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Posted by Baker on 2016/11/19 04:53:11 |
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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 @mh
#2526 posted by Spike on 2018/10/08 19:18:45
I'm more a fan of e5bgr9, as it can also be used by a fixed-function pipeline (although requires a gl3ish gpu) without extra scalers, doesn't require any manual interpolation, still allows for up to 4000-fold overbright (ish), has higher precision than rgbx8, and uses the same ammount of gpu memory as rgbx8 (half as much as half-floats would). etc. If you're lazy you can just hardcode the exponent and get 4x overbright with the same precision as rgbx8 would get with 2x overbright. And if you're not lazy then you can get more precise dark areas alongside insanely bright areas.
does anyone still use a gpu older than gl3?..
#2527 posted by mh on 2018/10/08 19:42:15
I personally consider D3D11 to be entry level these days, it's a ~10-year old API. GL versions do lag for some vendors, however. GL3.2 is probably a reasonable minimum.
I find it better to do lightstyle animations on the GPU, and dynamics with extra additive blending passes. I've coded it up in GL1.5 assembly shaders, GL 2..4 GLSL, D3D9 HLSL and D3D11 HLSL for Q1, Q2 and H2 so I'm quite satisfied that the approach is solid.
#2528 posted by ericw on 2018/10/08 20:07:00
The difference in lit rendering between MarkV and QuakeSpasm, DirectQ could be the LightNormalize function which does:
lit = lit * (greyscale / max(lit.r, lit.g, lit.b));
so max(lit.r, lit.g, lit.b) needs to be equal to the greyscale value, or the final rendering will be different from engines that don't do this. If the lit files from https://quakewiki.org/wiki/External_Lit_And_Vis_Files don't have that property, this will be causing the difference you're seeing.
 Mousewheel Issue
#2533 posted by aboohoo on 2018/11/22 07:48:26
hi there,
i've just installed Mark_V using the Steam installer and it works great!
i've had one issue where for some reason when i bind mwheelup or down to anything besides next/previous weapon (either through the console or in the options menu) it just doesn't work.
I get no errors, but when I bind it to jump, for example, nothing happens
anyone have any idea what the cause may be?
#2539 posted by metlslime on 2018/12/03 22:14:48
Flagged the spam but one contained a very nice compliment which i will past here:
I feel like all your ideas are incredible!
 I Feel Like The Return Of Baker Is Much Needed.
#2540 posted by Shambler on 2018/12/04 10:52:01
 Music Volume
#2542 posted by Bun-Bun on 2018/12/11 06:24:52
Is there a way to increase the music volume? The cd music volume doesn't change the external mp3 file music volume.
PS: Love the engine, its the only one I have been able to find that lets me play the game like its meant to look at 320x240 with external music.
 Unfinished Business
#2550 posted by NightFright on 2019/01/11 07:36:10
Since the resurrection bug returned to Ne_Ruins for some reason, I guess I will test all the addons again which I had reported in the past to see what happened to them. I know that the "view warping" bug at the end of Malice had never been fully addressed, too.
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