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Forum: Coders. Releases 22 August 2019, 20:46
Replies: 54
Views: 4,709
Posted By Cowcat
New version here:...

New version here: https://github.com/Cowcat5150/iortcw/releases
Forum: Coders. General 22 August 2019, 09:33
Replies: 343
Views: 59,573
Posted By Cowcat
@BULI The water translucency fix/upgrade was...

@BULI

The water translucency fix/upgrade was done in old 6.1 version or before that :) Bear in mind that you need VIS'ed quake maps or you end with slow/slow performances when seeing liquid...
Forum: Coders. Releases 21 August 2019, 12:45
Replies: 33
Views: 5,545
Posted By Cowcat
Updated versions on github:...

Updated versions on github: https://github.com/AmigaPorts/ioq3

As commented time ago in Q3 thread it turns out that r_primitives "0" is not the cause for bogus game crash, it only makes it fail...
Forum: Coders. Releases 21 August 2019, 11:54
Replies: 372
Views: 40,882
Posted By Cowcat
New releases on github:...

New releases on github: https://github.com/AmigaPorts/ioq3

Added "r_mintriarea" that works the same way as other QAmiga engines with this formula : screenwidth * screenheight/75000 (rounded). Try...
Forum: Coders. General 08 August 2019, 17:28
Replies: 170
Views: 40,931
Posted By Cowcat
@James Looks like for winuae runs quite well...

@James

Looks like for winuae runs quite well and much better than blitz for whatever reason. On my system (debian with winuae through wine), software render is in fact faster.

ref_gl.dll is not...
Forum: Coders. Releases 07 August 2019, 13:32
Replies: 372
Views: 40,882
Posted By Cowcat
Thanks guys :great Could be some issues...

Thanks guys :great

Could be some issues depending of what was in a previous q3config.cfg because every new full compile could reset some variables. Better to back the old config and leave the game...
Forum: Coders. General 05 August 2019, 14:18
Replies: 170
Views: 40,931
Posted By Cowcat
Full update: Fixed an issue with one of the...

Full update:

Fixed an issue with one of the latest levels (Big Gun) that didn't allow saving, so there was no possibility to continue playing.

Didn't catch any problems with saving/loading so...
Forum: Coders. Releases 02 August 2019, 19:40
Replies: 372
Views: 40,882
Posted By Cowcat
A new one: Movie playing and screen mode...

A new one:

Movie playing and screen mode changes on the fly for vertex arrays supposedly working.

r_primitives to be used 1 (default) and 0 (removed old slow render primitive 3).

Be aware of...
Forum: support.Hardware 08 July 2019, 15:29
Replies: 1
Views: 121
Posted By Cowcat
Remove/rename/move out whatever datatype (ppc?)...

Remove/rename/move out whatever datatype (ppc?) could be loading at the time system boots. Basically IIRW no "datatype-picture" should be inside WBStartup dir.
Forum: support.Apps 28 June 2019, 09:01
Replies: 7
Views: 407
Posted By Cowcat
Besides low Virge memory: The need of full...

Besides low Virge memory: The need of full cybergraphics driver 4.x (not 3.x) and warp3d version settings (v3 or v4). I don't remember if last warp3d needs latest cybergfx or by the same token old...
Forum: Coders. General 12 May 2019, 13:44
Replies: 343
Views: 59,573
Posted By Cowcat
Updated version: Fixed an old blending issue...

Updated version:

Fixed an old blending issue with litfiles: On R_BlendLightmaps function glEnable(GL_BLEND) was done after glBlendFunctions. That was corrected in Wazp3D and maybe worked "ok" for...
Forum: Coders. General 23 April 2019, 17:54
Replies: 343
Views: 59,573
Posted By Cowcat
Found the culprit for the freezing issues at...

Found the culprit for the freezing issues at least on my system: sound cache.

Whenever you use newer models/sounds for regular Quake, increase memory (like -mem 32).
Some of the sounds needed at...
Forum: Coders. General 21 April 2019, 10:24
Replies: 343
Views: 59,573
Posted By Cowcat
@James Is not all doom and gloom :laughing:...

@James

Is not all doom and gloom :laughing: Just some samples that mess up dma ahi code. Don't know about paula.

