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Old 19 November 2018, 18:17   #141
TjLaZer
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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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Old 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.
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Old 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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Old 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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Old 20 November 2018, 13:34   #145
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Quote:
Originally Posted by salteadorneo View Post
For such high resolutions GLquake runs well on 800x600 with a voodoo3.
GLQuake will be the more useful option if/when the Vampire gets a Voodoo-style rasterizer (Gunnar actually mentioned that himself) + say Wazp3d optimized for that version of Vamp. Until then softare renderer Quake is best for most ppl.
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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Old 23 November 2018, 07:16   #146
TjLaZer
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AmiQuake new 68k Quake Port for AGA/RTG

Quote:
Originally Posted by NovaCoder View Post
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


Doesn’t seem to. Still uses the same PAL screen, just uses less resolution.





PAL
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Old 23 November 2018, 07:33   #147
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Have you changed the tooltype? There’s PAL and NTSC
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Old 01 December 2018, 17:57   #148
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Originally Posted by NovaCoder View Post
I found my old AmiQuake source code the other day and noticed that I'd made a few little mistakes (due to optimizations) so I've just built a new version in the Zone for testing on a real 060.

This version has fixes to the maths lookup tables and also should have better sound, particles and lighting. Not sure about performance though as I no longer have a real Amiga to test on.
I tested on my a1260 blizzard @ 80mhz
Ntsc

Amiquake v1.9 15.1 fps

Amiquake v1.4 15.7 fps
 
Old 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.
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Old 02 December 2018, 02:37   #150
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Originally Posted by trixster View Post
Have you changed the tooltype? There’s PAL and NTSC
nope, that fixed it. Thanks! When set to NTSC it only shows NTSC screenmodes. But when PAL it also shows NTSC screenmodes. Hence my confusion.
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Old 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
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Old 02 December 2018, 11:32   #152
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Quote:
Originally Posted by TjLaZer View Post
timedemo demo1 on B1260/66Mhz CLOSE WB/NTSC 320x200

v1.17 = 15.3 fps
v1.19 = 13.6 fps
That's a surprising drop in fps, other user's were only seeing a slight drop? Is that a typo?
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Old 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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Old 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.
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Old 02 December 2018, 20:36   #155
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Old 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.
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Old 05 December 2018, 22:24   #157
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Quote:
Originally Posted by NovaCoder View Post
I did some testing tonight and discovered that the new assembly I'd used for rendering the particles was actually slower than the default software 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.
Thanx again @Nova
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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Old 05 December 2018, 23:06   #158
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Originally Posted by eXeler0 View Post
Thanx again @Nova
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?
No worries

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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Old 13 December 2018, 23:22   #159
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@NovaCoder When did you get to amiga scene back? :-)
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Old 14 December 2018, 08:39   #160
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When I got super bored at work
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