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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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@Gunter 
I've been following the thread and didn't notice that name. LOL 
Mark V And Xinput 
Baker, here's a note for your next session. :-)

Sometimes I play Quake through Steam in-home streaming. My controller in that case is a Steam controller that presents as an Xinput joystick + buttons. This works with Quakespasm, but not with the latest Mark V (even with the -joystick option specified).

The console says:

joystick not found — invalid joystick capabilities (6)

Reading back through some previous posts I can’t quite tell if I should have expected this to work or not. So, FYI. 
Cool Stuff 
Thanks for putting out that new release Baker. You are da boss. My map should be out with the release of the upcoming mapjam. 
#2213 
Yeah, I still have issues too. I still have to physically unplug my other controller (whether set to dinput or xinput) just to get Mark V to recognise my XBone controller. I, too, was unclear if these issues were addressed or deferred... I'm not the brightest bulb on the Christmas tree so it's nice to see I'm not the only one a little confused here. :) 
[edited By Moderator] Not Sure If This A Bug, But 
Let's say i'm running a background streaming video in my browser

i run MV, and in that case, the fps are locking at 60

i terminate the streaming video, the fps are upping to their max

i'm still cannot figure this shite 
Why Is Everyone Saying Android Doesn't Natively Support Vorbis? 
I'm fairly certain that Android has supported Vorbis since 2008, so why is everyone saying that Android doesn't support it natively? What's the big issue with Vorbis support anyways?

https://android-developers.googleblog.com/2008/02/android-sdk-m5-rc14-now-available.html

I also find it strange that people say that Vorbis is not used in the game industry at all and that it's 'obscure,' yet I can name 5 games off the top of my head that use Vorbis? 
 
I don't recall the claim being that Android doesn't supports oggs. The point is that hardware decoding of mp3 is ubiquitous, oggs must be software-decoded and that make a very appreciable difference to both performance and battery life. "Everything is software" is cutesy in the desktop space but it cuts no ice in mobile. 
 
Use Ctrl + F and search for OGG and you'll eventually find claims that Android doesn't support Vorbis.

And what exactly does Mark V have to do with mobile though? I still see no reason to purposely disable Vorbis support for the desktop if Mark V is used on mobile devices, especially when some people have issues with Mark V loading MP3s. 
#2221 
About that: I still would like get an answer on mp3 playback in the Quakedroid channel. Just look at my most recent post over there. 
 
When I was mentioning that Android wouldn't play OGG, I was only mistakenly repeating what Baker seemed to say in #2169 where he used the word "impossible." But then I found that Android CAN natively play OGG, and I posted about it over in the QuakeDroid thread.
I read something online saying that ringtones in MP3 format do not loop in Android, but ringtones in OGG format do loop (if a certain flag is set in the file), so I assume that's why Google uses OGG format ringtones for apps like Hangouts (and other built-in alarms and ringtones you will find in Android).



brassbite, I don't think music support has been added to QuakeDroid yet. Like you, I could not get an MP3 to play in the game. 
Well Thats A Bummer 
Why are we even discussing adding ogg support when the fucking game can't even play any music at this point? 
 
QuakeDroid played the OST just fine for me... 
 
So... i'm trying to compile the last version of markV
(this one http://quakeone.com/markv/builds/mark_v_1099_revision_4_source.rar )

and i'm getting the following error:
fatal error C1083: Cannot open include file: 'windows.h': No such file or directory

what am i doing wrong? :/ 
 
QuakeDroid played the OST just fine for me...

Really??

Well, then I don't know what the deal is. I (and brassbite) can't seem to get the MP3s to play in QuakeDroid. We need word from Baker about this.

(And I think we're getting some cross-posting confusion between QuakeDroid and Mark V.) 
JFC Baker Has Repeatedly Said Ogg Wont Be Supported 
Stop banging on about it for gods sake. 
^^^^^IAWTP 
 
 
Gunter's mp3 problem will be solved in the Christmas update (this isn't new, I eventually gave up trying to communicate this to gunter).

Spike maybe a year ago told me about something neat he uses in FTE that will work even on Gunter's old WinXP computer just fine.

I'll add a cvar mp3_decode_fte and have it be a third click option in "cd/mp3 music on|off".

Gunter will end up being very happy and pleased.

@brassbite - I answered your question in the QuakeDroid thread (so anyone else looking for the answer can find it more easily).

@dumptruck - You wouldn't let me get the Trinity or the other 2 artifacts. And made me wait 10 seconds for the hammer. ;-)

@johnny - Yeah, just XBox controllers support. Microsoft controllers are actually backwards compatible to Windows 98 (!!) If you are super intent on using a Steam controller, find the release post and use the "alternate" SDL2 build! Your Steam controller *should* work with that. DirectX Mark V is not SDL2, so doesn't have the rich and deep controller support that they put into SDL2 (unless I steal it and graft it in, which eventually I will probably do in the future ... SDL2 is a very nice and freedom granting license .. a good reason to support SDL2)

@hipnotic - Yeah, it uses the first controller it finds. But in the Christmas version I'll add a way to set it to use "controller #2".

