30 September 2020, 10:03 | #261 | |
Registered User
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 268
|
Quote:
That was way quicker than my 030 50mhz CD32. Definitely playable on that 386!! |
|
30 September 2020, 12:52 | #262 | |||
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 797
|
Quote:
http://aminet.net/package/game/data/Qbreed Quote:
Quote:
Coming soon! |
|||
30 September 2020, 13:17 | #263 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,969
|
Quote:
...but yea, Cowcat was actually very helpful by testing my maps on his engine. One of my small testmaps worked but the bigger maps I've released DEFINITELY don't run. (Download here if you're curious) https://www.exretro.com/downloads/qmaps/qmaps_dl.html But its not due to some fancy OpenGL features or other blending tricks.. Its mostly due to map size and number of brushes/objects etc. There are some early Quake engines that removed mostly those limits, but not necessarily adding moderns stuff that would require 3d accelerators. Tbh it would probably be easier to optimize a Quake2 port and Novacoder actually proved its possible, but really, right now it really limits the userbase to those with highly overclocked 060s. (~100MHz) Luckily, if the Warp 1260 picks up and we get a larger user base of 100MHz 060 ppl AND RTG then Q2 could be the way to go forward for more complex maps. |
|
01 October 2020, 07:32 | #264 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
|
Quote:
I find it criminally offensive that iD didn't hire some random dude off the street 3 months before the end of the project to port the most critical parts of the pipeline to hand-optimized Integer single-pipeline codepath. It wouldn't take him more than 6 months, for sure. Just imagine the heaps of cash they were swimming in. Even if they were cheap, there is no scenario where they would approach the publisher and say -"look, we wanna go play with next-gen tech, but if you hire some dude for 3-6 months, you will get more sales from 486 segment" with the said publisher saying "nah, not worth the $30k". Not to mention that everybody and their cat was fluent in ASM those days. You could literally go to a supermarket, pick random dude from the crowd and he could do it. Just |
|
10 October 2020, 03:31 | #265 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,010
|
Quote:
br |
|
10 October 2020, 10:58 | #266 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,969
|
Quote:
Says: Todo: compile a Quake replacement engine with extended coord system for 68k amigas (works but needs work) history v0.4 11/11 forth upload containing a new (experimental) game engine based on Quake68k by Frank Wille, (which requires MUI and a 68040/060) has extended coords thanks to code from John Fitz It sucks to not get feedback you spend time on something but was there ever any further development of this experimental engine? For the record, I asked this same question 6 years ago, and YouTube proves it :-) [ Show youtube player ] |
|
11 October 2020, 22:53 | #267 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,969
|
Around xmas I usually mess around with Trenchbroom and make Quake maps,
I's really want to do one that works with AmiQuake. (Or at least the Breed Engine) What are the limits in AmiQuake for the following: *Map size in units: Number of... *faces *marksurfaces *visleafs *models *lightmaps byte packet visedicts Or could I simply look at the values listed under "Normal limit"? https://quakewiki.org/wiki/Engine_Limits NVM Ill just assume its *identical* to whatever limits winquake 1.09 has ;-)) Last edited by eXeler0; 13 October 2020 at 08:28. Reason: Link added |
16 October 2020, 22:11 | #268 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,010
|
@eXeler0
I have just uploaded the most recent build of the 68k Quake engine I modified for Qbreed. it should show up in a day or so if i did it right (its been a long time) also here is a screen shot of the map you linked in your post running on it (in winuae) seems to work ok. br |
17 October 2020, 04:41 | #269 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,219
|
Nice, its online now:http://aminet.net/package/game/data/Qbreed
|
17 October 2020, 05:01 | #270 | |
Registered User
Join Date: Sep 2009
Location: San Antonio, TX USA
Age: 50
Posts: 1,185
|
Quote:
"As a comparison, I run a timedemo on my Commodore Amiga 1200 with 68030/68882 50MHz (the CPU is comparable to 386s) and I got 1.46FPS" I did it to test my new 50MHz FPU. |
|
17 October 2020, 11:50 | #271 | |
Registered User
Join Date: Aug 2014
Location: Brindisi (Italy)
Age: 70
Posts: 8,258
|
Quote:
I tested Quake Breed and I must say it has a nice graphic look, lights and transparency. The engine is a bit unstable on some configurations with GURU 800000004/80000000B works better on RTG Screens even if every now and then a Guru appears. Video Test with AfA One 1024x768: https://drive.google.com/file/d/1Qc3...ew?usp=sharing Last edited by AMIGASYSTEM; 22 October 2020 at 12:00. |
|
17 October 2020, 14:48 | #272 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,969
|
Quote:
|
|
26 October 2020, 18:17 | #273 | |
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 797
|
Quote:
Frikbot PerQuake, Quake1Arena and Codename Envenom all work really well. Shame that the crashes mentioned by AMIGASYSTEM have prevented me running some mods so far (like the Quake 2 mod). The only other problem I've noticed is that models disappear when over liquids. |
|
26 October 2020, 18:52 | #274 | |
Registered Voter
Join Date: Oct 2019
Location: Neunkirchen aP, DE
Age: 62
Posts: 570
|
Quote:
|
|
27 October 2020, 22:42 | #275 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,010
|
@AMIGASYSTEM, glad it works for others, its nice to know . as for the guru not sure what's going on there... does it happen at random or is it always at the same point?
@James, glad you like it . is there a map you can recommend that shows the glitches you have observed. i have only really used the engine for Qbreed so not tested it extensively at all. br |
28 October 2020, 00:40 | #276 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,406
|
Quote:
Thanks |
|
28 October 2020, 01:02 | #277 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,010
|
|
28 October 2020, 01:19 | #278 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,406
|
|
03 November 2020, 18:31 | #279 | |
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 797
|
Quote:
http://eab.abime.net/showthread.php?t=104542 |
|
03 December 2020, 22:12 | #280 |
Registered User
Join Date: Jul 2020
Location: Milltown / USA
Posts: 31
|
What is a recommended screen mode to set for picasso96. I always get errors saying that it can't find the correct screen mode, and it won't start :-(
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
DosBox v0.74 AGA 68k Port | NovaCoder | Amiga scene | 20 | 07 June 2018 02:17 |
quake 2 68k | turrican3 | support.Games | 93 | 22 May 2014 02:12 |
68k + Picasso (RTG) Demos ?? | Amiten | Amiga scene | 14 | 27 August 2013 17:39 |
ScummVM (v1.0.0) 68K Port | NovaCoder | project.Amiga Game Factory | 7 | 04 September 2010 12:58 |
Is there a 68k Quake 2 port for the Amiga? | Ironclaw | request.Other | 7 | 22 September 2006 20:56 |
|
|