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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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@baker 
What does your Linux version use? I'm clueless on this stuff but hope to have a Linux machine up sometime soon. Also any clue as to why I am getting a waterwarp size is 1024 message in developer 1? No liquids? 
 
Hmm. Lots of duplicate symbol errors when linking the iOS build, conflicts between input_surface.o and various other .o files.

My first guess was that it might have to do with eval_flags/eval_frags being declared as int rather than extern int in progs.h, but changing that didn't help anything that I could see.

Will give it another whack later. 
Waterwarp Size Is 1024 
I think that message comes from code I wrote. I'll review it hopefully tomorrow and see what the cause might be. 
@dumptruck 
I use Ubuntu but the Linux binaries works on a fair number of other Linux distributions, or so different Linux users have said.

@ johhny - if I recall, there are 288 source files but if sometimes seeming randomly -- like maybe if it targeted the simulator or a generic device? -- XCode would try to compile 568 files. I plugged in an iPad and targeted that and it works fine. I am using XCode 8.2, I think the current version is 9.2 and since it seems like every XCode upgrade introduces some quirks/inconveniences to tackle, I put off upgrading a bit. Short version: Couldn't quite say, 
 
OK. I'm targetting simulator at the moment. Will wait until later when I can plug in the iPad. 
 
@johnny ... be sure create a folder called id1 in Documents on the iPad and throw pak0.pak (and pak1.pak) in there.

I can't remember the method to put files on an iPad offhand.

Note to self: Use Mark V http download offer to download pak0.pak or something on startup if it doesn't exist in the next revision. 
Direct X V1.80 Build 
I have taken a quick look at the Direct X build and it seems to look and behave just like the OpenGL one, so I stand corrected with my prejudices. I cannot say much about speed differences, but it feels smooth alright.

Still missing my favorite gl_nearest_mipmap_linear option, but besides that, it's all fine.

Is this build capable of running all the new maps of Arcane Dimensions now, btw? 
 
I need to add Sepulcher support. It is on the "todo" list.

My first priority is getting new unreleased capabilities off my hard drive and into reality.

Then I'll be adding things like Sepulcher support, etc. 
@NightFright 
Go to Video Options -> Pixelization.

I'm 99.9% what you want is in the DirectX 9 build.

Let me know. 
 
waterwarp size is 1024

This is just a notification that should only happen at startup and when/if the video mode changes. If it's happening more often (every frame) it's a bug. It's nothing to do with water surfaces but is rather used for the underwater warp effect.

It happens even if the current map has no water because the next one (or the previous one) might.

The alternative is to destroy and recreate the texture each map, which could lead to extreme video RAM fragmentation, or to create it on-demand which (in addition to fragementation) could cause runtime hitches and stalls. So I decided instead to burn a little extra memory in exchange for performance.

gl_nearest_mipmap_Linear

This should be fully supported; I've reviewed both my original wrapper code and the MarkV implementation and can confirm that. 
GL_NEAREST_MIPMAP_LINEAR 
I actually checked explicitly for that. The only options for the pixelated look are gl_nearest and gl_nearest_mipmap_nearest. Just like in the previous (OpenGL) builds.

Smooth mipmaps transition ftw! ^^ 
GL_NEAREST_MIPMAP_LINEAR 
It should be settable from the console though. If something's missing from a menu option it's nothing to do with the API used. 
@nightfright 
Egads. I version 1.36, I had gl_nearest_mipmap_nearest. Then I knew it needed to be the "other one".

So I switched it to gl_nearest_mipmap_linear. Then I forgot I did it.

Then I worked the todo list and switched it to the "other one" again and since it was gl_nearest_mipmap_linear in the source, I changed it to gl_nearest_mipmap_nearest. 
LOL 
Then basically you switched it twice so it was effectively as if you had never changed it?

Well, now please just change it ONCE again and I can die happily. ;) 
@dumptruck/mh 
I'm trying to cause this developer 1 + r_waterwarp message, but not having any luck. 
 
Line 812 of gl_texmgr.c is where it happens. 
Mark V - Buiid 1081 
Direct X | WinQuake - Windows rebuilds
(killpixel's winquake gl in there too)

Got rid of dumptruck's warp message printing in developer 1 and another message that was spamming some, gl_nearest_mipmap_linear replaces gl_nearest_mipmap_nearest and fixed noticed the menu being drawn during QuakeC or demo playback or disconnect go to console. 
Fantastic 
That was a really fast fix. Thanks a lot, Baker! Another proof that Mark V should be anyone's favorite vanilla-style port since it's handled so well! :) 
@Baker 
thanks for the update! 
Thx Boo 
 
Crash Report 
Mk V DirectX 1081 crashes to desktop without error message (just the usual Windows notification that the program "stopped working") when trying to use the remade ogre model by Chillo:

Download (1.0 MB):
http://www.quaketastic.com/files/models/Ogre_2.zip

Tested in E1L2, crashed right away. The model is quite big, but I dunno if that's what's causing the crash. 
 
What engines is it known to work in? It looks like DarkPlaces and DirectQ.

Mark V supports 3984 verts, the maximum possible in WinQuake according to a note by aguirRe.

If it works in Quakespasm, for instance, let me know. 
 
It also works in my original FitzQuake implementation that I built the D3D wrapper on. 
Quakespasm Test 
Model loads without issues in latest Quakespasm 0.93 x64 build. According to QuarK, it has 1290 triangles. 
 
Number of triangles in a .MDL file can be very differrent to number of triangles in an engine. Most engines will unpack them to strips and fans for drawing whih can change the counts quite dramatically.

Basically, it's completely unsafe to limit the verts in a GL engine to the same limit as is used in software.

@Baker: running a debug build should tell you exactly where this crashes. 
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