's a texture generated in memory by your code to fullbright iD's stock textures.
Anyway, thanks for the attention and congrats for this engine. You have some great software here.
#693 posted by Baker on 2015/04/16 05:50:53
I'm happy to see it is working for you now, that's the important part!
Now, if I can get MP3 working on Fifth's computer, all the known true "bugs" are resolved.
And then I can focus on tidy-ups like observations above about autosaves, map completion and such and rounding out the feature set for Rubicon Rumble support.
#694 posted by Joel B on 2015/04/16 06:52:57
Here's a bug report with the latest bundle of stuff. I didn't notice any issues with mark_v_c.exe, but mark_v_winquake_c.exe crashes and raises the "Mark V has stopped working" dialog if I set it to fullscreen 1080p (my monitor native resolution). Fullscreen 720p works though.
Let me know if you want any info or other tests from me.
#695 posted by Baker on 2015/04/16 07:25:40
Interesting. Looks like one of the hard limits of vertical resolution built into the software renderer is being hit.
The crash is easy enough to reproduce.
So Far So Good
#696 posted by NightFright on 2015/04/16 10:22:52
Savegames definitely fixed. Looks like it was an issue with the April 13 build only, then.
Regarding raising limits to play most recent custom map releases: I am definitely supporting the idea that it should be possible to play any map currently available (hopefully also future ones) without requiring additional launch parameters. That's something that should definitely be in the final release.
Since everything works fine for me now, I'll stress-test the latest build with a few old and very recent mods to see if there is any odd behavior. I am almost finished with a full playthrough of all the vanilla Quake episodes and found no reason to complain so far.
Transparent Water
#697 posted by NightFright on 2015/04/16 11:56:21
When viewing teleporter surfaces through transparent water, the teleporters appear unfiltered, i.e. without the water layer effect.
To illustrate the effect, check this screenshot.
Using latest Mk V snapshot with following water settings:
gl_subdivide_size 16
r_oldwater 0
r_lavaalpha 0.8
r_slimealpha 0.7
r_wateralpha 0.6
r_waterquality 32
r_waterripple 3
r_waterwarp 1
Using .vis files to achieve water transparency (inside a PAK file).
Teleports
#698 posted by mh on 2015/04/16 15:24:33
That looks more like bad depth sorting for alpha surfaces than anything else.
#699 posted by spy on 2015/04/16 18:14:11
new build and its predecessors -condebug is not working (qconsole.log) it remains empty
when i'm typing developer 1 the game crashes
can't run the travail pak. But it run just fine on my working PC
it seems the show_clock command doesnt work either (at least wnen DM mode is enable) it shows everytime despite enable/disable state
personally i don't like the position of the clock too. The only two(off four) of the scoreboard leaders are visible.
#700 posted by Baker on 2015/04/16 23:55:00
Beta 7 - Windows Open GL | DX 8 | WinQuake
Source
1) Changed scr_clock to allow never drawing the clock even in deathmatch as an option. scr_clock 0 (never), scr_clock -1 (dm only, default), scr_clock 1 (always). If the clock is off in DM, will draw all 4 player slots. If the clock is on in DM will draw 2 player slots.
2) -condebug and -condebug + developer 1 are fixed. Thanks to spy for pointing this out.
3) Rewired the command buffer system to handle unexpected or uncoded arguments in the classic way that Quake handled them. My original plan was to audit every command in Quake, but I don't see an effective way to do that.
4) Increased 3 remaining limits for Rubicon Rumble that ericw says will make it playable. Have not implemented lightmap loading speed up. MAX_ENT_LEAFS was already 32 and already handles brushes in tons of visleafs about the same as Quakespasm (per MH from several months ago)
5) sv_autosave defaults off and doesn't save to config. Obviously needs 1 engine restart to clear.
@nightfright Re: Water + Tele
#701 posted by Baker on 2015/04/17 01:03:06
FitzQuake 0.85 draws all "liquid" surfaces in a single pass.
But I guess now that some "liquids" like water might be transparent and some "liquids" like teleporters or lava might not be ... the rendering needs a slight tweak.
Adjusted liquids to draw in 2 passes:
1) 1st pass: solid pass like teleporters
2) 2nd pass: alpha pass like r_wateralpha 0.5
Should render like how you would expect it.
Update: Teleporter + water rendering improved - Windows version
Source (may be 5-10 mins before I have it uploaded)
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