#2758 posted by
Baker on 2021/12/05 07:17:01
You may have failed to embarass Microsoft and Google by not delivering whatever it was you wanted to do (never cared tbh), but there are a few bugs right here, waiting to be squished by you...
No, I totally have not failed to deliver this thing you don't care about.
I, Baker, am now the creator of a programming language and development environment that runs on everything and by my accounts better than everything. I had to level up about 200 times to do it, and if it is super hard -- I like it!
I have some interesting choices I need to make, and I think this beer is going to help me figure it out.
I will say that I am a bit touched that despite a couple of years of "developer inactivity" that this thread is still getting love and attention touches me. It makes me think I am right to care a lot about Quake --- which I do.
Well, Congrats Then
But a lot has happened with Quake ports in the last few years. Any plans of bringing Mark V up to speed? TBH I am only using QSS these days because Mark V cannot run all maps any more.
#2760 posted by
hexaae on 2021/12/05 15:27:03
@Joel B
>Have you tried different settings for Autoscale in the preferences menu?
That option is for the OpenGL (MarkV, not MarkV Winquake version) only :(
That's the only "issue" with the amazing winquake software rendering version, which runs so smooth and without Z-Buffering issues etc.
Baker
#2761 posted by
mankrip on 2021/12/08 01:12:05
Do you have a Discord account, a Twitter, an e-mail address or something where we could stay in touch?
I Actually Wouldn't Be Surprised
if that's already all we read from Baker for the next 1-2 years again. Sadly.
WinQuake Version
Is the WinQuake version of Mark V a true software rendered version or is it some shader type of thing?
#2763
#2764 posted by
mankrip on 2022/01/15 04:31:58
It's purely software rendered, no GPU required.
Its support for big maps is quite impressive, and I was hoping to ask him a few questions about that, but nevermind.