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
 
Has anyone seen baker in the past week or so? :/

In other news, has this "transparent models" issue been seen before in any other engines, or is it unique to markv? Noticed it while playing today and I wasn't familiar with it at all beforehand. 
 
YouTube's video encoding is bad for analyzing such things, but it seems that there's a conflict with the skybox renderer, maybe related to the Z-buffer. 
@Infighting Questions 
Thanks everyone for your answers. It really was just a curiosity and I learned a lot in just these few answers. The reason I asked here is that Mark V seems to be the engine with the most "out of the box" and unique features. I will look into a progs version. Maybe something exists or can be gleaned from AD dev kit. 
 
Ya know, if you want to play Quake with the monsters being smarter, more dangerous, and not in-fighting as much, you should come play FvF ;)

We usually gather to play on Sunday nights....

http://fvfonline.com
connect fvf.servequake.com 
 
Ok.... Another complaint about the secret cfg files overriding expected behavior:

I installed a clean copy of Quake and Mark V into a completely separate folder ("Quake1"). I ran it and got everything set up how I wanted it for THAT folder only.

Then when I went back to my original Quake folder ("Quake") and ran Mark V, the resolution settings I had made for the separate folder were loaded... (perhaps other settings too).

I do not like that, no I do not.

All cfg settings need to be kept separate for each folder, and for each mod.

This goes back to the stuff I was commenting about in #1276 with ideas for a better setup with these config files -- too much behind-the-scenes stuff not matching user expectation. It would be better if the Mark V config files were saved alongside the standard cfg files, and were user-accessible. 
Neat 
Source Ports Should Write Their Own Config? 
I made mention awhile back about the overwriting of my configs and the "secret" area as well.

What if custom engine wrote their own "branded" config.cfg? EX: markv_config.cfg, fte_config.cfg, qs_config.cfg etc etc

That way no one engine writes over another's config file.

Also, there really is no need to complicate such a simple execution of saving a players configuration settings like this:

C:\Users\damage_inc\AppDataRoaming\Mark\Vcaches\id1\config.cfg

Especially given most are not even aware of it and simple browsing of folders doesn't even reveal it. 
 
All I want is a way to save video settings and only video settings. Having a mod load in 640*480 and move all the windows on my 3 displays one display across (apparently... Idk, it just gets weird) is beyond frustrating. I guess I should just force my res through launch args but still... 
 
Launching in 640x480 fullscreen should never happen these days either. 
@pritchard 
Has anyone seen baker in the past week or so?

Real life. ;-)

You might have noticed "update sometime in the spring", "update sometime in the spring", "update sometime in the spring" ... haha.

Yeah, let's just say I have some action-packed awesome fun battles going on in real life, the kind of scale that makes my eyes light up for battle (heheheheheh).

And that's where my attention is going to largely be quite a bit for the foreseeable future.

But back on topic ...

Here's something to look forward to in the spring!!

Mark V - Mouse Driven Menu Video

Mark V - TouchPad Tap Fire/Drag Look

That plus whatever mh cooks up and whatever bite I have time to take out of Spike's Quakespasm Spiked apple. I still want to get 4 Player support going ... I hope that happens. I've got that itch. Question will be time.

I always read all the posts. I said spring because spring is vague is allows lots of room for interpretation, hehe ;-)

/But yeah, expect me to not consistently be around. But it doesn't mean I don't care. When time comes, I'll deep probe all the feedback. When the time comes ... 
Just Glad You're Still Alive 
;) 
@fifth 
I'll be thinking of your persistence in 3 weeks when I'll have 2 XBox controllers on a specific weekend and digging into XInput tutorials.

A year ago, I would not think I would be doing such a thing. ;-)

Sometimes I also question what reality I am living in where I can actually do these things on a whim. A few years ago, I was quite the novice and I still don't entirely understand how I acquired the level of expertise I now have nor what induced me to make a software renderer version nor how I did the majority of it in 3 weeks. It's like "Flowers for Algernon".

I blame hanging around mh and Spike.

5 foot away, there is a beer that needs drinking. I now must attend to this urgent matter ...

/End slight ramble. But incredible things are in the pipeline for the next Mark V. 
4 Player Splitscreen With Pads 
Is literally a dream scenario for me. I host regular game nights and buy a lot of MP games for it. Being able to make death arenas for my friends would be epic 
4 Player Splitscreen With Pads 
Is literally a dream scenario for me. I host regular game nights and buy a lot of MP games for it. Being able to make death arenas for my friends would be epic 
4 Player Splitscreen With Pads 
Is literally a dream scenario for me. I host regular game nights and buy a lot of MP games for it. Being able to make death arenas for my friends would be epic 
 
Sorry for the spam. Currently at work posting from my phone 
I'd Say That's Some 4-player Splitscreen Posting Right There 
 
Won't Launch On Mac 
I have the same trouble others mentioned with the app not launching on Mac. My Quake folder is in Applications, and has the id1 folder in there alongside Mark V Quake. When launched, I get a dialog that reads

"Your Quake folder should contain a folder named id1 with pak0.pak and pak1.pak.

Opening folder ..."

and then I get

"W_LoadWadFile: couldn't load gfx.wad

Game data files are required to run; usually this means you need Quake shareware or registered version.

Is Mark V in the proper folder?

()"

Other Mac Quake files work (Fruits of Dojo, Tenebrae), so I'm confounded. 
Won't Launch On Mac (Sierra) SOLVED 
It looks like the problem is with the Sierra Quarantine Attribute

Followed the instructions here, and all's working now.

https://derflounder.wordpress.com/2012/11/20/clearing-the-quarantine-extended-attribute-from-downloaded-applications/ 
 
Suggestion: something that saves your most recent previously-used resolution.

So like, if I was in 1024x600 Full-Screen and I used the menu to change to 800x600 Windowed, when I press ALT-TAB it should take me back to 1024x600 Full-Screen (it takes me to 800x600 Fullscreen).

I note that this already works in the other direction -- starting in a Windowed mode and changing to Full-Screen in the menu, then using Alt-Tab will toggle me correctly between those two modes.

I'd like an actual permanent saving of the previous mode used (when it's a change from full-screen and windowed -- like save it in a CFG file) so that this behavior will persist even upon starting a new game. Then I could easily toggle between the windowed and full-screen modes I want to use, automatically. 
 
Hopefully in the next release, there will be better rendering for transparency...

http://i.imgur.com/myVGUmA.png 
Freshly Installed The Latest Mark_V 
on C:\Quake and the music is working on the game again. It doesn't like being on D:\Games\Quake for some reason.

Music is on mp3. I have an E:\ blu-ray drive and an F:\ backup external. 
MarkV Crashes On Model With High Vertex Count... 
...despite being well under the vertex limit.

@Baker

I posted a thread addressing the issue over at Quakeone, R00k sent me this way to get a hold of you. Did all the troubleshooting I could initially think of. Thought you might find this interesting:

http://quakeone.com/forums/quake-help/quake-clients/13277-mark-v-crashes-certain-model.html#post174852 
 
When this model is converted to strips and fans it comes in at 4284 vertexes, which overflows an internal buffer that's particular to MarkV and was introduced by the shadow code I contributed.

@Baker: increase MAX_LERPED_VERTS to 8192 seems to be one way of handling this because it's consistent with the other counts in gl_mesh.c; at least it means that if a model crashes this it will also crash other engines. 
 
Thanks for the reply mh. I had a feeling the culprit was right in front of me while scanning through gl_mesh. I'm more on the QC side of coding though, so I wasn't entirely sure what all I was looking at. 
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.