@tribal - I compile with Visual Studio C++ Express 2008 get it plus Service Pack 1. With that version, you open Mark V .vcproj and click "Build" --> BANG! It compiles.

So Tribal, I hope you can get it to compile. With the same Visual Studio, should be easy enough. There is no such thing as "current Visual Studio" because now they don't really do "versions" so I imagine they break things every 6 months or so because Microsoft is really good at that now.

/Resuming sustained months long inactivity ... 
@Baker 
@dumptruck - You wouldn't let me get the Trinity or the other 2 artifacts. And made me wait 10 seconds for the hammer. ;-)

I'm guessing you were probably messing around in the menus before starting the map. The sound files seemed to get out of sync with the triggers when I did that. Disconnect, set your settings and then reload. I tested the map in Mark V extensively and prefer it to QS. :) Should be a solid experience. 
I Wood've Bear With Baker 
a lotsa bears

beers

20/30 buttles 
Hot Durmit 
 
@Barker 
Thank you for the links, but i couldn't install VS C++ 2008 :P

I download other versions of the same program and none of them install... i searched on google and it seems there's something worng with my framework NET 3.5 or something like that... i'll try to fix it on the weekend :/

Thanks again =D

And i agree with dumptrunk, i prefer MarkV to Quakespasm... i like the HUD that doesn't cover the weapon, the sound and music are better, the colors have more saturation, it seems to me that the explosions have more particles, i don't know, but the classic explosions looks more powerfull in MarkV) and the special effects like the shambler's lightning, tarbaby's explosion and the fact that you let me decide which special effect i want turn on or off is awesome =D

Thank you one more time XD 
 
Hi, it' me again =D

I think i found a bug :P

The tarbaby/spawn explosions doesn't change when you set to 0 or 1... it's the old/same explosion :(

i miss that pretty purple circular explosion from QMB 
Is WAV Playback Supported For Music? 
Just wondering. 
Wav Is Supported In Quakespasm 
...but can't confirm if it works in Mark V here at work. I wouldn't be surprised because uncompressed formats are generally easier to support and it's not OGG. (LOL) 
 
Spike has stated that .wav soundtracks is a bad idea.

Take an 4MB mp3 file and convert it to wav and watch it become 75 MB to 95 MB to 120 MB (it's kind of shocking -- you should try it and see for yourself.)

Spike said that the load times, the storage space, disk access time, memory usage make .wav "taxing" and undesirable for music play.

Anyway, that's what Spike said once upon a time when such a topic came up. 
Baker 
That last post re: OGG was not a dig. I was LOLing at someone else. 
 
Gunter is very helpful and often able to make interesting observations that most people wouldn't notice. He plays co-operative all the time, knows QuakeC in a way comparable to Preach. Gunter isn't a bad guy, just passionate.

I think everyone occasionally gets passionate about something. Sleepwalker once had a guy named Dequer in the TrenchBroom thread who was "very passionate" about certain topics.

I think it is cool there are people still passionate about Quake.

Fun fact: Gunter once wrote a QuakeC rollercoaster ride. I kid you not! 
Rollercoaster? 
Just like this thread!!!!

That's a amazing. I do think Gunter's passion for Mark V has made it better. There's no one who is as vocal or who tests it more than he! GG Gunter. 
 
WAV memory usage is smaller than most compressed formats if it's streamed from the drive instead of being fully loaded. But the other negative aspects still apply. 
 
Gunter made a whole playground entirely in QuakeC where you collected "Quaders" to use the games and rides, which included said rollercoaster, a trampoline, and something else. The arcade games were tetris and pac man all done using Quake's special characters font. Along with little things you can interact with like sticking your hand down an ogres pants for a quader. All this was used as a hub for connecting to other popular servers at the time.

Sorry I know it isn't related to the topic, but it had to be mentioned. 
Also A Zombie Wall Climb 
 
 
Yes, The Hub mod. I remember long ago Baker had mentioned an idea about a Quake server that would act as a hub for connecting to other servers and maps, so I went nuts with QuakeC to see what I could come up with. Ok, well, all my QuakeC is kind of nuts. I probably don't actually know QuakeC as well as a lot of other coders, but I can hack code like a crazy mofo.

Using lots of stuffcmds I had all the various exits around the Start map linking to all the various active servers at the time. Just touching an exit would test the server and give you a report about what map and players were connected there, and if you sat in the exit for 5 seconds you would connect to the other server.

Of course I made the whole map like an amusement park (making new floors and walls just using QuakeC to copy entities), with lots of things to do....

Here was n old thread on Quakeone: http://quakeone.com/forum/quake-talk/quake-central/1100-the-hub-two-thumbs-up

It runs as its own server, so I can't really get it up and running since I don't host servers. And it's more of a curiosity now anyway, since there are so few active servers these days, so it kind of lost it's initial purpose.

Though I have considered hacking the hub stuff into FvF Start map... but that would require me to be a lot less lazy than I am.

Oh, and I have to note the arcade games in The Hub were taken (and modified) from code made by FrikkaC and MauveBib.




