News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
Another new wrapper version probably coming up soon, depending how many fixes I can get in over the next hour or two.

Alt-tab from fullscreen modes loses the warp images and occasional device reset fails - fixed. Again, it's just a single fix but it is important enough to warrant an update. 
Mark V DX9 - Build - Revision A 
Perfect mirrors + stencil shadows.

Direct X 9 - Build 1027 A

Once I saw the source code, I knew this will be followed by Revision B with ...

the "2017 HOLEEFUK feature of the Year" ... as some may describe it. I want to see this myself.

The source will appear in the folder http://quakeone.com/markv/older here just a min, in case MH needs sooner rather than later. 
That Was Quick 
With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness - https://i.imgur.com/ywSXIWm.jpg

Can confirm skies now reflect correctly in mirrors. 
@Gunter 
I think at this stage I'm more confused about what's happening than anything else.

Anyway... now that I have an XP VM I have Pix and the DirectX control panel back - WOO-HOO! - I never realised how much I missed them.

I already have a fix for one issue coming in... 
 
With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness

Fix in next version. 
@railmccoy 
Welcome back! And thanks!

/Gotta get this Revision B going ... 
Mh - Solved The Age Old Question ... 
Question: Where is my shadow?

MH's answer: in visual form 
Another New Wrapper 
http://www.quaketastic.com/files/tools/windows/engines/Direct3D9-Wrapper-2017-01-12-v2.zip

Fixes "With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness "

I didn't get Gunter's stuff in although I now have one solid lead for what's going on.

Thanks to the DirectX control panel and the debug runtimes I can see that I'm getting a lot of "viewport is outside the render target" errors when running at the same height as the desktop mode.

That needs to be fixed as a first priority, and the reason why it happens is that the display mode clamps.

I can't right now see a good way of handling this without adding more code that's going to percolate back up to the engine.

So rather than take the time to work it through and delay the required alt-tab fix, I'm releasing now so that Baker can get that fix. 
Mark V DX9 - Build 1027 - Revision B 
Direct X 9 - Build 1027 B

Latest mh revisions addressing issues. Source will soon be in the same place as last time.

/MH shadow volumes awaits in revision C. 
 
You guys are crazy productive sometimes. I really appreciate all the work that various Quake-dudes put into this little hobby.

I'll check the latest builds tonight to see if the flickering has gone away on my system. Should I also check autosave behavior? Anything else? 
@railmccoy 
Multisample in Open GL, at least for Windows, has been disabled for ... actually it's been quite a while ... You are the first one to notice ;-)

mh is down on the idea on adding to the Direct3D build. There's a post somewhere in this thread where he discusses why.

I could re-enable it in the Windows Open GL build with some effort of rewriting some things slightly, but in the age of 3800 x 2600 monitors, multisample is going to be hella hard to notice.

Looming as a larger factor -- the Direct 3D build has ...

1) superior frames-per-second performance
2) superior compatibility on older hardware

Direct3D 9 is going to become the main build hardware accelerated build for Windows eventually. 
@johnny 
Thanks!

If you want to join in the fun, grab the current source code and try to compile the Linux version in CodeBlocks on your CentOS and see if it runs ok. Requires SDL 2.0.4 dev.

I haven't had time to raid Requiem for the goodness in the Linux build like video capture and such. 
@johnny - Part 2 
I'll check the latest builds tonight to see if the flickering has gone away on my system. Should I also check autosave behavior? Anything else?

Lots of irons in the fire lately, I still have more on my todo list --- and I need tackle MH shadow volumes. I don't even have the Mac version quite up-to-date.

/And pesky little issues like ones reported by dwere, yourself (config read order, built-in Quaddicted installer unpack with certain file names like your dll example) and nuisance gremlins remain -- hence it's beta.

Autosave should be fixed. And any information on whether or not the flickering is gone for your machine (and pulsars) would be great! 
 
The shadow volumes aren't robust, by the way. You're going to find places where they leak through geometry or fly around at odd angles. In terms of shadow volumes they're probably as good as you can get without going towards a realtime light/shadow setup.

So I'd advise them as an additional option rather than an outright replacement for planar shadows. That means the choice comes down to one of two imperfect shadow types, or no shadows. Not ideal, I know, but different imperfections drive different people nuts in different ways, so hopefully it covers enough angles. 
New Wrapper Version 
http://www.quaketastic.com/files/tools/windows/engines/Direct3D9-Wrapper-2017-01-13.zip

This one resolves one of the problems when running a windowed mode the same height as your desktop, and where the mode gets clamped. That being viewport/rendertarget size mismatch. Extra code is in GL_BeginRendering and the #define name should come with a smiley - it's meant to be humourous, not insulting. ;)

This one also resolves a second minor issue where a rendertarget used as a texture needs to be unbound before it can be set as a rendertarget again. Not such a big deal because D3D will detect this and unbind it for you, but still nice to have it done properly.

The wrapper now gets a totally clean run on the Direct3D debug runtimes. 
 
Hm, I am finding that since version 1.26, activating id1 mirrors will completely freeze me up. r_mirroralpha 1 prevents it from happening.

That's in addition to the weird extra-long delay when loading external textures, which also showed up in 1.26

Might it have to do with these new warnings I get as of 1.26?

Warning: texture_env_combine not supported
Warning: texture_env_add not supported

I also get this one, but it was always there in DX9:

Warning: texture_non_power_of_two not supported

And it looks like the env_combine warning is also present in DX8. But there are no mirrors in DX8, and it loads external textures without an extra delay. 
 
/me imagines a function name,

#define MAYBE_THIS_WILL_MAKE_GUNTER_SHUT_UP 
I'll Hold Out For Opengl 
the directx version runs uber sluggish for me 
Typo Or Wrong File? 
The file in revision B link is named 1027_mark_v_dx9_revision_a.zip. 
 
Yeah change the revision_a to revision_b to download. 
 
Also, as of DX9 version 1.26, the fog got uglier again when gl_overbright 1 is set....

It's an issue I reported on the old page (#1217 of old page, if you wanna see the screenshot), but it was improved in DX9 1.25, and now it's back to the previous, a bit uglier, behavior (fewer fog bands on lit wall areas, making a rougher gradient).... 
 
Played thru ad_mire using mark_v.exe from the 1025 beta zip; no flicker. 
 
@johhny - awesome.

@gunter - So DX9 1.25 was good, DX9 1.26 fog less good. Right?

@railmccoy - r_oldwater = no issues now, right? 
@fifth 
I'm sure mh is gonna want to know more about the specifics.

I get 700 peak frames per second with basic FitzQuake settings in some areas of the start map just wandering around.

And my machine is rather average. 
 
@gunter - As the DX9 had more capabilities enabled, I disabled DX8 limitations that I had imposed on DX9.

In the case of external textures, I have Mark V using glMatrixMode (GL_TEXTURE) to perform scaling for texture coordinates to align it with the original texture, a feature which DX8 did not have.

I'll wait for mh comments before delving into it, I noticed changes to the mip-mapping process, etc. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.