12 January 2018, 16:27 | #161 | |
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12 January 2018, 18:06 | #162 |
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It uses same big pak0 from original game and latest Id updates. Nothing special in the source to make me think about "increase all to full".
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12 January 2018, 21:52 | #163 | |
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I was thinking that it unpacked it all in a tmp place, but only loaded necessary pieces when needed, then deleted all on exit. |
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12 January 2018, 21:55 | #164 |
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I kind of thought that's what it did too, since it takes so long on launch before it gets to menu, I haven't looked at the code so I don't know.
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14 January 2018, 00:53 | #165 |
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14 January 2018, 13:57 | #166 |
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@jack-3d
So I didn't screw it up. I see videos with funny blend modes when shoots go to walls and floor (black squares with white stuff slowly dissapearing) but they don't appear in my system. I know that some Q3 blend modes aren't available for Voodoo or Permedia with old minigl/warp3d (some of those modes are disabled on source) but, Question: they still appear on last alpha version - vertex/lightmap? Permedia could be a special case like a new video supossedly from a blizzardppc/bvision user I bitched about his wrong configuration (well, not really). Hi dude, it was me ! |
14 January 2018, 18:19 | #167 |
kLiker
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We all Voodoo users have black blended wall marks. I rather switched this off. There was similar situation with Heretic2 where game had to be patched.
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14 January 2018, 20:43 | #168 |
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14 January 2018, 22:23 | #169 |
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I can see briefly some shinning when ammo touches ground, that is in fact multiple squared areas and you can see "something happening" in every corner: A bug report exist on "oficial" ioquake3 nowadays.
Curious about the Heretic2 patch: On GLHexen2 I did some stuff to remove black boxes when shadows were used, but when I updated the paks they started again to show. This also happens with Hexen2 software render (unreleased wos version) where no shadows entities exist in the game Sorry for who asked for a Hexen2 non-GL: I have this version compiled for some time but some bug, similar to particles in older GL versions hangs the game randomly, but don't know where the problem is now. |
16 January 2018, 17:35 | #170 |
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16 January 2018, 17:54 | #171 | ||
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16 January 2018, 18:42 | #172 |
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Was so hard to find it , but now, I have full success Thank
Hmm, maybe, I was trying but don't find anything :-( Last edited by BULI; 16 January 2018 at 18:48. |
16 January 2018, 22:20 | #173 |
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@BULI
game options/marks on walls ? |
17 January 2018, 00:40 | #174 |
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Are the marks a texture? I have white marks where they hit. Sort of a white circle in the black box.
cg_marks=0 removes it. Also should gl_guardband be on for Voodoo? I turned it on an now I'm getting 27FPS with cg_marks=0 and gl_guardband=1... still lightmap, texture quality one less than max, high geometric, trilinear etc etc. Last edited by grelbfarlk; 17 January 2018 at 01:32. |
17 January 2018, 02:19 | #175 | |
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17 January 2018, 08:54 | #176 | ||||
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Q3 expects that all opengl stuff is OK when running but old minigl isn't quite there: For example I can't enable/disable vertex_arrays on the engine because the result is always a black screen. Later versions of minigl are based on a big vertex array enabled all the time for almost any kind of rendering function. Maybe a new updated minigl for the task could be build using best of both worlds. I'm looking at that possibility with older 1.4 versions of minigl. What about using Wazp3D & full screen? |
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17 January 2018, 11:12 | #177 |
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Hello
>Have tried the 68k version with WinUAE/Quarktex, runs fast and single Where is the 68k binary ? thanks for the link and howto run it (data?) >black blended wall marks still appear Perhaps due to the fake multi texturing: I mean drawing again the same face at same place with a lightmap texture ==> z figthing may happen if float round mode changed. Possible fixes: 1) force rounding mode 2) use Z_LEQUAL instead of Z_EQUAL >using Wazp3D & full screen? I am curious if it works well :-) anyway should works better than Quarktex ... >I know that some Q3 blend modes aren't available for Voodoo or Permedia Cow3D check the Warp3D driver if all blend modes are supported Can also test them manually (if the driver lie...) Especially can search in sources for "glBlendFunc" then if you found that (say) glBlendFunc(W3D_SRC_COLOR,W3D_DST_COLOR) is used can check in cow3D by typing s d for setting this blend fucntion Can also debug with Wazp3D what blendmode is used for a faces drawing Enable "Debug Tex as Color" in Wazp3D Prefs Use a 32bits display mode that allow the RGB pixels to contain the debug infos: R contain tex num G contain texenvmode B blendmode stored like this(SrcFunc*16 + DstFunc); So can determine precisely how is drawn each pixel |
17 January 2018, 11:41 | #178 | ||
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@thelier
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Data: original pak0 from original Q3 + updated pak1-pak8 from ioquake3 website. Or demo Q3 pak "out there". Quote:
If someone can debug with Wazp3D what's really going on with textures.... Anyway, complicated for me to check out all this stuff: Radeon with tinigyl morphed has no problems, even with "unknown" gfxcard detected by minigl...but other problems lurk with other engines (like acting as a Permedia). |
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18 January 2018, 17:15 | #179 |
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Sorry for not reading the whole thread, but, what kind of setup do you need to get this running?
Love me some Quake3... |
18 January 2018, 18:01 | #180 | |
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What I've seen running: A1200 + blizzardppc + bvision + 256 mg. WINUAE. Amiga 3000/4000 with mediator + voodoo3 + sonnet with 192 mg or Rapture G4. |
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