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Old 12 November 2018, 03:01   #121
Reido
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Video quality is probably too poor to be of any good to you. Looks amazing on my CRT, doesn't record so well though!

[ Show youtube player ]
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Old 12 November 2018, 04:39   #122
NovaCoder
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Cool, could you tell any difference in the quality of the sound effects? The sound should be a little clearer with this new build. Also I've doubled the amount of particles and both of these improvements will hit performance a little unfortunately....I'm working on adding a bit more assembler to negate this (hopefully).
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Old 12 November 2018, 05:24   #123
nexus
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why did you get rid of your amiga?
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Old 12 November 2018, 05:35   #124
NovaCoder
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Quote:
Originally Posted by nexus View Post
why did you get rid of your amiga?
I retired

Recently had some time to kill so I thought I'd revisit some of my old Amiga ports and see if I could improve them but I only have WinUAE to test with so you don't always get an accurate idea of performance.

Update: v1.16 in the Zone for testing. This version has some extra assembler (by John Selck), hopefully this will bring some slight performance improvement.

Last edited by NovaCoder; 12 November 2018 at 05:58.
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Old 13 November 2018, 01:49   #125
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Quote:
Originally Posted by NovaCoder View Post
Cool, could you tell any difference in the quality of the sound effects? The sound should be a little clearer with this new build. Also I've doubled the amount of particles and both of these improvements will hit performance a little unfortunately....I'm working on adding a bit more assembler to negate this (hopefully).
[ Show youtube player ]

There's some distortion of the background sound effects, mostly sporadic (sounds like a crisp bag being squashed briefly), this would be an example of the worst of it. This is V1. 16, same with V1. 15


[ Show youtube player ]

Original V1. 14

I honestly didn't notice much difference in the performance, all good.

Last edited by Reido; 13 November 2018 at 01:56.
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Old 13 November 2018, 02:41   #126
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OK thanks, I think some of the updates to the sound effects are causing issues... I'll take a look.

Update: I think I've fixed those sound issues and also increased performance of the particle implementation.

Can someone test on real hardware please....hopefully I haven't broken anything else

v1.17 in the zone...and v1.19 uploaded to AmiNet

For anyone interested on my level of hackery on this port, compare the original WinQuake source with my modified code.

PHP Code:
/*
================
R_RotateBmodel
================
*/
void R_RotateBmodel (void)
{
    
float    anglesctemp1[3][3], temp2[3][3], temp3[3][3];

// TODO: should use a look-up table
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: could cache lazily, stored in the entity
// TODO: share work with R_SetUpAliasTransform

// yaw
    
angle currententity->angles[YAW];        
    
angle angle M_PI*360;
    
sin(angle);
    
cos(angle);

    
temp1[0][0] = c;
    
temp1[0][1] = s;
    
temp1[0][2] = 0;
    
temp1[1][0] = -s;
    
temp1[1][1] = c;
    
temp1[1][2] = 0;
    
temp1[2][0] = 0;
    
temp1[2][1] = 0;
    
temp1[2][2] = 1;


// pitch
    
angle currententity->angles[PITCH];        
    
angle angle M_PI*360;
    
sin(angle);
    
cos(angle);

    
temp2[0][0] = c;
    
temp2[0][1] = 0;
    
temp2[0][2] = -s;
    
temp2[1][0] = 0;
    
temp2[1][1] = 1;
    
temp2[1][2] = 0;
    
temp2[2][0] = s;
    
temp2[2][1] = 0;
    
temp2[2][2] = c;

    
R_ConcatRotations (temp2temp1temp3);

// roll
    
angle currententity->angles[ROLL];        
    
angle angle M_PI*360;
    
sin(angle);
    
cos(angle);

    
temp1[0][0] = 1;
    
temp1[0][1] = 0;
    
temp1[0][2] = 0;
    
temp1[1][0] = 0;
    
temp1[1][1] = c;
    
temp1[1][2] = s;
    
temp1[2][0] = 0;
    
temp1[2][1] = -s;
    
temp1[2][2] = c;

    
R_ConcatRotations (temp1temp3entity_rotation);

//
// rotate modelorg and the transformation matrix
//
    
R_EntityRotate (modelorg);
    
R_EntityRotate (vpn);
    
R_EntityRotate (vright);
    
R_EntityRotate (vup);

    
R_TransformFrustum ();

PHP Code:
/*
================
R_RotateBmodel
================
*/
void R_RotateBmodel(void)
{
    if ((
currententity->angles[YAW] == 0.0) && (currententity->angles[PITCH] == 0.0) && (currententity->angles[ROLL] == 0.0)) {
        
R_DefaultEntityRotate(modelorg);

        
R_DefaultEntityRotate(vpn);
        
R_DefaultEntityRotate(vright);
        
R_DefaultEntityRotate(vup);

        
currententity->usingDefaultRotation true;
    } else {
        
float sctemp1[3][3], temp2[3][3], temp3[3][3];

        
// yaw
        
sin_lookup(currententity->angles[YAW]);
        
cos_lookup(currententity->angles[YAW]);

        
temp1[0][0] = c;
        
temp1[0][1] = s;
        
temp1[0][2] = 0;
        
temp1[1][0] = -s;
        
temp1[1][1] = c;
        
temp1[1][2] = 0;
        
temp1[2][0] = 0;
        
temp1[2][1] = 0;
        
temp1[2][2] = 1;


