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Old 03 January 2019, 19:48   #21
Cowcat
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By the way, "windowmode mouse handler" is applied for those who dare to play without fullscreen but as all Q3 Amiga ports, re-loading the renderer fails so whatever major change, do it from wolfconfig.cfg before starting (do not apply gfx/sound from menu).

As a side note "brightness/gamma" can be changed from the menu without closing the game, but needs to load a level for taking effect.
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Old 03 January 2019, 19:51   #22
nexus
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this have the same altivec as q3?
gonna test it out on the various cards i have
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Old 03 January 2019, 20:01   #23
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...mmm no altivec this time. Probably different compiled versions would appear on github one of these days.

And...for those who wanna try a little but without much memory, disabling sound helps "s_initsound to 0" and/or usign a lower com_hunkMegs value "64/54" could be the very limit but don't expect all maps to work. Who knows a lower resolution screen.

Last edited by Cowcat; 03 January 2019 at 20:09.
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Old 04 January 2019, 00:49   #24
grelbfarlk
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Runs pretty well for me, adding sound seems to have slowed it down a lot (not a complaint). Like Trixster getting somewhere around 12-22FPS now.
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Old 04 January 2019, 09:28   #25
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Quote:
sound seems to have slowed it down a lot
mmm.....The only thing missing in ahi code was a simple var, so is still same old Q3 source and I believe calculations were done even when sound was muted.

Regarding of low fps but ok performance, could be that some timing variables in game are treated like double vs float on Q3 WOS version: Modern sources expect an actual PC hardware and some stuff is expanded a little to conform X86_64 platforms.

Still much more crap is computed now than in the other mods I've ported, but the experiment to use full modernized source to WOS land I considered it successful.

Did you use r_guardband for Voodoo?

Last edited by Cowcat; 04 January 2019 at 09:42.
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Old 05 January 2019, 00:05   #26
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I'll try r_guardband but elsewhere on your programs it was slightly slower and I didn't notice any benefit.
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Old 05 January 2019, 08:50   #27
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@grelbfarlk Weird. Guardband is the recomended for Voodoo for the old mgl stuff...
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Old 05 January 2019, 15:54   #28
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Note: Disable fog (most likely failling) with r_wolffog 0.
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Old 16 January 2019, 21:01   #29
BULI
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On my Sonnet with max ram 172MB I have main menu, but when loading first level, i have crush not enough ram


Quote:
Originally Posted by Cowcat View Post
Finally.

Procedure: Put the exec and main/ dir somewhere.

Put inside main from original game: pak0.pk3, sp_pak1, 2, 3 and the newer one sp_pak4 obtained from here: https://github.com/iortcw/iortcw/releases patch-data-141.zip

Don't touch wolfconfig: That one got less memory requirements and some stuff unneeded.

I expect a lot of complains

...but even comes with working sound and is much better than last Predator movie.

Edit: File updated !!
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Old 16 January 2019, 21:30   #30
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Ok. I turned off sound (sound buffer 0), vertex buffer 0, chunk size to 64, and detail/textures to low (dynamic light on), and game works (load save game first level). I have about 20FPS max (corridors), and 10FPS min.. but game, in my opinion is very smooth


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On my Sonnet with max ram 172MB I have main menu, but when loading first level, i have crush not enough ram
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Old 17 January 2019, 11:26   #31
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Interesting:

com_soundMegs : Changing it to "1" (megas?) still works for RTCW or the other Q3 engines.

Originally it was "32" and I changed it to 8 as old RTCW/Q3 had/has. I think you could have sound in your system with that tip and probably without fullscreen you can have more memory at disposal.
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Old 17 January 2019, 15:42   #32
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I tested with com_soundMegs = 1 with sound ON, and i have sound in main menu, but in game I have error WOS/ Jordan- out of memory :-(


By the way- great game- and BIG THANK YOU Cowcat
Only that small memory in Sennet.. Maybe I can use memory from Radeon like with Killer?



