 Nehahra DLL
#2247 posted by NightFright on 2018/06/15 07:57:04
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.
#2248 posted by Baker on 2018/06/15 09:54:20
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.
#2249 posted by mh on 2018/06/15 11:24:34
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.
#2250 posted by metlslime on 2018/06/15 20:42:17
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
#2251 posted by NightFright on 2018/06/15 23:00:53
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
#2252 posted by Baker on 2018/06/16 00:09:54
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
#2253 posted by Baker on 2018/06/16 23:10:58
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.
#2256 posted by Baker on 2018/06/19 11:30:41
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.
#2257 posted by R00k on 2018/06/21 00:26:21
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
#2259 posted by Esrael on 2018/06/24 16:13:00
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.
#2260 posted by anonymous user on 2018/06/24 23:49:40
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.
#2261 posted by Poorchop on 2018/06/26 07:10:24
I don't have issues starting up the engine but I get pretty poor performance. I've had slowdowns in id maps. Meanwhile my FPS doesn't dip like this in other source ports. Mark V WinQuake is all right but my PC has a hard time getting good performance out of regular Mark V.
#2262 posted by Baker on 2018/06/26 09:09:32
More Windows 10 updates weirding things up ...
Anyone else using Windows 10 have issues with the engine?
/Looks like an investigation is in order, but little surprised this didn't arise as an issue back in, say, April or May.
 @Baker
Chiming in. Audio issues but I don't have access to that particular machine ATM. I thought it was my crappy hardware but then trying 1099 on an older Win7 laptop confirms there's likely an issue with Win10.
I will have access to another Win10 machine in a couple of days. Will report back ASAP.
 Not Sure Where To Ask This
#2264 posted by Qmaster on 2018/06/28 19:18:07
Is there a way to autoconcatenate demos? I never can do demos because I spam quicksave/quickload so often.
Am I admitting I play horribly...not really, but I love to save, do something stupidly crazy, probably die or fall to my doom, then quick load. I like to take huge risks, blast into a room, run around and get 50 baddies to follow me, trail vore balls through the lot, etc.
Is there a way to restart recording on the same demo file on quickload?
 Demo To Avi/mpeg
#2265 posted by Qmaster on 2018/06/28 19:19:47
Is there an engine with support to record demos direct to video format?
 Qmaster
Mark V has a way to record a demo to avi. Search for capturedemo above.
Also cl_autodemo for automatic demo recording. But I have not played with it. cl_autodemo 1 for host_maxfps 72 and cl_autodemo 2 for framerates above that.
I know there were some very good demo tools designed for protocol 15 that have wonderful features. I need to go and research them tho. I killed those brain cells with beer long ago! They are all old and may still work. Keygrip was the craziest one. Had an editing UI and everything. I tried getting it to work last year without any luck.
There was one great tool that made a highlight reel from deathmatches. It would eliminate everything but the kills and you could adjust the time before and after.
I am SURE there was one that joined demos. Just have to find it. But probably no way would it work with newer protocols. :(
I have the same issue. I Quicksave a lot and when I am reviewing someone's work I have to go back and reload and start a new demo.
#2267 posted by metlslime on 2018/06/28 22:56:22
also if you just want a video and don't need an actual demo file, you could use outside software like Fraps or the Windows "Game Bar"
#2268 posted by Baker on 2018/06/28 23:50:23
There is a command line tool called convdemo for protocol 15 at http://web.comhem.se/bjp/ that can concatenate demos (which may not be a lot of help since everyone uses protocol 666), but you could type "sv_protocol 15" in the console before playing and many maps probably still play with that on.
Mark V you can type "capturedemo demo1" in the console, the Mark V page has a codec that works fast and easy listed.
You can also do a .bat that looks like this and Mark V will exit after the capturedemo is completed.
c:/quake/mark_v.exe +capturedemo demo1
c:/quake/mark_v.exe +capturedemo demo2
c:/quake/mark_v.exe +capturedemo demo3
Mark V doesn't have a demo concat built into it.
Like dumptruck said, the "find" command finds about anything.
#2269 posted by Baker on 2018/06/28 23:52:26
Along the lines of what metlslime said, there are video tools that concat videos.
Probably easier to do that ...
 Oh Ok
#2270 posted by Qmaster on 2018/06/29 01:20:39
Drat...screen capture sucks though. Slows everything down.
#2271 posted by Spike on 2018/06/29 04:22:45
Quite a number of quake engines support video encoding one way or another. If you're intent on avoiding demos then my advice to you would be to avoid xvid. ffdshow should have an h264 encoder accessed via the x264 fourcc setting, but as that's patented I have no idea what americans should use instead for streamed video.
If you're okay with a demo, then try fte's capturedemo command. Its an offline offscreen demo capture process, so it'll run as fast as your hardware allows (iirc, dp also has some sort of offline capture, but it doesn't support 666 so w/e).
Which reminds me that I really ought to update fte's ffmpeg plugin in order to make use of nvenc etc properly, which should greatly reduce the overheads - if you've got an nvidia gpu (which should also be a way around patent issues).
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