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Old 15 December 2018, 15:10   #161
Jay22
 
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V1.22 tested @ 85 mhz 1260 blizzard with particles set to 2000 full screen Ntsc,closewb.
15.7 fps
V1.9 craps out on timedemo @85mhz
 
Old 15 December 2018, 16:07   #162
Zoltar3.1
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Why Blue?
Looks like the Murfs village :-D a bit strange, walls use to have pale colours... ;-)
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Old 16 December 2018, 01:35   #163
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Quote:
Originally Posted by Jay22 View Post
V1.22 tested @ 85 mhz 1260 blizzard with particles set to 2000 full screen Ntsc,closewb.
15.7 fps
V1.9 craps out on timedemo @85mhz
Cool, 15.7 sounds fast

How fast is v1.14 on the same machine?

Yes v1.9, v2.0 an v2.1 are all a bit buggy, best to go with v2.22 which is the one on AmiNet.

Oh wow, I didn't read your post properly the first time, you had particles set to 2000 and you still get 15.7 fps

That's crazy, it should be really slow with that many particles. The old version had particles set to 8 which is the default. Can you do a video of it running on your Amiga with 2000 particles, does it look good?
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Old 16 December 2018, 12:04   #164
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The the best XMAS gift I could ever get!
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Old 30 January 2019, 12:41   #165
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i've finally had chance to try this out, the latest version on aminet.

timedemo demo1, blizzard 1260 80mhz, ntsc 320x200, full screen but with two levels of status bar, closewb, sound, particles at 250 = 16.2fps (59.7s). Using mmulibs 060 library, muredox, hsmathslibs, blazewcp, copymem060

Great work NovaCoder! M_filter is a great addition, it really improves the feel of the game.

Any chance of some AmiQuake2 optimisations? being able to reduce the screen render size would be very useful to try and get timedemo over 10fps


as a bit of fun, AtariQuake 1.3 on a 95mhz 060 Falcon, 320x200, with much faster ram than an amiga gets 16.4fps. Sound slows the atari down quite a bit and it has more particles (looks like twice 250). With sound off the speed is 17.7fps

Last edited by trixster; 30 January 2019 at 12:56.
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Old 31 January 2019, 12:14   #166
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Wow 16.2, that's a great result

Any chance of seeing an updated video of it running at that speed?

What's the speed if you drop the particles right down to 8/16?

Not sure I ever want to touch the Amiquake 2 code, that stuff scares me these days LoL

I am going to look at updating my old AmiWolf ports next, have some ideas about making them more interesting
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Old 31 January 2019, 13:37   #167
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Does Quake support the same commands from the software Quakeworld release. Going back a long time here from when I used to play it big time online (on PC...), we would turn all the detail off to get the FPS as high as possible. Looks a big ugly but might be of interest. A couple which used to help a lot,

d_mipcap

Type: Variable

Syntax: d_mipcap (0|1|2|3)

Default: 0

Description: Detail level.

Values:
0 - High detail level.
1 - Medium detail level.
2 - Low detail level.
3 - Minimum detail level.
d_mipscale

Type: Variable

Default: 1

Description: How much detail objects have.

Values:
0 - Full detail to objects.
1 - Some detail to objects.
2 - Medium detail to bjects.
3 - Low detail to objects.


Can't remember the rest and don't have my old config to hand. Was so serious back then, 4v4 games wouldn't happen if one team had an average ping 10ms less than another, pretty much every key on the keyboard was assigned to a message command to your team mates (linked to a proxy sw which added in your location and stats etc), the old pre voice days with low bandwidth...
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Old 04 February 2019, 07:00   #168
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Quote:
Originally Posted by str0m View Post
Does Quake support the same commands from the software Quakeworld release. Going back a long time here from when I used to play it big time online (on PC...), we would turn all the detail off to get the FPS as high as possible. Looks a big ugly but might be of interest. A couple which used to help a lot,

d_mipcap

Type: Variable

Syntax: d_mipcap (0|1|2|3)

Default: 0

Description: Detail level.

Values:
0 - High detail level.
1 - Medium detail level.
2 - Low detail level.
3 - Minimum detail level.
d_mipscale

Type: Variable

Default: 1

Description: How much detail objects have.

