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Old 01 March 2017, 11:27   #281
Cowcat
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The ugly sources.

Forgot to tell that Hedeon helped with the network stuff.
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File Type: lha BlitzQuake_6.1_src.lha (1.07 MB, 155 views)
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Old 19 March 2017, 21:47   #282
Wrangler
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Has anyone managed to get this mod to work:

https://github.com/autonomous1/quakelife

In theory, using it you can play Half-Life via the Quake 1 engine .

I managed to get it to boot, grab a load of memory and then... nothing! No errors, no returned memory, nothing, although the Amiga was still usable. This was with the original low-res HL on CD with BlitzQuakeWOS 5.8.
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Old 19 March 2017, 23:04   #283
James
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Quote:
Originally Posted by Wrangler View Post
Has anyone managed to get this mod to work:
No I haven't, but I did get this running after replacing a couple of models...

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It's very buggy though:

[ Show youtube player ]

@Cowcat

Sorry that I haven't given any feedback on the new versions, been meaning to give a full report. A few of my findings:

Crashing on exit has become much more frequent.
Mainframe Mayhem (Quoth) didn't crash in the area with the Rocketeer.
Water transparency doesn't appear to work with Quarktex.
-nocachetris is really handy.
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Old 19 March 2017, 23:40   #284
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Ciao James i wanted to test QuakeLife with OpenQuarz and I get this error message:

Mod_NumForName: progs/player.mdl not found !
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Old 19 March 2017, 23:58   #285
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It's a different mod, I got it from here:

https://forum.xda-developers.com/sho....php?t=2433607

v_python.mdl and v_shot.mdl need to be replaced in hl/progs to get it to work with older versions of glQuake, and there will still be lots of error messages on start. Just tried it with the latest glQuake and it looks like these models now work. There are several mods that had a few problematic models that I will need to test again (Castlevania, Left4Quake, Galactix and many more).

Last edited by James; 20 March 2017 at 00:42. Reason: Updated info.
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Old 20 March 2017, 09:39   #286
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Quote:
Crashing on exit has become much more frequent.
Should never be a crash on exit. If it happens to more people given "normal" ID files (not some obscure mods), then is a problem. But bogus crashes.....I stressed my system with "arcane dimensions", just with one map till fast memory is gone and chip memory starts to be used, no crash on exit & memory is recovered. My two cents.
A couple of stupid mistakes "are left" on last (6.1) version, but nothing to lead system to crash.

Quote:
Water transparency doesn't appear to work with Quarktex.
If water is correctly "vised", maybe is Quarktex. Certainly works with real Amiga

"Half Life Real" stuff is not supported in normal code. Another thing is QuakeLife mode, that I have to check out to see if it needs some special treatment code-wise.
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Old 20 March 2017, 22:42   #287
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Quote:
Originally Posted by Cowcat View Post
Should never be a crash on exit. If it happens to more people given "normal" ID files (not some obscure mods), then is a problem. But bogus crashes.....I stressed my system with "arcane dimensions", just with one map till fast memory is gone and chip memory starts to be used, no crash on exit & memory is recovered. My two cents.
A couple of stupid mistakes "are left" on last (6.1) version, but nothing to lead system to crash.
It happens whatever data files I use. Have tested with my own system and AmiKIT, and using Quarktex and Wazp3D. If I'm lucky I get a recoverable error that mentions freeing memory that is already free.

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Quote:
Originally Posted by Cowcat View Post
If water is correctly "vised", maybe is Quarktex. Certainly works with real Amiga
Yes I think it works with Wazp3D, although I have not tested it much. So looks like it just Quarktex...

Have now tested several mods that had problem models:

Left4Quake now works without replacing the weapon models.
Kurok now works without replacing the pistol and bow, but it still has problems with the lack of png texture transparency, and might crash in some areas due to the wrong server code being returned (tried both protocols).
Galactix used to have problems with 4 models, but now only enemy4.mdl and player3.mdl need to be replaced.
Castlevania is still not working fully, but is definitely better, need to look a bit more at this one...
Defeat In Detail (not 2) now works without replacing the helicopter model.
Prydon Gate v1.5 now works without replacing the tree models with the one from 1.3, but I don't think the texture is displaying properly.

