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Old 16 October 2010, 00:33   #1
fitzsteve
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BlitzQuake - Flashing White Screen?

Hi!

Well I finally got Warp3D working on my Voodoo setup and its working with both my Voodoo3 and Voodoo5 cards which is a result!

Been playing Quake 2 in MiniGl thats pretty awesome but still cannot get BlitzQuake to play nice.

I've tried the 68k and WOS versions and they both load to the screen requester and then just present me with a white flashing screen.

I did get some kind of a result when I tried the 68k version in an Amigasys4 AGA setup I was just messing with, it loaded but the graphics were messed up.

I took a little vid of the messed up graphics:

[ Show youtube player ]

Any idea's?
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Old 16 October 2010, 01:06   #2
Mad-Matt
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When that happened on my 040, it was the fpu overheating (which I know because adding a heatsink and fan sorts it) ppc build also calls 68k fpu so it happened there too. Also noticable with flashing triangles in Warp3D engine demo.
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Old 16 October 2010, 01:46   #3
Zetr0
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@Steve'o

Have you got any active colling on the BVision / 060 ?

get some of that on there my friend and see how it goes.... I am surprised that it should tesalate so badly in Quake but not in Q2. hmmmm
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Old 16 October 2010, 08:29   #4
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Quote:
Originally Posted by Zetr0 View Post
@Steve'o

Have you got any active colling on the BVision / 060 ?

get some of that on there my friend and see how it goes.... I am surprised that it should tesalate so badly in Quake but not in Q2. hmmmm
Certainly looks like overheating! On the Voodoo card.... (Zetr0's HW pron lust has him imagining BVisions now ).
Also check in voodoo settings that you havent got the clock speed too high. Some Voodoo3 cards cant run as fast as others.
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Old 16 October 2010, 12:18   #5
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Thanks guys its the same on both the Voodoo 3 and Voodoo 5 I tried them last both night.

They get hot, yes but I can still play Quake 2 right after and thats running smooth so I don't think overheating

I do have a couple of small chipset style fans I can try however.

But I think it must be something in my setup.
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Old 16 October 2010, 18:00   #6
Bamiga2002
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Have you tried with a 8-bit screenmode? Also try differences between 16-nonPC and 16-PC modes. I remember I had the same problem.
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Old 16 October 2010, 18:16   #7
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hold on while I post a pic of my voodoo settings...

Put a decent .html explanation of each setting in the zone...

Here we are..
Attached Thumbnails
Click image for larger version

Name:	voodoocard.jpeg
Views:	510
Size:	47.0 KB
ID:	26716  

Last edited by DDNI; 16 October 2010 at 18:29.
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Old 20 October 2010, 23:19   #8
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Thanks DDNI, I think I've nailed down the problem though and its a bloody simple one I just can't work out how to change it.

The game starts by default in 512x384 and this is what is corrupting the screen as I had the same problem in quake 2 and changing the screen mode sorted it out.

Problem is 'newmode' does not force its screen mode, whatever you choose the screen opens on top of it in 512x384 causing the flashing.

Now in GLQuake the Video Mode screen seems to have been removed, anyone know how I can change it from a console command? And by the way vid_mode 1/2/3 etc does not work

I need somehow to work out how to change the default mode.

Steve.
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Old 20 October 2010, 23:23   #9
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Maybe this is useful :
Code:
vid_describemodes - tells all video modes Quake can us
also
Code:
_vid_default_mode  - specifies default startup video mod
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Old 21 October 2010, 00:08   #10
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Thanks TCD, maybe that will help - but there isn't a config file loading settings.

Readme says to start from cli and add -width 800 (for 800x600) for example and start but the just hangs the whole system

Man why is it so hard to get a game to run on an Amiga!

Still by the way this is only with Blitzquake 68k, can't get anywhere with BlitzquakeWOS it just craps out before it loads and then gives audio device error, this though is normal if you google it.

Damn these games lol
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Old 21 October 2010, 00:17   #11
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IIRC the default mode will be stored by Quake itself, so no need for manual config file editing once you set it in the console. 'vid_mode' should be something like 800x600, but I can't test it right now. Also you need to add the -height parameter as well and the bit depth, so '-width 800 -height 600 16' could be worth another try

Btw : Have you seen this http://www.celephais.net/fitzquake/
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Old 21 October 2010, 00:47   #12
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Quote:
Originally Posted by TheCyberDruid View Post
IIRC the default mode will be stored by Quake itself, so no need for manual config file editing once you set it in the console. 'vid_mode' should be something like 800x600, but I can't test it right now. Also you need to add the -height parameter as well and the bit depth, so '-width 800 -height 600 16' could be worth another try

Btw : Have you seen this http://www.celephais.net/fitzquake/
Hey thats quite fitting!

