The Beta Testers +++
That was faster than I expected. I haven't even finished my beer.
This is an incredible community and it showed as I got very close to getting things release quality -- tons of beta testing help with great detail, made it so I could solve remaining issues quickly!
Ericw provided a key assist with something I was struggling with regarding the German keyboard.
I hope Gunter (co-op server operator) sticks around sees how great this place is!
Thanks for putting the nehahra fog in!
I read the thread for every issue ever reported.
Might as well do everything right, even if it meant somewhere in the world, a puppy must die.
Better engine coders than myself would have Quaked in fear.
Me? I just wanted it to work perfect so I could finally play it ;-) And when I got it right a couple of weeks ago, I played it for 3 hours.
lol If you want Mark V to be able to play everything, you can try to support that old version of Industri. The Maps are nice even if the shadows can't be supported
Great that you decided to resume working on this before next year after all! Just hoping that it isn't the end of the road yet. I am still dreaming of vanilla-style underwater warping! :P
Anyway, thanks a lot for your continued work on this port and your determination to turn it into the best way to play Quake for fans of its retro look (while still offering/allowing many nice visual enhancements)!
The engine crashes for me somewhere half way through ne_ruins second level, shortly before or after obtaining the gold key (not in a specific area). I recall this issue existed in previous versions as well, since the mod demands a very specific amount of edicts or something.
Other than that, the engine seems to be really awesome, I especially appreciate the faithful software renderer with proper resolution upscaling. Thanks a lot for all the effort!
In Malice, +attack doesn't move the probe. Quaskespasm has the same problem.
The probe is an inventory item, it can be found at the end of the first (tutorial) level.
It works in vanilla Winquake.
LAN Co-op Example
Co-Operative Play Example
- Type "install travail" (Downloads from Quaddicted)
- Type "game travail; maxplayers 4; coop 1; teamplay 1; map start"
- Type "install travail"
- Type "connect lan"
BOOM! Your done. And you have a per-player monster kills scoreboard.
Mark V clients auto-switch gamedir and detect LAN severs.
Maps without co-op spawns --- for the first 5 seconds after spawn, players are transparent and can walk through other players. Feature can be turned off via sv_coopenhancements 0.
is an example of a map without co-op spawns.
@pathogen, Dwere And (mandel If He Ever Sees This Thread)
@mandel if you see this thread -- dwere had an issue with cl_autodemo. Mark V now defaults it to 0, but you may need to set it manually. Mark V has had autodemo on for years and about no one had a problem with it, but nevertheless now defaults off.
@dwere - Malice. Thanks for the info.
@pathogen - Mark V uses 8192 edicts. I've played ne_ruins through to the end multiple times, but not lately. Sounds like something to check out when the time comes for the next version.
Another Thing With Malice
Unknown command "+zoom_key"
Unknown command "-zoom_key"
The alias works fine in id1 and Nehahra, at least.
If a mod has its own default.cfg, the alias is not created.
It was only meant to smash the horrible F11 "zoom_in" alias in original Quake that wrecks your fov and sensitivity and replace it with something very nice.
/Another thing to possibly do when the time comes the next version.
Hit The Mark
I wanted to give this release a try since I see you have been on a developing frenzy. This is from someone who only used QS.
First of all I love the support and auto-scaling for 3440x1440 resolution. The "Levels" selector built into the menu is really sleek. The mirror support is something really novel as well! I'd like to convince my brother to play some coop with me sometime to try it out all of the features.
I am just having an issue with playing external music. I was thinking I need the same setup as QS (id1/music) but nothing plays regardless of external_music being set to 1. I have the .ogg NiN track so I don't know if that has something to do with it but please advise.
Thanks again for your support and I think I will play around with more of the features and I may set this to my default engine. :)
.mp3 should work, same as QS otherwise.
Mark V only supports mp3.
Mark V uses system methods to play MP3 that take advantage of hardware accelerated decoding of mp3 built into your processor.
Intel processors, AMD processors, the iPhone, Android phones all provide hardware accelerated MPEG-1 decoding (mp3 is part of MPEG-1 specification). Plus the mp3 decoding patents expired in September 2015.
Alright, mp3 I went ahead and grabbed the mp3s of the soundtrack and converted my two custom tracks to mp3 and there we go!
Wow, it literally is instant playback! I am used to the 2 second delay. Thank you!
Demo playback and also the selector is incredible and rewind/fast-forward controls...delicious!
I'm glad you are enjoying it, I put my all into trying to get it from beta quality to release quality, not easy considering the feature set that I wanted.
/Mirrors aren't novel if someone sets up an angled mirror and an observant player notices a secret item or X to shoot. ;-)
It may be why Mark V can stop/pause/restart music instantly and engines using a software decoding library cannot.
You are right about the mirrors haha...I like that idea!
You did well with this release, I am really happy with the features when comparing to my other default engine of choice.
Underwater (slime, lava as well) is very clear and has barely a tint to it. I see that you could alter the percentage via r_watercolor but if I change the number it just becomes completely clear. I did a search on the older Mark V thread and saw Gunter discussing it but I did not see a solution. :O
Mark V default blends should be same as Quake.
In the menu there is an option to set them to light or normal.
You should probably do resetcvar r_watercolor because changing that isn't something so easy to do.
/Changing the number requires 4 numbers, red green blue alpha. It is sort of an advanced feature for a mod that wants different underwater colors.
Wow, right there in the menu I had set to lite for whatever reason...yeah Quake default setting looks perfect.
I also performed the reset as well. Thanks, I think that should keep me quiet for now!
On a side note, the tool_inspector is amazingly helpful for mapping!
I also made the screenshots PNG, you noticed.
That way you can instantly post them without mucking around with opening a graphics editor or such.
If you want to do something fun, do this ...
Install DivX/XVid codec pack download page
1) Record a demo ("record mydemo")
2) Type capturevideo_console 0 (prevents console from being captured)
3) Type "capturedemo mydemo"
4) Type "folder" ... you might need to ALT-Enter to windowed mode first.
Upload your video to YouTube.
(*) Link to codec pack is now http://quakeone.com/markv page too.
Oh yes I did notice the native PNG, that is a nice quality of life change!
When I enter capturedemo, Mark V crashes. I can see that it makes an incomplete .avi file however.
I have the codec installed, so not sure! :O
Could you enter "capturevideo_codec divx" before doing capturedemo and see if the problem remains.
I use capturedemo all the time, this will allow me to determine if the automatic codec selector is the source of issue.
Yep, still the CTD even after setting codec to divx manually.