22 January 2018, 02:47 | #181 |
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 795
|
Full screen fixes the problem of the tops being cut off the status bar icons. A very large window would probably also fix it -the larger the window the less is cut off.
Switched to Wazp3d and all the graphics problems with Quarktex were gone, but a few new ones appeared. The sky was totally messed up, and walls warped in a way that reminded me of Descent on the ViRGE. |
22 January 2018, 09:45 | #182 |
Registered User
Join Date: Sep 2011
Location: Paris/France
Posts: 274
|
Hello
Delete Wazp3D.cfg then set in Wazp3D-Prefs Perspective:Simulated |
22 January 2018, 09:53 | #183 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Quote:
EDIT: Thellier replied ! |
|
22 January 2018, 10:50 | #184 | |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
|
Quote:
|
|
24 January 2018, 09:14 | #185 |
Registered User
Join Date: Dec 2017
Location: Rzeszów
Posts: 404
|
|
24 January 2018, 09:22 | #186 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Source is revised for gl_guardband -was called after creating the minigl context-, but maybe in other engines was done wrong (?)......Anyways, the way it works is not on the fly: Has to be enabled before running the game (just like whatever engine done with warp3d).
|
24 January 2018, 13:55 | #187 |
Registered User
Join Date: Sep 2011
Location: Paris/France
Posts: 274
|
Tested quake3-68k on OS3/WinUAE/Wazp3D (with quake3 data from the Os4 port...) and textures dont seems to load : Does it use a special picture format/datatype ?
I mean game load but all menus appears as black squares (Wazp3D debug output confirm that the prog run) |
24 January 2018, 14:26 | #188 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
@thelier
mmm.... is baseq3 clean? no old q3config.cfg, only the paks as commented here? RGBA is used for glTexImage2D format & internalformat can be different: https://github.com/AmigaPorts/ioq3/b...rer/tr_image.c The github source is older than alpha8 but result is equal (the render stuff is close to "official" ioq3). |
24 January 2018, 16:17 | #189 |
Registered User
Join Date: Sep 2011
Location: Paris/France
Posts: 274
|
Ouuups you are right: I cleaned all and just keep quake3-68k + baseq3/pak0.pk3 to pak8.pk3 and it works with wazp3D
|
30 January 2018, 18:43 | #190 |
AmigaDev.com
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
|
|
30 January 2018, 20:04 | #191 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Quote:
So, if Thellier could run the game there's no need to change the thread title. |
|
02 March 2018, 16:16 | #192 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Going beta. Bunch of stuff updated following the route of official Q3 github and other ports.
Bad: Less fps (maybe half frame on my system) with the original timedemo but.. Good: Missiles and stuff blowing up now has full light render and.. Better: Fixed single playing with full game . Will comment later some of the stuff I found during process. By the way, if "cg_drawFPS" doesn't show on your commands just put it in q3config.cfg. Weird. Last edited by Cowcat; 03 September 2018 at 14:04. |
02 March 2018, 16:29 | #193 |
AmigaDev.com
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
|
Sweet
|
07 March 2018, 03:35 | #194 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,900
|
Explosions look correct now instead of purplish.
Only lost .1 fps so 27.9 fps instead of 28 fps, but that is probably just variation. Froze system on second timedemo though. Will test further in single player and such. *EDIT* Trying to not be the worst tester in the world like Hedeon says I am, I deleted config file and let it create new. Turned on r_guardband, turned off cg_marks, set vertexbuffer to 8192 and set to vertex lighting. It's a bit faster GREAT JOB! Specs are the same as always, Classic Amiga 4000 Warpengine 060@66MHz Rapture G4@450MHz w/256MB Voodoo 3-3000 (really a V3-2000). Froze on 3rd timedemo though, and I forgot to turn sound on, whoops. (It's late here ok?) 35.3FPS with sound on. Last edited by grelbfarlk; 07 March 2018 at 04:24. |
07 March 2018, 09:51 | #195 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
This beta has "little" hack to enable proper lights.
My next version is more "bleeding edge". Really. Timedemos on my system: Code:
old alpha8r2 : lightmap 51.xx / vertex 63.xx newer undisclosed : 60.xx / vertex 72.xx About older alphas: The sorting done in server/sv_snapshot.c didn't work properly for OS 3.X and the entity tests done had to be bypassed to allow the game run, but as consequence it screwed the game when maps have portals & mirrors. On SV_BuildClientSnapshot function a qsort is used on regular ioq3 that calls: Code:
static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) { int *ea, *eb; ea = (int *)a; eb = (int *)b; if ( *ea == *eb ) { //Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" ); } if ( *ea < *eb ) { return -1; } return 1; } Now a different kind of sorting is done that allows full game to run. Watch out newer versions. |
10 March 2018, 10:50 | #196 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 1,993
|
Still watching out :-P
|
10 March 2018, 14:31 | #197 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,337
|
More sweet work Cowcat, great stuff!
But goddamn it why am I away with work for the next three months!? No amiga down here to play with to test these new builds |
10 March 2018, 15:10 | #198 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Ok. A Grelbfarlk aproved one.
Added two new functions to test: "r_perspective_fast", "r_w_one_fast" just to enable some minigl hints. At first runtime only. Caution: Changing game configurations that reset the renderer, screws the graphics/memory. Just touch q3config.cfg or leave old q3 config. Or blindly shutdown the game and start again ( but could be memory problems there ). Tested oficial original ioquake3 binary for debian and is virtually equal in appearence to this amiga version: Old r_primitive 3 did not shown the lights surrounding missiles or explosions, enabling the faster primitives they start to appear. And same minor problems: Vertex rendering have some problems with portals, but those don't happen with lightmap. My hack is a mixed use of gl_arrayelements with locking, as in minigl "arrayelements" calls directly to "drawelements". Some "serendipity" there. The primitive is hardcoded. Last edited by Cowcat; 03 September 2018 at 14:04. |
10 March 2018, 17:02 | #199 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,602
|
Thread moved to Releases (Actually, I changed "Classic" in the title to "PPC Amigas", then changed it back again, to ask.)
Does it require a PPC or similar and >64MB to run properly? Or does Classic reference something like a pack for MorphOS? I don't know enough about the later boards and OSes. |
10 March 2018, 17:36 | #200 | ||
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 758
|
Quote:
The 68k version happens to work with WinUAE. Quote:
|
||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Quake 2 WorkShop | Cowcat | Coders. General | 237 | 02 May 2023 20:40 |
Quake, Quake 2 and Heretic 2 don't run after update to Mediator TX | Turrican(AEB) | support.Games | 14 | 25 August 2008 21:11 |
Quake | Cosmos | support.WinUAE | 8 | 11 February 2007 15:54 |
Quake 2 | DDNI | request.Apps | 2 | 06 December 2006 00:47 |
|
|