Maybe more work is needed to update the whole Blitz code to accomodate for these...
Forum: Coders. General 20 April 2019, 22:07
Replies: 343
Views: 59,573
Posted By Cowcat
Found it: Sound overflow. Some samples in mods...

Found it: Sound overflow. Some samples in mods cause locks in game from time to time. More visible now with new Blitz versions.

A workaround with Authentic Update Pak: Remove the entire sound dir...
Forum: Coders. General 19 April 2019, 22:35
Replies: 343
Views: 59,573
Posted By Cowcat
Authentic Update Pak exposes hiccups in game when...

Authentic Update Pak exposes hiccups in game when is used with my latest 7 version series that 6.1 didn't have at least with those new models :bash

Have some pre-7 builds/sources that don't have...
Forum: Coders. General 18 April 2019, 22:30
Replies: 343
Views: 59,573
Posted By Cowcat
Happens with normal Quake? Could be a "messaging...

Happens with normal Quake? Could be a "messaging buffer failure" (I made up that).

But I don't feel that unresponsiveness except when big mods are in use: Some kind of lagging maybe but those...
Forum: Coders. General 14 April 2019, 15:54
Replies: 343
Views: 59,573
Posted By Cowcat
@James You're welcome. Actually those...

@James

You're welcome.

Actually those both mods show a failure in sky render: A simple increase of zfar value in MYgluPerspective function fixes it, so the missing gl_farclip is added. The...
Forum: Coders. General 13 April 2019, 15:15
Replies: 343
Views: 59,573
Posted By Cowcat
Double upload: Fixed latest menu...

Double upload:

Fixed latest menu misalignments + updated -ip fail with warpos gcc version.

Also added BSP2 support and updated code for protocol 666 for new mods/maps "out there".

Update 7.3:
Forum: Coders. Releases 12 April 2019, 23:37
Replies: 54
Views: 4,709
Posted By Cowcat
@trixter No idea. Is the config I use...

@trixter

No idea. Is the config I use copied there just in case. Don't bother then.

I believe that all configurations needed to be like flares off, wolffog off, sound mem low, etc, are already...
Forum: Coders. General 10 April 2019, 21:35
Replies: 343
Views: 59,573
Posted By Cowcat
Cosmetic issues. Didn't try this menu in game. ...

Cosmetic issues. Didn't try this menu in game.



Yep, why not? And the kind of mods/paks with new models/etc. you use regurarly.

Weird: Menu options and help is missaligned, and don't...
Forum: Coders. General 09 April 2019, 19:03
Replies: 343
Views: 59,573
Posted By Cowcat
From what I see looks like a smashed potato....

From what I see looks like a smashed potato. :crazy

Time to check out old version with a newer one then.

@James Post your configuration here and what kind of commands you use to launch the...
Forum: Coders. General 09 April 2019, 10:14
Replies: 343
Views: 59,573
Posted By Cowcat
It is changed completely: On/Off. Reason...

It is changed completely: On/Off.

Reason to change is it was buggy, old and from testing code from the 2000, just before better alternatives appeared (with "developer 1" one could see the...
Forum: Coders. General 07 April 2019, 21:11
Replies: 343
Views: 59,573
Posted By Cowcat
For fun: chase_active "1" and parameters...

For fun: chase_active "1" and parameters chase_up "80" and chase_back "200" or adjust to taste.

Also r_showbboxes 1 or 2 or gl_wireonly "1".
Forum: Coders. General 07 April 2019, 21:02
Replies: 343
Views: 59,573
Posted By Cowcat
Also shadows now should work ok with fog: They...

Also shadows now should work ok with fog: They should fade by distance.

But code for shadows are a little more complicated with interpolation: They do funny things when they rotate. Forget about...
Forum: Coders. General 07 April 2019, 20:49
Replies: 343
Views: 59,573
Posted By Cowcat
Some weird stuff is done with that and the...

Some weird stuff is done with that and the old-old code prevented wateralpha for being used: I fixed last time, but still not bullet proof for all.

For bigger mods, multitexturing doesn't work and...
Forum: Coders. General 07 April 2019, 20:40
Replies: 343
Views: 59,573
Posted By Cowcat
Or "maybe" I put too much "lights" on this...

