19 November 2018, 18:17 | #141 |
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I’ll give it a try tonight on my A1200/060@66mhz. Would be cool if you could offer some more screen modes like NTSC 320x200 and also 640x400 as well as 640x512 (PAL)
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19 November 2018, 22:13 | #142 |
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It already supports NTSC and other screen modes, has for years actually
AmiQuake even supports HD with the native chipset! (well sudo HD anyway @ 1280x200) Yes of course it's dog slow at 1280x200 but I'm amazed it even draws anything at that resolution LoL Last edited by NovaCoder; 20 November 2018 at 00:15. |
20 November 2018, 13:01 | #143 |
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For such high resolutions GLquake runs well on 800x600 with a voodoo3.
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20 November 2018, 13:18 | #144 |
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NovaCoder, if you look again at your AmiQuake2 port would you be able to add in support for shrinking the view-port size?
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20 November 2018, 13:34 | #145 | |
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Quote:
Personally, I dont mind the look of "Vanilla" Quake, its more about all the limitations that old engine has compared to newer versions. Pretty much all maps done these days rely on a bunch of functionality that was added later and wont work on the original version.. (map size, texture size, amount of textures/objects, transparency, skip brushes, 1-bit alpha mask hack, skybox, fog etc...) Last edited by eXeler0; 21 November 2018 at 23:37. |
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23 November 2018, 07:16 | #146 | |
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AmiQuake new 68k Quake Port for AGA/RTG
Quote:
Doesn’t seem to. Still uses the same PAL screen, just uses less resolution. PAL |
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23 November 2018, 07:33 | #147 |
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Have you changed the tooltype? There’s PAL and NTSC
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01 December 2018, 17:57 | #148 | |
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Quote:
Ntsc Amiquake v1.9 15.1 fps Amiquake v1.4 15.7 fps |
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02 December 2018, 01:58 | #149 |
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Thanks for testing this new release. Can you try it with the closewb tooltype enabled.
I'm not surprised if this new release is a little bit slower as it uses higher quality SFX and particles. |
02 December 2018, 02:37 | #150 |
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02 December 2018, 02:54 | #151 |
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timedemo demo1 on B1260/66Mhz CLOSE WB/NTSC 320x200
v1.17 = 15.3 fps v1.19 = 13.6 fps |
02 December 2018, 11:32 | #152 |
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02 December 2018, 20:07 | #153 |
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No. I'll run it again to see if it does it again.
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02 December 2018, 20:12 | #154 |
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AmiQuake new 68k Quake Port for AGA/RTG
Got 14.5 then 13.4 just now with 1.19
Last edited by TjLaZer; 02 December 2018 at 20:37. |
02 December 2018, 20:36 | #155 |
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05 December 2018, 11:33 | #156 |
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I did some testing tonight and discovered that the new assembler code I'd used for rendering the particles was actually slower than the default implementation so I've reverted that change and uploaded v1.21 to AmiNet.
I've also made the number of particles configurable now so you can make it fast and ugly or slow and pretty Updates: 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. I also wanted to make the sound sample rate configurable but that proved too fiddly so I've left it at 11025. Last edited by NovaCoder; 06 December 2018 at 02:51. |
05 December 2018, 22:24 | #157 | |
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Quote:
Regarding sound sample rate, I think 8-bit mono @11kHz is actually the limit in the original Quake engine. I think you needed third party mods or newer engines to get around that? |
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05 December 2018, 23:06 | #158 | |
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Quote:
Yes you are correct, the native Quake sound format was 11kHz so I've now matched that with AmiQuake (used to be 8K <= V1.14) |
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13 December 2018, 23:22 | #159 |
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@NovaCoder When did you get to amiga scene back? :-)
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14 December 2018, 08:39 | #160 |
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When I got super bored at work
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