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Mark V - Release 1.00

* 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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Mark V - Release 1.35 - Windows / Linux (Stable!) 
Download at normal location:

The Mac build remains version 1.20.

New Features vs. Mark V 1.20

- Very fast "triple the fps" DirectX 9 build courtesy of MH
- WinQuake looking water warp in Open GL/DX9 (MH again)
- Volumetric shadows - r_shadows 3 (MH again)
- Sky speed up in Open GL/DX8/DX9 (Yeah, MH)

- Linux Open GL build (thanks to JimBob for testing, Spike for debug tips)
- Linux WinQuake build

- Resize on-the-fly windowed mode in all builds (except DX8). Yes, even Linux. Tried to make the Linux build fancy. May have succeeded.

- QMB enforcer lasers available video

- Improved NVidia cards experience (killpixel, Kinn, johnny law, pulsar)
- 2 Extra options in video menu for convenience.

- Automatically bypasses's ancient opengl32.dll (Syrion)
- Warpspasm correct startdemos by overriding Quoth 2.2 (path0gen)
- MH solved context creation issue in version 1.25 (dwere, breezep, ...)
- MH added extra control over r_waterwarp in 1.35. Type "find r_waterwarp" in console for details.

Next update hopefully some time in the spring! All feedback, comments, etc eventually get considered, a nice thing about the Func_Msgboard layout. 
Should have noted Gunter, railmccoy did a lot of testing of DX9. Maybe others. I've been updating page, installers, .zips, etc -- if missed someone who helped beta test it sure wasn't on purpose. 
Instant crash when attempting to launch any form of 1035. dx8,9 and good ole mark_v.

Apologies if I missed something in this bustling thread regarding this.

You two deserve many beers. 
More Beta Tester Credits 
Other reporting issues or feedback during latest development spree:

Fifth, Damage Inc, mugwump, nightfright, pritchard, adib (hope I didn't miss anyone, had to glance through hundreds of posts).

@damage - Sorry, if I couldn't implement true rotation. Ran out of time. Will have to hit that up next development period (likely the spring). You can always use the RMQ engine or presumably DarkPlaces or FTE for such experiments in the mean time. 
Can you add -developer to the command line and then post a quake\id1\qconsole.log? 
Sure Can! 
If Its Crashing 
then remember to delete your .cfg file. I've had this happen to me a few times with new builds and deleting the cfg has sorted it out. 
Thanks. Can I get a copy of your autoexec.cfg, okcam.cfg and config.cfg so I can examine them? 
I'd still like to know what settings would cause the engine to actually crash.

If there are settings that can cause the engine to crash, I would want to make the engine handle that without crashing. 
Here Ya Go 
Do you have to okcam.cfg? I'm looking through things. I can say I don't crash with the config.cfg and autoexec.cfg you provided, but the okcam.cfg wasn't in your download.

/Is looking through settings 
Does the following:

cl_bob "0.012"
cl_bobcycle "0.55"
cl_bobup "0.7"

Just a cosmetic tweak. 
I'm going to make a guess here ...

Does work ok? 
Same Issue 
I do not see an okcam.cfg anywhere!

But yes, 1032 still crashes for me. 
It's in my model pack. 
Ah, model is causing crash. Makes sense! Thanks for letting me know!

I couldn't find anything that made any sense, DX8 doesn't even have most of the new features, haha. 
Okay Cam! 
Well, just for testing I completely removed dwere's pak and I still receive the same crash.

Just to clarify it's simply: "Has stopped working" prompt.

This is testing on 1032. 
If I misinterpreted the above ...

Other than how you have an unusual resolution like 3440x 1440 ... which since you have max texture size of 16384 I don't think would be a problem ...

My only thoughts ---
1) NVidia driver issue?
2) Borked mp3 sound track
3) Does work with reset config and clean id1 folder.

I'm just not seeing anything that would cause DX9, DX8 and regular Mark V crash?

What is most recent that works for you? I'd try Mark 1.20

And if you aren't having some sort of content specific issue somehow ... maybe someone else will report same issue? 
Ok, is a "has stopped working".

What was previous version that worked?

All the builds:

If you can tell me the last one that works, I might have something to work with ... 
Let me know if 1.20 (Build 1020) works. 
Okay, so I believe the last version that worked was 1028...when performance was improved on dx9.

Clean Quake folder runs 1035.

Placed my mp3 tracks and it still runs fine.

Placed dwere's pak and runs fine.

However, I went to change texture mode to '3' and it crashes to desktop with "Has stopped working" 
It's Gl_texturemode 3 
That's the only thing in my autoexec. I apologize I sent you the wrong one as I have numerous quake directories for engines.

I can run on my "dirty" installation just fine when I removed that entry. 
Triple Post In The Name Of Testing 
If I try to change the texture mode to anything it crashes. 
I'll do a quick update without an hour. 
Mark V - Version 1.36 
Downloads at the usual place ...

-Mistake in gl_texturemode corrected (reported by Bloughburgh)

Which is one of the 2 new items in the video menu added in 1032. 
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