Or "maybe" I put too much "lights" on this version. Did the old version work with -litfiles alone ?
Forum: Coders. General 07 April 2019, 20:34
Replies: 343
Views: 59,573
Posted By Cowcat
Try different combinations: Whatever old...

Try different combinations: Whatever old commands from old readme's, -litfiles don't need -lm_RGB (in fact is capital " RGB").

Hedeon photo was a testing stuff he tried. He can play with all the...
Forum: Coders. General 07 April 2019, 19:52
Replies: 343
Views: 59,573
Posted By Cowcat
@trixter Net stuff is changed a little to be...

@trixter

Net stuff is changed a little to be used by gcc (test). Just use -noudp on the same line of commands you start quake.

Even those little changes/tests I can play on a local net with...
Forum: Coders. General 06 April 2019, 22:52
Replies: 343
Views: 59,573
Posted By Cowcat
2019 BlitzQuake. Work in progress. Compiled...

2019 BlitzQuake. Work in progress.

Compiled with mos2wos, upgraded interpolation code, etc, etc.

Now that people has more ppc power is time to play the game the way is supposed to without the...
Forum: Coders. Releases 06 April 2019, 22:19
Replies: 33
Views: 5,545
Posted By Cowcat
Updated: Turns out that r_primitives "0" is...

Updated: Turns out that r_primitives "0" is buggy, but maybe works ok with vertexLight.
Forum: Coders. Releases 06 April 2019, 22:17
Replies: 54
Views: 4,709
Posted By Cowcat
Updated to r2.

Updated to r2.
Forum: Coders. Releases 28 March 2019, 23:39
Replies: 79
Views: 8,319
Posted By Cowcat
Better set r_vertexLight to "1". And you...

Better set r_vertexLight to "1".

And you must fight for running it on low memory settings. Maybe disable sound (s_initsound "0").

Still a very demanding game as experienced by other users, even...
Forum: Coders. General 14 March 2019, 16:25
Replies: 170
Views: 40,931
Posted By Cowcat
Check out if this minimal version works (only WOS...

Check out if this minimal version works (only WOS - whatever cpu). Report failures/success...
Forum: Coders. Releases 13 March 2019, 21:48
Replies: 54
Views: 4,709
Posted By Cowcat
@BULI I'm afraid but nothing new in the...

@BULI

I'm afraid but nothing new in the memory department, but there are always undisclosed versions for almost all the ports I've done.
Forum: Coders. Releases 04 March 2019, 22:18
Replies: 372
Views: 40,882
Posted By Cowcat
That's the idea: Some of those G3 are enhanced...

That's the idea: Some of those G3 are enhanced 603e.

On github there are new versions with small updates too.
Forum: Coders. Releases 22 February 2019, 12:21
Replies: 372
Views: 40,882
Posted By Cowcat
@trixter Cool. Some previous 8 versions "out...

@trixter

Cool. Some previous 8 versions "out there" had some net issues by the way, so ....

But anyway I'm already cleaning some stuff, but that will go to github.
Forum: Coders. Releases 21 February 2019, 15:35
Replies: 372
Views: 40,882
Posted By Cowcat
Beta8. Looks like new wos beta has reduced...

Beta8.

Looks like new wos beta has reduced loading times. Also added an experimental event handler for warpos and included a 603 compiled version.

68k beta has a workaround for blending like...
Forum: support.Games 20 February 2019, 18:51
Replies: 12
Views: 868
Posted By Cowcat
Which engine version was your port based on? ...

Which engine version was your port based on?

It's Phx/Surgeon work based on quakepro, but for quite some years I took code from other ports: FitzQuake/Mark V, Quakespasm, etc ... whatever is...
Forum: support.Games 19 February 2019, 21:34
Replies: 12
Views: 868
Posted By Cowcat
The only one that has potential for running it is...

The only one that has potential for running it is my latest BlitzQuake: I did the work for protocol 666, but few cared....
Forum: Coders. Releases 19 February 2019, 16:19
Replies: 372
Views: 40,882
Posted By Cowcat
@thellier In a developer's forum for OS4...

@thellier

In a developer's forum for OS4 they describe similar (but not so heavy) zbuffer problems with Q3 and SDL 2.0 : They fixed it by clearing buffers right after the context is created.
...
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