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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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Time For Beer 
Thanks for the help getting this polished up!

All the downloads are up-to-date and no compatibility issues!

Thanks to Bloughsbough for finding that issue 5 minutes after Build 1035. ;-) Way better timing than something like that happening a week from now.

/Next updates in the spring! 
 
hip-hip-hooray! 
Texture Filtering 
Thanks a lot for the menu choice between filtered and non-filtered (pixellated) texture filtering modes. I had been asking for that for a long time. ^^

Two questions:
1) Is the option "GL_NEAREST" equivalent with the filtering mode gl_nearest_mipmap_linear?
2) I guess having this option in the menu now means that it's not necessary any more to put it into autoexec.cfg? 
It's ALIVE! 
Ya every thing works for me so far no issues! 
 
@mukor - Thanks! Yeah, "Time for beer" is quite literal and I'm doing the mfx right now ;-)

24 hours ago, I was left with the prospect of taking a timeout with flaw of unknown origin affecting dwere, and compatibility stuff ticks me off, compatability is #1 on the list for me and is a major reason why I engine code. Obv, I also do not like engine crashes (so couldn't rest until Bloughsburgh's problem was resolved).

Some timely insight by Johnny Law, a dev note by myself and then MH actually being able to experience the problem ... invaluable as an engine coder -- let me tell you.

@nightfright --- I added the "pixelization" option to the video menu because I honestly didn't know which one was the "right one" -- I like my FitzQuake gl_linear_mipmap_linear and if I want crunchy pixels I use therailmccoy (WinQuake version).

I found a thread where Spirit and MH discussed the issue ... Spirit said there is almost no difference between gl_nearest_mipmap_nearest and gl_nearest_mipmap_linear -- but mh (who knows both the GL renderer and WinQuake renderer better than anyone else) said gl_nearest_mipmap_nearest is the closest one.

So:
1) gl_nearest isn't gl_nearest_mipmap_linear, it's different
2) gl_nearest_mipmap_nearest is better according to mh.

I don't think about this topic often, but the "too much detail math" is here ...

https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml

I fall into the gl_linear_mipmap_linear preference camp, so I don't think about this topic much but I understand the appeal to those that do.

Perhaps this will be followed up with a better explanation by those more familiar with the topic. Since I'm a gl_linear_mipmap_linear (trilinear) guy ... I'm not the best guy for this job ;-) 
 
@rook - Thanks!

R00k -- you know what sucks? When Bloughsburg had a crash issue, I ended up booting both my Windows 8 and Windows 10 machines -- because I thought the issue could involve Win 10.

I enjoyed playing Quake on Ubuntu more than either Windows 8 or Windows 10. On Windows 10 I hit some fucked up key that activated a narrator (fuck you Windows 10!).

Meanwhile, the Linux experience was dreamy --- and in no small part because I juiced the Linux build with all the Windows-ish goodness I possibly could.

/Also, for a while I wouldn't turn on my Windows 8 machine because I feared it might be a Windows 10 machine the next morning. Windows 8 sucks compared to 7, but Windows 10 sucks 5x more than Windows 8 because the next update it might undo all the customization and cleaning out garbage out of the menu you spent time doing. 
Texture Filtering II 
According to a definition on the Quaddicted site, it's like this:

GL_NEAREST:
Point sampled. Lowest quality, highest performance.

GL_NEAREST_MIPMAP_NEAREST:
GL_NEAREST but with a bit more quality for far objects (software-like).

GL_NEAREST_MIPMAP_LINEAR:
GL_NEAREST but with even more quality for far objects.

Personally, I also think mipmap_linear offers better quality than mipmap_nearest, and that's why it was the mode I had been using all the time. Are there any chances to add this mode as well (maybe as "Pixellated/Smooth")? 
 
gl_X_mipmap_Y

X = how close-up textures are rendered.

Y = how different mip levels are blended together as objects move closer or farther away. 
 
Nearest_mipmap_nearest is closest to software Quake because software Quake used mipmaps. It's as simple as that.

