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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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Baker 
... maybe in the future.

Looking forward to it (maybe). In the meantime, this will do just fine!

But yeah, I'd like to have full resolution pixels + scaled 320x240 or 640x480 HUD/Menu at same time --- but would take 3 weeks to write so

Actually, I use the scaling because I like the look, not because I need larger hud/menu. Though, controlling those independently would be nice.

On that note, perhaps you could clarify something: I noticed that scaled pixels are square, meaning they aren't stretched to a different aspect ratio. So, when choosing scaling (320x240 or 640x480) it uses a constrained resolution/ratio that is closest to those listed resolutions? In other words, when using a 1920x180 display, your effective resolution when using scaling is 960x540 or 480x270? If this is the case, maybe it would be more clear to list the option as pixel doubling/quadrupling?

Ok, no more nitpicking, I feel like I'm sending the wrong message.

I'm off to play pixel quake... 
@kp 
It was called vid_stretch in WinQuake so that's what I went with as the name. It finds the best multiple that comes closet to either 320x240 or 640x480 ... and goes with that number for stretch factor. 
 
Though I suppose true "player in control of his settings" would allow a player to choose if he WANTS to disable the default Quake behavior of running an autoexec.cfg when starting a mod....

Well, technically, you're in control now. You can "game gamedir" without executing anything, or you can "game gamedir" and then "exec quake.rc" after that.

Or "exec autoexec.cfg" if you know for sure that all you need is there. Executing quake.rc has a side effect of stuffcmds. 
 
i see. Thanks baker! 
Autoexecs 
Typical my you can divide Quake players into two broad categories: Those who know the inner workings of the game, and those who don't.

Those who know might start the game with command-line options, load new games with -game via batch files, and - crucially - will also have sufficient knowledge to deal with a rogue .cfg file.

Those who don't, won't.

There are more of the latter than the former, and this stuff is a barrier to entry. Hit one of those people with a rogue .cfg file that tries to set a bad video mode on their machine, or overwrites their keybindings, and what are they going to do?

This isn't theoretical talk either. These are real problems that real people face. Have a look at the QuakeOne or Steam or Bethesda forums - there are people who have trouble getting an engine or mod into the right directory.

These people are why the Quake Injector exists, they're why people like Spirit goes nuts if a mod is released with configs, and they're why unfortunate behaviours like not execcing configs on a game change exist too.

I would love to see it happen too. But because of rogue configs, having it not happen is the lesser evil.

After all: You are not representative of the typical Quake player. 
More LIT/VIS Files 
Here are a few more .lit/.vis PAKs to use with some Quake addons for colored lights and transparent water.

LIT/VIS for Abyss of Pandemonium, Malice & Shrak (ZIP, 16.6 MB)

LIT/VIS for Dimension of the Past, Nehahra & Travail (ZIP, 23.7 MB)

May they serve you well while exploring the power of Mark V! 
 
It seems "window02_1" defaulted as being a mirrored texture?

IIRC that's leftover from Carmack's original glquake as a hack to play with mirrored surfaces, but maybe shouldn't still be in the engine? I mean, if we're going to just have "mirror_" be an identifier for mirrors, maybe just stick with just those and not also include a separate other texture Carmack picked long ago. 
@scampie 
Yeah, defaulted as an homage to the original GLQuake release (0.95? 0.98? I can't recall which one.).

You can turn it off. Set r_texprefix_mirror "" and it's done.

Now that I think of it, that needs to save to config so someone can turn it off. 
Possible Enhancement Of Setmusic Cmd 
As far as I can see, only the stained glass window in the intro map will turn into a mirror automatically. I dunno how to change the other windows.

A potential feature request:
In the old Mark V thread, Baker mentioned a setmusic.cfg which allows music tracks to be remapped. I was wondering if it could be enhanced so that it also works for specific maps, like setmusic <map name> <track name>.
Why I am asking for this: There are some addons in which authors erroneously use track01 in their levels (which doesn't exist). With an external cfg file which is automatically parsed, it would be possible to fix such glitches without having to mess with the map files. (There are more ways to use this, just pointing out one of them.) 
Sound 
Throwing this out here, not sure if it is a thing or not.

Sound seems to have noisy feedback on louder noises (Grenade, lots of monsters attacking at once.) I thought this was from the audio set at 11k (I realize that may be Quake default) but is there a way to change it? I tried changing sndspeed to 41k and it sounded like the audio matched what QS detects but it just sounds more hollow.

I'm more really asking because QS does not have this audio noise issue whatsoever. 
 