By the way I think Blitzquake removes some of the variables as I tried vid_mode and it does not know the command

I think the screen modes are actually set by blitzquake, must be a dirty hack-o-version.

Going to see if I can edit the executable file its self.


Edit...

Yep screen mode is set in the exe file, edited with text ed - fingers crossed now...

Last edited by fitzsteve; 21 October 2010 at 00:55.
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Old 21 October 2010, 01:06   #13
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\O/ \O/

It Works!!!!

Well the 68k version anyway! Its OK at 800x600 but will play it at a lower res when I play properly as it slows down a fair bit.

Next we try to get GLQuakeWOS going, I'm pretty sure its a problwm with the AHI settings.

But another time becuase I'd better


There is one slight annoyance! I have to change the mediator ENV settings or else Quake 2 dosen't work anymore!

One setting for Quake 1 and another for Quake 2 - Bah, Amiga's... Still love em tho!

Last edited by fitzsteve; 21 October 2010 at 01:14.
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Old 21 October 2010, 08:23   #14
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Good to hear it works now and glad I never had to deal with it myself Hassle free gaming looks a bit different I'd say
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Old 21 October 2010, 10:17   #15
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Quote:
Originally Posted by TheCyberDruid View Post
Good to hear it works now and glad I never had to deal with it myself Hassle free gaming looks a bit different I'd say
Thanks buddy, in the end the answer was staring me in the face

But thats usually the way.

Stange though, there is no speed difference between 320x240 & 800x600 so I'm guessing its easy work for the Voodoo 5, just need more MHZ on the CPU
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Old 21 October 2010, 10:21   #16
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How much FPS do you get out of interest? Hope they haven't butchered that as well
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Old 21 October 2010, 10:27   #17
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Quote:
Originally Posted by TheCyberDruid View Post
How much FPS do you get out of interest? Hope they haven't butchered that as well
Up to 25fps I would say but realisticly an avereage of about 12-15fps (Very playable)
I'll probably get a shock when I run Time Demo


This is running off a standard 50mhz 060 though, not got the WarpOS version to run yet, I expect silly FPS with the 240mhz PPC

But actually its a little more fun to play the WarpOS no GL version at this time, I have that working
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Old 21 October 2010, 11:51   #18
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I run Quake 1 and Quake 2 with no messing in Envarc...?

Q1 (BlitzQuake) timedemo gives me 33-35fps on any res (8bpp or 16bpp) from 320x240 through to 1024x768, with litmaps, particles, skylights all on!
This is on my 330mhz 603e and Voodoo3.
Actually screen resolution is not an issue as the cpu is the bottleneck....
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Old 21 October 2010, 12:06   #19
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Quote:
Originally Posted by DDNI View Post
I run Quake 1 and Quake 2 with no messing in Envarc...?

Q1 (BlitzQuake) timedemo gives me 33-35fps on any res (8bpp or 16bpp) from 320x240 through to 1024x768, with litmaps, particles, skylights all on!
This is on my 330mhz 603e and Voodoo3.
Actually screen resolution is not an issue as the cpu is the bottleneck....
Yeah I thought that was the case, well my issue seems to be Voodoo Memory, the only setting that works with Quake 2 is MMU = Off in this case I have 7 or 8mb Voodoo Memory, Quake 2 runs fine but Quake 1 (68k GL version does not even start although I'll try again tonight though to be 100% sure - this was at least the case yesterday)

Now if I set MMU = yes then I can have 16mb Voodoo Mem (I'm still not even sure why this is the case but I'm sure there is a reason) and GL Quake 1 works fine. But if I try and run Quake 2 it just give WarpOS exception error.

Hopefully I can get the WarpOS GL Version of Quake 1 running and working on the same ENV settings as Quake 2, that is the mission.

@DDNI, would be great to know what your working ENV settings are, the ones the Mediator Config sets up?

Interestingly, the reason I found that 512x384 was causing the screen issues (and this is actually the monitors fault) is becuase Quake 2 started in 512x384 and exhibited the same screen corruption!

Anyway, learning one step at a time!

Cheers!

Steve.

EDIT:

By the way I've downloaded the softdev version of GL Quake for WarpOS, and that complains of AHI version, so I think it might just be my AHI settings to get GL Quake WOS running, I'd already spent a few hours last night getting the 68k version running so had to call it a night!

More fun to come tonight since I know what direction I'm going!!!

Backing it up before I make any more changes though...

Last edited by fitzsteve; 21 October 2010 at 12:19.
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Old 21 October 2010, 23:09   #20
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Hi Steve,
I put a Lha in the zone of my Mediator Envarc settings.
Interesting that you get 16mb with MMU yes, as the hardware limit with the Mediator on A1200 is 8mb.. Dunno how the MMU setiing does this!

Last edited by DDNI; 22 October 2010 at 07:51.
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