        
// pitch
        
sin_lookup(currententity->angles[PITCH]);
        
cos_lookup(currententity->angles[PITCH]);

        
temp2[0][0] = c;
        
temp2[0][1] = 0;
        
temp2[0][2] = -s;
        
temp2[1][0] = 0;
        
temp2[1][1] = 1;
        
temp2[1][2] = 0;
        
temp2[2][0] = s;
        
temp2[2][1] = 0;
        
temp2[2][2] = c;

        
R_ConcatRotations (temp2temp1temp3);


        
// roll
        
sin_lookup(currententity->angles[ROLL]);
        
cos_lookup(currententity->angles[ROLL]);

        
temp1[0][0] = 1;
        
temp1[0][1] = 0;
        
temp1[0][2] = 0;
        
temp1[1][0] = 0;
        
temp1[1][1] = c;
        
temp1[1][2] = s;
        
temp1[2][0] = 0;
        
temp1[2][1] = -s;
        
temp1[2][2] = c;

        
// Creating the entity rotation for this entity.
        
R_ConcatRotations (temp1temp3currententity->custom_entity_rotation);

        
// rotate modelorg and the transformation matrix
        
R_CustomEntityRotate(modelorg);

        
R_CustomEntityRotate(vpn);
        
R_CustomEntityRotate(vright);
        
R_CustomEntityRotate(vup);

        
currententity->usingDefaultRotation false;
    }


    
R_TransformFrustum ();


Last edited by NovaCoder; 14 November 2018 at 10:50.
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Old 15 November 2018, 12:12   #127
Reido
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[ Show youtube player ]

Some tests by the Vampire lads!

I had a quick go on v1. 17, looks and sounds great! I'll check out V1. 19 this eve.
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Old 17 November 2018, 14:37   #128
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is it possible to get m_filter added?
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Old 17 November 2018, 20:52   #129
nujack
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Any chance to get 3D-Support for iglasses?
3D-Mode can be activated via lcd_x 1.0 on console(http://www.stereo3d.com/quake.htm).
Would be cool to play it on my A1200/060 on AGA interlaced mode.
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Old 18 November 2018, 01:09   #130
NovaCoder
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Quote:
Originally Posted by trixster View Post
is it possible to get m_filter added?
What does it do?
Quote:
Originally Posted by nujack View Post
Any chance to get 3D-Support for iglasses?
3D-Mode can be activated via lcd_x 1.0 on console(http://www.stereo3d.com/quake.htm).
Would be cool to play it on my A1200/060 on AGA interlaced mode.
No sorry, that would be too much work

Last edited by NovaCoder; 18 November 2018 at 03:27.
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Old 18 November 2018, 04:40   #131
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Quote:
Originally Posted by NovaCoder View Post
What does it do?
m_filter gives option to add mouse interpolation, default is set to 0 =off, values higher will enable it.
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Old 18 November 2018, 06:55   #132
NovaCoder
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Quote:
Originally Posted by eXeler0 View Post
m_filter gives option to add mouse interpolation, default is set to 0 =off, values higher will enable it.
Oh OK, I'll take a quick look.

Has anyone notice any speed improvements with v1.19? Hopefully it's not slower
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Last edited by NovaCoder; 18 November 2018 at 13:41.
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Old 18 November 2018, 20:53   #133
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thanks Novacoder, works great on replay with 060 at 80 mhz, will there be rtg in a update?
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Old 18 November 2018, 23:28   #134
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Quote:
Originally Posted by NovaCoder View Post
No sorry, that would be too much work
Are you sure? The command lcd_x is already available and afaik you need an interlace-mode for the i-glasses to get a stereoscopic effect (NTSC/PAL-Highres-Interlace should be fine). Is it really much work to support these 2 gfx-modes in your port?
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Old 19 November 2018, 00:58   #135
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Quote:
Originally Posted by nujack View Post
Are you sure? The command lcd_x is already available and afaik you need an interlace-mode for the i-glasses to get a stereoscopic effect (NTSC/PAL-Highres-Interlace should be fine). Is it really much work to support these 2 gfx-modes in your port?
Yep I remember commenting out a lot of that code and don't want to try and put it all back in (could break something else).
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Old 19 November 2018, 03:06   #136
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@Nova, does this version have a 4096 units size limit for the BSP/ map?
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Old 19 November 2018, 03:38   #137
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Quote:
Originally Posted by eXeler0 View Post
@Nova, does this version have a 4096 units size limit for the BSP/ map?
I assume so, it's based on WinQuake which was the original official source port from way back in the day. I have not done anything to improve functionality, I've actually been removing functionality to improve the speed on real hardware

Last edited by NovaCoder; 06 December 2018 at 11:05.
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Old 19 November 2018, 03:45   #138
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Thumbs up

Quote:
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.

shame you don't have an Amiga but we still Love ya Nova
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Old 19 November 2018, 06:02   #139
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Thanks mate
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Old 19 November 2018, 18:26   #140
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Quote:
Originally Posted by NovaCoder View Post
Yep I remember commenting out a lot of that code and don't want to try and put it all back in (could break something else).
I understand.
Would it be possible to enable NTSC/PAL Highres interlace as alternative screenmodes? I would try out if stereoscopic picture is available with that.
BTW there is a gfx-failure on the left side which appears the whole time(tested on A4000/060, see attachment). Performance is very good.
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