Last edited by James; 20 March 2017 at 22:47. Reason: Forgot one...
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Old 21 March 2017, 09:02   #288
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James: Now, that is a proper answer.

Ok, I assume that you use emulated Amiga with 68k blitz versions (true ???). Maybe exposing the parameters & the way Blitz is started can show how this problems arise in other systems: Still I haven't tried Blitz with UAE.

I suposse that the replacing models workaround is fixed with -nocachetris.

Kurok needs some special treatment as shown in the numerous old/new sources I use as reference, but all the mods you tried, I never did it !! Time to look at those.

Part of the way now some mods "work", could be due to the new memory handling, but maybe some stuff done is not as robust as before (in emulated situations)

....mmm anyone got lucky with red/blue googles to test r_stereo ?
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Old 21 March 2017, 09:33   #289
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Quote:
Originally Posted by James View Post

v_python.mdl and v_shot.mdl need to be replaced in hl/progs.
Now I have this error:

I_Error : progs/v_shot.mdl has too many vertices
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Old 08 May 2017, 14:27   #290
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Anyone capable of including AltiVec in minigl? The source found on Aminet? Or is minigl not a good case for AltiVec?
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Old 08 May 2017, 18:25   #291
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Some usage here: See altivec_math.c & matrix.c

http://www.hyperion-entertainment.bi...iGL/trunk/src/
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Old 21 May 2017, 12:18   #292
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I get pretty bad stuttering at the start of levels, it appears to happen the first time a sound is played.

What are the correct settings for sound? What are the settings I need for ahi? Which unit does blitzquake use - music unit, 0 or 1?
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Old 21 May 2017, 14:20   #293
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Let's see: My AHI settings today are :

Music Unit: Paula Fast 8 bit stereo++ 22,050hz
Unit 0: the same as music Unit.
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Old 21 May 2017, 17:15   #294
trixster
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Quote:
Originally Posted by Cowcat View Post
Let's see: My AHI settings today are :

Music Unit: Paula Fast 8 bit stereo++ 22,050hz
Unit 0: the same as music Unit.
Ah, ok. I had thought that with a sound blaster installed Music Unit should be directed to the sound blaster.
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Old 21 May 2017, 18:24   #295
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I had thought that with a sound blaster installed Music Unit should be directed to the sound blaster.
No idea . I have only the old Paula chip, no pci stuff, delfina, etc....
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Old 22 May 2017, 23:52   #296
trixster
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Timedemo Demo1 is giving me 18.7fps.

This is 640x480 fullscreen (two rows of status bar showing) on a 66mhz 060 cyberstorm mk 2 and mediator voodoo 3.

Does this seems about right?
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Old 23 May 2017, 03:42   #297
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Quote:
Originally Posted by trixster View Post
Timedemo Demo1 is giving me 18.7fps.

This is 640x480 fullscreen (two rows of status bar showing) on a 66mhz 060 cyberstorm mk 2 and mediator voodoo 3.

Does this seems about right?
Yeah that's about right. If you go down to 512x384 you should be around 24FPS maybe which should be quite playable without looking too bad.

Quote:
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No idea . I have only the old Paula chip, no pci stuff, delfina, etc....
Do you do all this with your BPPC+BVision A1200?
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Old 23 May 2017, 08:50   #298
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Quote:
Do you do all this with your BPPC+BVision A1200?
Yep. All stuff I do is done on real hardware. (Still) no crosscompiling.


 
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Old 23 May 2017, 13:05   #299
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We need to get a collection going to get you an A4000 with Mediator, if you'd be interested.
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Old 23 May 2017, 22:46   #300
trixster
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I've just tried matthey's optimised libs, and i'm now getting 19.5fps in timedemo demo1.

Quake 2 is also seeming a big improvement - it was 8fps, it's now 10fps

Cosmos's tweaked W3D_Picasso96.library doesnt work for me, all games crash on loading with a grey screen.

Last edited by trixster; 29 May 2017 at 18:37.
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