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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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New Issue Found 
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. 
 
honey 2 confirmed 
Mac Version? 
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 
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. 
 
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 
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! 
 
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. 
@dumptruck_ds 
I'm not yet knowledgeable enough to do that. But if I get there, I would love to. I also think MV is pretty golden, and just needs a few bug fixes. My most pressing issue is that the "firing" mode seems to get stuck randomly and my character just shoots a bunch until I span my keyboard to try to stop it. 
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