Quote:
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Interesting:

com_soundMegs : Changing it to "1" (megas?) still works for RTCW or the other Q3 engines.

Originally it was "32" and I changed it to 8 as old RTCW/Q3 had/has. I think you could have sound in your system with that tip and probably without fullscreen you can have more memory at disposal.

Last edited by BULI; 17 January 2019 at 15:50.
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Old 17 January 2019, 16:29   #33
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<wrong thread>

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Old 18 January 2019, 20:47   #34
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Ok. After many tests. Game work in my config (small ram size 178MB), without sound, with low texture quality, vertex_buffer 1024, chunkysize 64, but wit this config a have wrong vision/picture. The items, and enemies are like in white fog when they are far away.
When items/enemies are close, they look OK.
Take kook at the pictures.









Do You have the same issue when low textures quality is setting?

Last edited by BULI; 18 January 2019 at 22:02.
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Old 18 January 2019, 21:10   #35
waldiamiga
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Quote:
Originally Posted by BULI View Post
Ok. After many tests. Game work in my config (small ram size 178MB), without sound, with low texture quality, vertex_buffer 1024, chunkysize 64, but wit this config a have wrong vision/picture. The items, and enemies are like in white fog when they are far away.
When items/enemies are close, they look OK.
Take kook at the pictures.

]
It looks bad. 16-18fps on Sonnet G3 400MHz?
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Old 18 January 2019, 21:57   #36
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Quote:
Originally Posted by waldiamiga View Post
It looks bad. 16-18fps on Sonnet G3 400MHz?

Bad, because low quality textures (need more ram), and bad quality photos from my phone.
Yes, This is Sonnet 400Mhz, but although low frame rate (on screen counter), move are smooth.
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Old 18 January 2019, 22:05   #37
nexus
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those scores are good considering minimum is G3/G4@500MHz so says the requirements

Final system requirements for Return to Castle Wolfenstein call for Mac OS 9.2 or later, or Mac OS X 10.1 or later; a Power Mac G3/G4, flat-panel iMac; or PowerBook G4 (Gigabit Ethernet) or later; 500MHz or faster processor; 128MB RAM; and ATI Radeon, nVidia GeForce2 MX or later 3D graphics acceleration card
eg took a 733MHz pentium 3 on XBOX to play this game with a geforce 3

though you should at least shoot it too 500MHz that should be a perfectly safe overclock
might gain you a extra 1-3FPS smoothness comes from minimizing the frame dips which that overclock can help with

also is this 1mb or 512kb cache?

Last edited by nexus; 18 January 2019 at 22:21.
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Old 18 January 2019, 22:31   #38
Cowcat
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@BULI r_wolffog "0"

The wrong textures happen also with lightmapped textures (specially on first scene as noticed by others), but I don't see problems in my system.

By the way: Testing the game with MOS has problems due to the mixed c/c++ code with WOS builds: The cinematic scenes fail and you must use "spmap" to bypass those.

Last edited by Cowcat; 18 January 2019 at 23:03.
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Old 19 January 2019, 12:08   #39
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r_wolffog 0 PERFECTO! That's it.


Quote:
Originally Posted by Cowcat View Post
@BULI r_wolffog "0"

The wrong textures happen also with lightmapped textures (specially on first scene as noticed by others), but I don't see problems in my system.

By the way: Testing the game with MOS has problems due to the mixed c/c++ code with WOS builds: The cinematic scenes fail and you must use "spmap" to bypass those.
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Old 19 January 2019, 14:20   #40
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There are two vars inside my wolfconfig:

Code:
r_lowMemTextureSize 256
r_lowMemTextureThreshold 40.0
Technically Threshold by default should be 15.0 as it is on original source.

I tested a little changing Size to 128 and Threshold 15.0 (scaled down): Experiment with those values to see if the failing textures can be rendered ok or if it does something with memory use.
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