If I'm in a crunchy pixel mood I use nearest_mipmap_linear which avoids banding between the mip levels. I can post screenshots later on that demonstrate this. It's one of those things that you might not notice, but once you do it drives you nuts.

Nearest on it's own disables mipmapping, which causes distant textures to shimmer and sparkle as you move around. Sometimes people mistake noise for detail, but this is basic sampling theory stuff. There's a weight of mathematical papers on it, including articles in the Mike Abrash Black Book, and I'm not going to get bogged down rehashing what others have said better elsewhere. You don't want to disable mipmaps, that's all.

The last thing is relating to mipmapped water, which Fitz and most derivatives don't have. As the water warps it can subtly shift between different miplevels. Again, drives you nuts once you notice it. Solution is to use ddx/ddy (GLSL dFdx/dFdy) on the unwarped texcoords then a tex2Dgrad lookup. You can't do that without shaders. Not sure if vkQuake or any other publicly released engine does it though. 
Bug? 
https://streamable.com/4an03

This was recorded in 1.00, so it's pretty out of date. I died, rapidly clicked and started the map again like this. That's all I have to say - I haven't tried reproducing it yet. 
Awesome 
Thanks Baker, I just happened to pop on at the right time I guess. Cool to see those options be included in the menu as well!

I found it strange that it crashed after trying to set a mode...then I went to the correct autoexec and saw it ONLY had the texturemode command hah. I really need to conform all of my directories with my master config.

Looking forward to trying when I get home! 
 
Yeah FWIW I use nearest_mipmap_linear too. And with some anisotropy set (so I really need to go re-read that discussion above about those interactions).

Obviously that's not the pure Winquake look but I likes it. :-) 
 
Same, nearest and mipmap linear. I like the distant smoothness with the crunchy pixels nearby. 
Good Stuff 
You two rock as I have said, more beer!

No problems running 1036 from a quick test around!

Love to be able to change the water warp...it is a bit intense at 3440x1440! 
May I Just Say... 
It's been a fucking pleasure working with Baker on this. 
@mh - Yeah, Was Fun ... 
Each of us working on different set of features at the same time in way that allowed asynchronous development which covered quite a bit mileage in short span of time.

A very enjoyable experience, indeed.

Looks like I should have picked gl_nearest_mipmap_linear instead of nearest/nearest for the option.

@bloughsburg - type "find warp" in the console. 
Pixellated Mode 
I doubt that gl_nearest is a mode many people will use. My suggestion would be to simply replace it with nearest_mipmap_linear and use that for "Pixellated" mode. 
 
Any luck on Intel graphics 3x performance? So far DX9 runs stable at 15-40 fps and is definitely better than QS. 
 
That's your fps on Arcane Dimensions right? 
Something I Commented In Ad 1.5 Thread 
Mark V has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.

this is scr_clock 
 
@topher - thanks for reporting that. Must have wired up the wrong clock when absorbing some JoeQuake/ProQuake features back a couple of months ago.

/+1 to do in the spring update 
@topher 
A workaround in the meantime, if you are interested. Add +pq_timer 0 to the command line or throw it in autoexec.cfg 
 
QuakePone, if you're interested I posted 2 builds in the QS thread here to check for a potential problem that affected some versions of Intel graphics.

Additionally, as MH mentions, try benchmarking "gl_flashblend 0" vs "gl_flashblend 1" (this may be faster; it stops the lava balls from casting dynamic lights and just draws a fake glow instead.) 
@ericw 
I tried this in my own engine, on a nvidia 960gtx, and it really didnt matter. yet as I like you are using gbra uploads, but then in the most classic settings, im getting 2200+fps with playdemo demo2 on Qrack vs 1600 in Mark V using really close effects; no motionblur, no r_novis, classic particles, etc. in DirectQ / RMQ i get 3000-5000fps.

maybe lightmap uploads matter? 
 
er 5000 in dq not rmq 
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