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
Where Can I Get The Most Recent Version 
of winquake_gl? the latest packages don't contain it. Is there an archive somewhere? 
My Bad 
just found the archive

sorry

sorry 
 
Within the next week, I expect to release a new version.

1) Optional Mouse driven menu video. The video doesn't do it justice how convenient it is.

When you have mouse driven menu, you use the menu about 8 or 9 times faster and it becomes far more convenient. You just click away.

The menu looks like the Quake menu is 100% the same keyboard menu, it just is mouse capable also.

2) Fix tool inspector glitch, the save game glitch Pritchard pointed out.

Time has not been one of those things in much supply lately. 
@Baker 
I'm very excited to try this new version out. Looks very cool and I LOVE that Levels menu. +1 GG and all that. 
Baker 
what's the lowdown on glwinquake? is the most recent winquake gl and not labeled as such? was it discontinued? 
Controller Support? 
Just wondering if controller support will be re-implemented in the upcoming release. :) 
Another Thing 
I think sv_aim belongs in the preferences 
 
It's a subtle distinction, but sv_aim is a server-side cvar whereas the options menu is client-side.

What that means is that a nonlocal server could override if it was set from the options menu.

What it also means is that a client may not actually have permission to change it.

So on that basis I disagree; it shouldn't be in the options menu. 
 
I love the new lightning-bolt effect in Mark V, but i also love the classic particles in the other weapons.

Is there a console command that changes only the lightning-bolt effect? :/ 
 
OGG support please! (For reasons I mentioned above in #1767.)

And this would apparently be a really simple fix, since Mark V already plays OGG format -- it just doesn't bother to look for OGG files ? 
 
Does MarkV play ad_sepulcher?

How about adding lit support for the Winquake port? 
Mark V - Build 1050 - Ultimate Mouse Driven Menu Edition 
Direct X 9 - Mark V 1050 - Windows | Source

* Fully mouse-driven menu yet it is the classic menu.
* Tool_inspector works again. (Pritchard)
* Load game + death bug fixed. (Pritchard)
* Numerous other small enhancements/tweaks.

Special thanks to Pritchard in particular for bug reports and so it took this long for some of them. And probably Gunter when he isn't annoying or ticking off MH. Thanks to all other providing feedback, bug reports, suggestions, criticisms. And perpetual thanks of course to MH, Spike, ericw and metlslime.

I had hoped to get this out a day or 2 ago, but I wanted to get the mouse-driven menu tuned to exacting specifications.

Also mouse-driven was very, very, very hard to do. The Quake menu code is some of the ugliest in existence.

@killpixel, c0burn - I expended all my energy getting this across the finish line. It was harder to wrap up than I expected. @ Tribal - yes, and maybe Gunter will make himself useful and tell you how (type "find qmb" in the console and it tells you different cvars to turn stuff off) -- because I'm a bit sapped.

(mh note: scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed -- and is the sole deficiency to what otherwise should be a rock-solid release. If some time in the future you had some time to check it out at a time of your convenience, that would be cool. No rush ;-) And thanks for your contributions!). 
@dumptruck 
btw, thanks!

@1830 unnamed guy - "I think sv_aim belongs in the preferences"

Well, it is in preferences!! Haha. 
@Baker 
Thank you!

You're awesome =D 
 
"And probably Gunter when he isn't annoying or ticking off MH."

I don't think that ever doesn't happen.


It looks like the previous issue has been fixed where you could see "the sky" through entities. It doesn't seem to happen any more. (#1665)

You can still see shadows though entities but only if you have set r_shadows 3 (I know those are experimental shadows though).


I have a transparent fake player guy inserted by the ent file, and he is only transparent if I set gl_fullbrights 0. If I set it to 1, he's solid. I'm sure I've mentioned this before. Ah yeah, looks like it has to do with fullbright textures (#1082, #977). That probably wouldn't be the same issue with the scr_sbaralpha.

gl_overbright_models 1 can also allow weapon models to be properly transparent when you have the ring, but not the transparent entity guy. 
 
@ Tribal

Yeah, as Baker said, you can use "FIND QMB" to see all the QMB effects. If you really wanted only the lighting effect, you'd have to have "QMB_ACTIVE 1" and "QMB_LIGHTINING 1" but have all the others manually set to 0!

I would suggest doing "FIND QMB" then type "COPY" to copy all those variables to the clipboard, then paste them into a text file and edit the file to remove unnecessary text and change the values of everything to 0 except the things you want. Save it as a cfg file then you can just exec it. 
 
Gunter +1. He might know the engine better than myself, haha. 
 
Let's man up. Besides I am feeling the code rage ...

March 9th. New feature.

I shock your world. SUBMIT! 
Marking The Calendar 
whoa. 
 
@Gunter

Thank you!

It works like a charm =D

Tho only thing weird is when I set the command "qmb_blood" to 0 it doesn't change the blood to particles, it mixes red particles with blood sprites o_O 
 
Hey, you're right. "QMB_BLOOD 0" doesn't deactivate the QMB blood.

You found a bug for Baker to fix!

You're an honorary Junior Grade Gunter now!

Find about 500 more bugs and you can almost reach my level ;D 
 
scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed

Had a quick look over the code; you don't seem to be setting glTexEnv (GL_MODULATE) when drawing alpha pics in the status bar (compare with the setup for Draw_ConsoleBackground). In theory that shouldn't work in GL either, so I guess you just got lucky that drivers accept it, but you really should fix it for both. 
Yeah, Confirmed 
That fixes it.

Interestingly, it's also a bug inherited from the original FitzQuake code, so it's been around for a while. 
 
Hello and thanks for the this great engine!
I was making some tests running custom code for a mod and using "eprint" to debug some entities. However, this is making Mark V run unplayable with very low fps. I think it might be a bug, because other engines doesn't have that problem.
Also, loving the mouse features.

Cheers! 
Congrats On The Release Baker 
 
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.