And yeah, I'm passionate about stuff when I'm right about stuff ;)

And yeah, I will be very happy and pleased if MP3 starts working well for my WinXP netbook, but it would still be right to support OGG, for maximum compatibility and ease of use (remember, some single player map packs contain OGG soundtracks...). 
 
Mark V is going to have a built-in Quake Injector with full blown graphical user interface + search, taking the existing "install" command and taking it to the logical final step.

The same way QuakeDroid downloads shareware or how the "install" command downloads from Quaddicted, Mark V can easily download an mp3 for the very few Quake mods (three? four?) with some non-mp3 sound track.

Besides, Nehahra has the soundtrack in the crazy .xm format which I plan to convert to mp3 to eliminate the crazy fmod.dll dependency in Nehahra.

I've had a blueprint in mind for ages.

These small things are easily handled and not even interesting conversation to me.

I also plan ahead: Mark V had Android/iPhone code in the source for 2 years before QuakeDroid or releasing compilable source for the iPhone version which predated QuakeDroid by a month, for instance.

Likewise, today's Mark V source code has jpeg support so the built-in Quake Injector will be able to download map screenshots from Quaddicted and use them immediately on-screen.

/Boring details 
Nehahra DLL 
I always hated the fmod.dll dependency of Nehahra. Getting rid of that is another step in perfecting the support of this mod. Not sure if a conversion from XM to MP3 resulted in a loss of quality, though. 
 
There are a number of items in the pipeline, often undiscussed.

Like changing the Effects menu item from [Classic | JoeQuake] to [Classic | JoeQuake | NPRQuake]. The current source code is reorganized to make this straightforward to implement (last year's source code was not).

Also: Making mh's work on "r_shadows 3" really kick some major ass by having the option to have shadows acknowledge brush model collision as a surface (i.e. e1m1 slime bridge) would be great. The framework for the feature is already written. 
 
WAV memory usage is smaller than most compressed formats if it's streamed from the drive instead of being fully loaded.
In a world where 8gb is standard that's not really a big deal.

Besides, disk access is still slower than memory access anyway, so streaming from a HD in order to save memory, in a case where saving memory would not even be a requirement, seems to be the wrong side of a tradeoff. 
 
disk is slower but you can cache ahead as much as you need. The most intense disk i/o is at map load time so streaming during gameplay would reduce that.

(note: I am not advocating giant wav files to replace mp3s) 
XM Conversion 
Btw I am curious if Baker manages to make a flawless XM to MP3 conversion of the Nehahra music once it's necessary. I tried today and some of the tracks have crackling noise after conversion, even after normalization. 
@nightfright 
How does this one sound to you? My initial attempt to convert had crackly sounds for this track.

I then meditated on it a little and the result was this ... which seems to be perfect.

Nehahra - neh5.mp3

Let me know. 
Mark V HD High Resolution Pack - June 16 2018 
Screenshots: Screenshot 1 | Screenshot 2 | Screenshot 3

Download: HD Pack - 128 MB and extract to c:/quake/hd

* High resolution textures (via qrp.quakeone.com)
* Modified JoeQuake menu to match Mark V.
* Conback and character set (via gfx.quakeworld.nu)
* .lits and transparent water .vis for Quake maps.

You may wish to set the following for best results ...

viewsize 110 // Hud to more Quakeworld appearance
scr_scaleauto 2 // "Auto Large"
qmb_active 1 // QMB effects instead of classic

Read more ...  
HD 
I'm not a fan of the look but I will check these out for educational purposes and I am a fan of Mark V. 
 
That type of look is popular in Quakeworld, DarkPlaces replacement textures users (Google up "Quake Epsilon" or "Quake HD" ... you might be surprised). and those who may have in the past really liked JoeQuake or Qrack (*).

There are also users who like high resolution textures because that have a large monitor and Quake textures don't look magnified on a large display because they lack the detail.

(Qrack: R00k doesn't seem like he is updating Qrack much these days. Qrack was popular for especially among those who liked playing original Threewave CTF online, and the last couple of years NetQuake multiplayer has declined quite a bit.)

I may in the future add some more options to support more fully the appearance of an ezQuake-looking HUD. 
 
its slowly evolving with some tweaks and feature
just not as many players any more so ive
ive been focusing on singleplayer functionality
but not dead but nothing to write home about
:D 
Trouble Since Windows 10 April Update 
My Windows 10 did the large April update, and since then Mark V has been super slow to start up, taking several seconds, whereas Quakespasm, for example, still loads almost instantly. Also, I'm not sure if it's related to the problem, but I tried playing dm4jam_ww, and without exception the game freezes when the Shambler's supposed to spawn at the beginning.

Has anyone else done the April update and had the above problems with Mark V afterwards?

For your information, if the engine freezes for you and you're unable to get the task manager window or the mouse pointer visible, I was able to do it with the following steps:

1. Press the WIN + TAB keys
2. Navigate to Mark V with the arrow keys
3. Press SHIFT + F10
4. Move the game to another desktop
5. Your primary desktop should become visible and controllable, where you can open up the task manager and shutdown Mark V. 
 
What I've observed is that the latest Mark V and latest Quakespasm both take a few seconds to start up now -- longer than I remember from before -- and that Mark V Winquake is still fast. 
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