 We Love When Baker Is Drunk
#2670 posted by NightFright on 2019/06/25 09:41:20
Because he is posting, and when he is sober, he can resume working on his awesome port.
I have been trying QSS lately to see if I can live without Mark V, but then I was missing the different transparency settings for liquids, finetuning for HUD weapon positioning, authentic underwater warp, Nehahra support and so on. Mark V remains number 1 for me and deserves to be perfected to be enjoyed by mankind.
Cheers, mate!
 New Issue Found
#2671 posted by NightFright on 2019/06/25 15:58:32
At least the DX9 build has issues with Quoffee/CoffeeQuake.
When trying to load e3m15_kamp "Unholy Underground", you get a crash to console with following message: "Host_Error: AllocBlock: Full". Happens when you try to load the map directly or after leaving e3m14_pinchy1.
#2672 posted by Poorchop on 2019/06/26 22:39:32
honey 2 confirmed
 Mac Version?
#2673 posted by omi on 2019/06/29 02:43:47
there are a way to get an updated mac build?
 Raising Limits?
Same issue from #2671 also with w1m7 of "Realm of the Lost" ("Host_Error: AllocBlock: Full" when loading the map). Also, music tracks from that mod won't work (with odd numbers like track15.ogg, track29.ogg, track117.ogg). Everything works fine with Quakespasm 0.93.2.
Any chances of seeing an update with latest Quakespasm limit changes (dynamic lightmaps allocation, BLOCK_WIDTH/HEIGHT 256, MAXALIASTRIS 4096, MAX_STATIC_ENTITIES 4096, MAX_STACK_DEPTH 64, cmd buffer size 256K, MAX_EFRAGS/MAX_MAP_LEAFS limits removed)? It's about time since more and more recent maps stop working with this otherwise still fantastic port.
 Mouse Issues On Mark V 1099
Hello just downloaded this port today and I love it. I play a lot of NetQuake and am very excited to play this online but sometimes I don't fire when pressing mouse 1 and sometimes it sticks and doesn't stop firing. I have another friend who experiences the same issue. I have updated all my drivers and that did not fix it. I will try to go back to 1036 it seems some have to do that.
 Fix For The Mouse Issues On V 1099
I raised my FPS cap from the default 72 to 150 slightly above my monitors refresh rate and this seemed to fix the sticky mouse issue. Had two of my friends test this also and it seemed to fix it for them as well. Even though they had 60 hz monitors raising the FPS cap above 144 seemed to help their mouse not stick.
 Mark V Sound Issue
#2687 posted by gila on 2020/02/07 09:37:27
Anyone had this problem? Switched over to Win10 x64. Tried Mark V, the sound is fine but laggy - not choppy but with big delay rather - even in main menu, press up or down to move the "Q", and sound comes in like 2 seconds later.
No such issue in Quakespasm.
#2688 posted by Shambler on 2020/03/29 09:22:24
Mark V: How Do I Disable Autoaim [EDIT]
Posted by bluemoss on 2020/03/29 00:39:09
I've been really getting into Mark V on my potato of a pc with little to no hope of open gl rendering, and Mark V seems to be the best
But it took me a while to notice some autoaim
Anyone know how to toggle this on/off?
#1 posted by onetruepurple on 2020/03/29 01:21:22 spam
sv_aim 1
 Disable Autoaim
Navigate to your id1 subdir and open config.cfg with a text editor. Search for the sv_aim entry. Default setting is 0.93. Change that value to 1 (so it reads sv_aim "1"), save and there you go.
 Source Code
#2690 posted by vbs on 2020/05/24 05:37:23
Hello, the source code does not seem to be distributed with the installer, or zip. And Googling around, I haven't had any luck. Is there a link to the release source code? Thanks!
#2691 posted by metlslime on 2020/05/24 07:40:23
on the website there is a part where it says "Current source code (download | all builds ..)"
 I Would Like A Part Here
where it says: "New version available"...
 @vbs
please say you are forking this and working on some fixes - Mark V is very close to a perfect source port IMO.
 Perchance To Dream
The minimum that should be done is to raise limits to match latest Quakespasm so that newer maps run again. Would also like to see some of the (re)introduced bugs fixed that I mentioned earlier on, but Baker needs to show up again first.
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