Values:
0 - Full detail to objects.
1 - Some detail to objects.
2 - Medium detail to bjects.
3 - Low detail to objects.
This 68k port of WinQuake is hacked silly, I think all of these optimizations have already been done at a software level

The first port of AmiQuake before I started optimizing it only managed about 11 FPS on my overclocked 1260, much faster now
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Old 10 February 2019, 21:33   #169
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Looking for the RTG Version.
We should give you a Vampire.
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Old 10 February 2019, 21:43   #170
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BlitzQuake is rtg

http://eab.abime.net/showthread.php?t=72310
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Old 10 February 2019, 21:54   #171
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I have Blitzquake and running fine on Vampire, but I love Novacoder stuff.
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Old 08 September 2019, 22:04   #172
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Hi Novacoder,, hi all i cannot made working you brillant conversion of quake, i have error message when launching "program failed error 8000000B"
on my CD32 TF330 and on winuae with 680060 no rtg, no jit, fpu on. all other fps working (doom, rise of the triad, heretic) i cannot tried older versions, may be he could help ? and for quake 2, i have a black screen, and white screen and it freeze……..
sorry for disturb, i really want to make it work and i have putted all files in right place.
EDIT : ok, it's working, some settings with cpu were not good

Last edited by thairacerjp; 08 September 2019 at 23:54.
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Old 09 September 2019, 14:34   #173
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Quake requires an fpu which is likely why it doesn’t work on your tf330
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Old 10 September 2019, 01:06   #174
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Quote:
Originally Posted by trixster View Post
Quake requires an fpu which is likely why it doesn’t work on your tf330
Yep and it's also compiled and optimised specifically for an 060.
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Old 03 June 2020, 10:57   #175
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I've had a request to enable RTG support back into AmiQuake for the new Warp 060 cards (can't even remember why it was disabled now).

Anyway I switched it back on and gave it a quick test in WinUAE and it seems to be working okay.

Still compiled for 060




Code:
Short:        Amiga port of WinQuake v1.09
Uploader:     novacoder@yahoo.co.uk (NovaCoder)
Author:       novacoder@yahoo.co.uk (NovaCoder)
Type:         game/shoot
Version:      1.23
Architecture: m68k-amigaos >= 3.1.0
Distribution: Aminet
Kurz:         Amiga Portierung von WinQuake v1.09


Overview:

Port of WinQuake which is the "official" source port of Quake to AmigaOS. 


Requirements:

1) An AGA/RTG Amiga 
2) A fast 68060 processor
3) 32MB of FASTRAM
4) The original game or demo


Features:

1) 256 color double buffered graphics
2) Mouse wheel support
3) Native Paula 8 bit stereo sound


Configuration Options:

There are a few Tooltypes to play with.

1) DISPLAY_TYPE: PAL, NTSC or RTG
2) CLOSE_WB: Close the Workbench (3.1 ROMS recommended)
3) nosound: Disable sound
4) rougue: Use the offical Quake TC
5) hipnotic: Use the offical Quake TC
6) game: Use the specified TC

Mouse interpolation is now enabled by default (console command 'm_filter').
Free mouse look is now enabled by default (console command '+mlook').
The maximum number of particles that can be used is now configurable (console command 'r_maxparticles'),
this can be from as low as 8 particles up to a maximum of 2048 particles.

You must run AmiQuake from the WB, running from the Shell is not supported.
You must specify a stack of at least 300,000 (some Total Conversions may need even more).
Any errors *should* be written to a file called 'ERROR.TXT' in the game directory.

Last edited by NovaCoder; 20 August 2020 at 08:51.
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Old 03 June 2020, 10:58   #176
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Bravo!

works perfectly

Last edited by trixster; 07 June 2020 at 13:56.
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Old 03 June 2020, 11:11   #177
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Quote:
Originally Posted by trixster View Post
Bravo!

640x480 RTG works perfectly, but 320x240 seems to be garbled. Using a Radeon 9200 for RTG
Strange, do you have such a mode setup on your system?

Does 1280*720 work okay?
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Old 03 June 2020, 11:13   #178
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just testing now. I have 320x240 setup correctly in P96prefs, just adding in a 320x200 mode to see if that works.

Last edited by trixster; 07 June 2020 at 13:56.
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Old 03 June 2020, 11:21   #179
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Okay let me know, I think it works okay in winuae
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Old 03 June 2020, 11:22   #180
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ok, works fine for 320x200 and 320x240

Quick timedemo demo1 comparison at 320x200, max particles set at 8, two levels of HUD otherwise fullscreen, various WB3.9 patches such as mmulibs 060 library, hsmathlibs etc:

Blizzard 1260 80mhz on AGA = 16.3fps
Warpengine 80mhz on AGA = 15.7fps
Warpengine 80mhz on Radeon RTG = 16.0fps
Warpengine 80mhz on Radeon RTG 320x240 (2xhud and one level of grey/brown border to match Chucky Warp1260 video) = 15.7fps
Warpengine 80mhz on Radeon RTG, 640x480 = 9.0fps

Blizzard1260 has faster ram access than the WE so I think that accounts for the slightly better speed

For comparison, using warp3d blitzquake, a CyberStormMk2 060 66mhz with Voodoo 3 on prometheus at 640x480 gives 18.5fps

Last edited by trixster; 07 June 2020 at 13:57.
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