There are some addons in which authors erroneously use track01 in their levels (which doesn't exist). With an external cfg file which is automatically parsed, it would be possible to fix such glitches without having to mess with the map files.
...Or you could add an extra track01 to your music folder? Perhaps one from NIN's Ghosts I-IV, or something entirely different if you want. 
Maybe, But... 
... then it would always play the same track since all maps are set to track01. What I would want is to make all maps use different tracks... 
 
You can put a map in a folder like a mod and add its own music subfolder. 
Not Just The Intro Map 
I know an Arcane Dimensions map built by a very handsome young lad that has random mirrors in it now because of the feature "texures specifically named 'mirror_*' are mirrors... and arbitrarily 'window02_1' as well"

I'll just recompile the damn thing with the texture renamed I guess. 
 
oh, in less salty feedback on mirrors, may want to consider doing some sort of fade effect when a mirror becomes active? The pop in when it switches between mirrored and non-mirrored can be quite noticeable. 
Sound Crackling 
@Bloughsburgh
I'm glad you pointed this out, I was beginning to doubt my own ears. There definitely is a kind of audio problem, a crackling like sound that you described. Quakespasm is fine now but had the exact same problem a couple of years ago, very annoying. 
Set The Alpha 
To something less mirrory like 0.6 
Autoexecing 
Of course I'm almost always going to push for keeping Quake's default behavior when that behavior isn't flawed, and in this case it is not -- it's just some mods that can be "flawed." Though you have to realize, the whole concept of running a mod is that you are handing over control to the modder to change a lot of default things.... But yeah, placing an autoexec in a pak file is really bad form, but how many mods is this actually an issue with?

In any case, I think as a minimum (mainly for "those who don't know the workings of Quake"), changing game directories should produce the same reminder text that Quakespasm does:

'enter "exec quake.rc" to load new configs.' 
Regarding Waterwarp Effect 
Mh had actually already pointed out some options regarding how to pull off the original underwater warping effect in the old Mark V thread back in 2012.
I dunno if all of his suggestions turned out to be impossible to implement, but maybe they deserve a second look.

(I know, I am kinda nagging with this, but it's one of the very few things that Mark V could still do better. :P) 
 
if switching gamedirs results in a different quake.rc, default.cfg, config.cfg, or autoexec.cfg file, then save the config, then (effectively) switch the gamedir, reset all cvars to their defaults and exec the new quake.rc. when saving configs always save to the same location as the shallowest of those 4 files.

mods that fuck up your config to enable things that increase sw-rendering capacities will still apply for the new gamedir, but will not be able to affect other gamedirs any more thanks to the reset thing.

the mod will still pick up your normal config.cfg the first time you run it, but thanks to it declaring itself as a special snowflake, further changes to your regular config.cfg won't continue to impact it, and vice versa.
if a mod wants/needs to be special, let it. and if its just a map pack then it really shouldn't need to have its own config file either.

that's how fte handles it, except without the auto-saving-your-config part, because that's considered an explicit action in most quakeworld engines.
that said there are still some things that I could improve... like userinfo changes spamming the server. :s 
Did You Guys See This Tweet That Scarecrow Retweeted? 
https://twitter.com/tonycoculuzzi/status/800311323040976896

I want to see what mankrip and spike can do with this effect =D 
Caustics 
Serious Sam did that well, I really enjoy that effect.

I think killpixel was showing some of that type of stuff in the screenshot thread? 
I Ran Thru This Thread 
Is autodemo disabled by default in the latest version? 
Yes 
 
 
Yes.


@Baker "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 what would be the problem if you have a lower FPS set, as I do (and probably anyone else who uses vid_vsync)? Sure, physics might be wonky in Single Player, but... that's not exactly a reason to prevent autodemos if the user wants them, at a lower FPS.




I'm playing with zoom aliases now. I think r_viewmodel_fov should default to 0 (standard Quake behavior) rather than 90. Yeah, it improves the look if someone sets a higher fov, but it makes it look weird when you zoom in with a lower fov.

Standard Quake is the opposite, looking correct when you zoom in but bad when you set a high fov.

So, I prefer standard Quake behavior, especially when I have set "weapon draw = quake default" in the menu.


An optimal way to do this might be to have 2 separate variables:

r_viewmodel_fov_min
r_viewmodel_fov_max

Then you could set the max at 90 to never get the weird effect when zoomed out, but the viewmodel would still be allowed to be pulled back when you zoom in (which looks correct).. unless you wanted to clamp that too with the min setting to not go below. 
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