06 August 2018, 01:01 | #21 | |||
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Last edited by AMIGASYSTEM; 11 August 2018 at 12:24. |
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06 August 2018, 09:09 | #22 | |
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Smokin is kinda OpenArena. Maybe the updates on the engine now show the problems. Please, 68k (virtual or not) use a debugger. Question: Has newer UAE (or Wazp3d) , fixed render problems with skies ? Certainly SG is mostly open air playing..... |
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06 August 2018, 09:30 | #23 | |||
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I was asking for a site where i could "Smokin' Guns demo" download it
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Last edited by AMIGASYSTEM; 07 August 2018 at 13:05. |
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06 August 2018, 11:40 | #24 | ||
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@AMIGASYSTEM If you are interested, PM me here: Someone has to test all newer Q3 68k stuff before remove the older ones. Just to have an idea of how updates are working now. Quote:
Will try this procedure with MOS. If it doesn't work, a proper 68k system is needed then. |
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06 August 2018, 23:05 | #25 |
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For any tests I'm available to you
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07 August 2018, 01:34 | #26 |
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Here's a demo I recorded, showing some very bad gameplay.
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07 August 2018, 11:31 | #27 |
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Hello
>WinUAE has a debugger Wazp3D got a debugger too (For tracing WaRp3D using programs) See Wazp3D/Docs/Wazp3D-debugger.txt It can be used too for optimizing as you can see not needed Warp3D calls (like setting again and again same W3D states for each drawing) >Wazp3d fixed render problems with skies ??? Should works if Perspective:Simulated was set in Wazp3D-Prefs Alain Thellier - Wazp3D |
07 August 2018, 12:22 | #28 | |
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Last edited by AMIGASYSTEM; 17 August 2018 at 07:50. |
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07 August 2018, 14:10 | #29 |
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Alain could explain somewhat 2 problems with the engine not related to Wazp3d but old minigl.
One is using ArrayElements with lock(the way is it now): The game has a problem when has to re-init minigl for whatever reason and the screen gets mangled. It doesn't happen when using glvertex, glcolor etc loop (the old way). The other is on windowmode a black bar is present on top. Of course doesn't happen with fullscreen but it sucks. @amigasystem send me your email (here on eab personal mail) |
08 August 2018, 10:15 | #30 |
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>Alain could explain somewhat 2 problems [...] old minigl.
I cant help as I dont know MiniGL so much : in fact I never used GLArrayElement() >The other is on windowmode a black bar is present on top. ??? I dont know I dont have Smokin'Guns >how to save the Wazp3D-Prefs configuration? Delete any Wazp3D.cfg that may exist in the game directory Start Wazp3D-Prefs Set Perspective:Simulated close Wazp3D-Prefs Start the game Close the game ==> a Wazp3D.cfg will automatically be generated |
08 August 2018, 12:04 | #31 | |
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Maybe something expected with viewport(??) by Q3 engines that the backend has to resolve?. In fact I fixed scissor in old minigl -so models rendered in menu now work- by looking at newer hyperion minigl source. Maybe some clue there? Using DrawElements has the same issue with mangled screen. Some stuff isn't cleared "enough" to make minigl reinit. Weird, because Q2 has no problems reinitializing screen modes, etc. Mysteries.... |
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09 August 2018, 01:34 | #32 |
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Did my demo work for anyone else to test engine without loading a game?
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09 August 2018, 12:57 | #33 |
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Of course it works !. Silly me, didn't know one could throw knives but did spend some time burning stuff with (figure out here what it is)
The slowness on open air playing is due to the inexistence of a proper farclipping code in original Q3. Smoking 1.1 has that particular feature in their qvm's, but even the use of it is half of the way: Maps have to be compiled/worked out before to have flags pointing out where the clip happens. Updating 1.0 qvm in this regard is futile: Yes, I tested it before reading the "map thing". There is a major issue with 1.1 version paks and other mods out there: To my knowledge they fail to include big-endian functions at the time to load models so the game stops with errors at that particular moment. SG 1.0 on the other hand has the endian check function for those littlelong/littlefloat calls. Basically bigendian cpu's are out of the equation for this mods, until someone figured out what the hell happened (me). Don't know if HunoPPC sorted out this stuff -if his version is 1.1-, but is what I tested/fixed while doing qvms and dlls for 1.1 (still non working properly). Other particular mods that have that (possible) issue: Urban Terror 4 and Reaction. Mod that works: World Of Padman. My old Q3beta4 source compiled on debian/intel machine, allow UT4 and Reaction work somewhat ok, even that those mods need some modifications. But no luck with PPC/68k. World of Padman works on warpos: A crazy game but very demanding in resources. Last edited by Cowcat; 09 August 2018 at 13:15. |
09 August 2018, 16:36 | #34 |
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Grelbfarlk timedemo test with vertexlight enabled:
MOS/MacMini 1.4G/1G ram. sg-1.0r2 = 37,2 fps (43.4 sec). sg-1.0r3 = 45.6 fps (35.4 sec)...... |
09 August 2018, 20:22 | #35 |
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09 August 2018, 21:34 | #36 |
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10 August 2018, 04:56 | #37 |
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Also, where's that sg-1.0r3?
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10 August 2018, 16:26 | #38 |
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10 August 2018, 22:17 | #39 | |
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Moving things out (aka old versions deleted). Not a particular difference with older r2, just re-enabled "primitives". So: "r_primitives 0" for direct single call to drawelements (as Q3 does officially - the fastest) and "1" is for arrayelements ( default for quite some months ). Realized that with vertexLight enabled + "prim 0", visuals and speed works quite ok on SG: With vertexLight disabled problems with some models appear like fire on candles missing, etc. But not too dramatic... ...and no: Re-enabling primitive 0 to Q3 doesn't work too well, even with vertexLight and gives worse timedemos... Last edited by Cowcat; 10 August 2018 at 22:31. |
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10 August 2018, 22:25 | #40 | |
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