Permission
#1780 posted by DZerk on 2017/10/28 18:02:43
Hey, I require help
Whenever I try to launch any of those 2 executables using:
./mark_v_linux or ./mark_v_winquake_linux
I get following error:
bash: ./mark_v_winquake_linux: Permission denied
Double-clicking doesn't work either
On manjaro, hope anyone can help
Nevermind!
#1781 posted by DZerk on 2017/10/28 18:12:40
chmod +x mark_v_winquake_linux
Has done the trick for me, it works now!
Marcher / Bastion Imps Sprite Issue
I was playing back some demos of Spy's work-in-progress map in 1.36 and the final frames of the imp fireball (the impact only) show up as non-transparent. If this is not a known issue, or repeatable I can try a screencap to make this a bit more clear. Works fine in other engines. Notably Quakespasm-admod
Kinn Sprites
#1783 posted by Qmaster on 2017/10/30 21:22:12
I've ran into this.
Which sprites are you using?
Kinn original: uses black for transparency requires enfine with support for .png override textures (e.g. Darkplaces) and additive mode.
AD: Not sure.
Keep: I converted all mine to use pink transparency for full support on all engines.
@Qmaster
It's actually an older map of Spy's that he's working on getting ready to release pretty soon. Not sure what assets he was using.
@Spy are you using the same assets from the original Bastion/Marcher maps?
@dumptruck_ds Kinn Sprites
#1785 posted by spy on 2017/10/31 12:42:28
Mark_V enables external textures by default, so set external_extures to 0 and reload the map
or just delete all of *.tga files from the sprites folder, they are absolete now
FOV
#1786 posted by iriyap on 2017/11/17 04:43:09
Mark V's adaptive FOV calculation method seems to be quite different from QuakeSpasm and original FitzQuake. I need to increase FOV by about 6 to get the same field of view as in QS (using a 16:9 display). Of note, QS just does vert- when you set scr_sbaralpha 1, while Mark V does hor+. Not sure which method is preferable, however, it's possible that Baker based his adaptive FOV calculation on specific scr_sbaralpha and viewsize values. In particular, setting scr_sbaralpha 1 and viewsize 100 gives about the same FOV as in QS with full screen view point (that is scr_sbaralpha 0). But nowadays most people are probably playing with the transparent HUD, so this just results in smaller FOV.
Good News!
#1787 posted by Admer456 on 2017/11/17 23:11:48
I have finally come across a solution to my problem. It turns out that I actually didn't have pak1 and pak0.pak. I thought I did, but I didn't check my ID1 folder. Long story short, I found something which contained both pak files and copied them over.
I love it. It runs like a charm:
https://i.imgur.com/WMxEBLv.png
I'm so sorry for wasting your time over such a dumb mistake of mine.
#1788 posted by killpixel on 2017/11/18 01:36:06
>uses markv
>looks like glquake
#1789 posted by Gunter on 2017/11/18 20:27:28
Missing PAK files was the problem?
How does that happen? If I remove my PAK files and try to run Mark V, I immediately get a popup error message saying it can't find the pak files.....
Maybe corrupt pak files?
#1790 posted by Admer456 on 2017/11/19 10:41:06
@killpixel
My laptop is 10 years old, I'd rather not...
Also, it's my first time using this sourceport, so I haven't tweaked all of the settings yet. Though, I'd love that to change. :)
@Gunter
Funny thing is, there were no .pak files at all in my ID1 folder.
The .pak files' contents were actually extracted to my ID1 folder, but the .paks themselves weren't there. Interesting.
#1791 posted by Gunter on 2017/11/19 18:56:22
Interesting! You may have found "an issue."
I tested with unpacked pak files, and Mark V does indeed just crash without any meaningful error message.
These alternate engines I tested work just fine with unpacked pak files:
fitzquake 0.85
DirectQ
fteqw
Unpacked pak files should be an acceptable setup... so... Mark V should be able to handle that.
Anyway, if you're interested in tweaking Mark V with all kinds of setting which make it look better (in my view), I have a page with downloads and settings to alter: http://www.fvfonline.com/fitzquake.php
Then come play FvF :D
www.fvfonline.com
connect fvf.servequake.com
#1792 posted by Joel B on 2017/12/04 22:31:39
Any interest in bumping Mark V's limits to make it Sepulcher-capable? cf. comments 1661/1662 above.
Also, can anyone say "sepulcher-capable" five times fast?
#1795 posted by Baker on 2017/12/06 20:24:09
@Johnny - Some day ... whenever I do the next version of Mark V, which doesn't feel soon.
So It's Dead Huh?
#1796 posted by iriyap on 2017/12/07 22:32:35
And just when I finished compiling a nice list of bug reports and suggestions. Disappointing.
@iriyap
#1798 posted by mh on 2017/12/08 10:52:14
Gotta love the internet.
So Baker writes "not yet but I will" and you interpret that as meaning "it's dead", eh?
#1799 posted by Gunter on 2017/12/08 21:35:30
What's this I hear about Quake finally being dead? Oh well, it was fun while it lasted. I guess we can all move on to Unreal Tournament now.
You Mean UT2k18 Aka.....
#1800 posted by Shambler on 2017/12/09 09:55:05
....Quake Chumpions lololzor
@iriyap, @adamer
#1801 posted by Baker on 2017/12/13 03:18:36
I think you've posted some well thought-out comments, including some refreshingly detail oriented ones. This thread is intended as permanent record of feedback so none of the information is lost.
NightFright could tell you stories, there is an obsolete older Mark V thread here with 2500 posts and his observations about obscure mods + crashes, a few which have led to improvements in Mark V and also Quakespasm -- over time ... it was not quick at all! Ironically, maybe 2 which ericw pointed out solutions, ericw didn't actually do them in Quakespasm until way, way, way later.
In free projects the author is always vastly outnumbered and with limited time and a real life.
@adamer - I'm glad you determined what was up with that (your pakless setup). Sure, in theory it "should" work (except it doesn't in Mark V) and it sounds like it works with other engines, but in practice an actual Quake install whether from Steam or the CD or shareware has pak files -- so yeah ... I'm glad that mystery is solvd.
@QMaster - re:Marcher --- I like the attention to detail/testing/thought it sounds like you are doing with your Uber mod.
Unfinished Business
#1802 posted by NightFright on 2017/12/13 19:52:42
I hope that one day I can do another test run as intense as the one I did before that big Mark V update back then. ^^ IIRC there is still at least one issue kinda pending with the final map of Malice when fov changes after reloading the game. It must have to do something with the boss attack and how the port handles the short-term fov changes. It was supposed to be fixed, but a few months ago I managed to get the problem again/still. Need to see what became of it.
#1803 posted by R00k on 2017/12/14 03:49:31
is the mod adjusting the fov or is it standard quake
progs.dat?
#1804 posted by R00k on 2017/12/14 03:51:14
oh reread the post i guess its an evil thing malice does
mods shouldnt ever change the users fov. could bean easy fix
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