29 March 2022, 21:17 | #201 |
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Hyperion Q2 GUI = NO-NO-NO. I told you about that (here or in other thread).
You need ref_soft_dll for starting the game if you have no config (from scratch). But after game is started and demo is running you change the driver in the menu settings to ref_glnorlu. And is possible you need some stack for Sonnet library before starting (I think it was needed for "my" Blitzquake). Last edited by Cowcat; 29 March 2022 at 21:27. |
29 March 2022, 22:35 | #202 |
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I have stack of like 2000000 in my executable.
@spudje all other parameters are set in the menus or via console commands in game. |
29 March 2022, 22:42 | #203 |
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Menus as in in game menus, via options?
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29 March 2022, 22:50 | #204 | |
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Quote:
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30 March 2022, 12:09 | #205 |
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So the issue is nailed down back to Q2
So when I run the Hyperion version + update I can select a video mode in the GUI and I at least get the ID logo animation and then get the PPC exception. When I get rid of all Hyperion stuff, the video signal simply cuts out when starting Quake2, see the snoopdos log in http://eab.abime.net/showpost.php?p=...postcount=5021 I have tried with and without DMA memory in the voodoo monitor tooltype. I am using the P96 ENVARCs as described here https://github.com/Sakura-IT/SonnetA...ki/Good-Config I have following tooltypes in the monitor - see attachment Do I need any other ENVARCs for - Warp3D - PowerPC - Prometheus At least I also tried with following PowerPC ENVARCs: Gfxaddr = $42000000 (What prmscan shows as first voodoo memory address) or $200000 (the number that shows up in many forum posts) Force = 1 Terminator = 0 or 2 All no difference. Mmm, when creating them manually or with Setenv envarc: command they only end up in ENVARC: and are not copied to ENV on (re)boot: like the rest of the ENVARCs??? Not that it matters, when copying PowerPC ENVARCs manually to ENV: my issue still isn't resolved. Last edited by spudje; 30 March 2022 at 14:27. |
30 March 2022, 14:39 | #206 |
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Underclocking the voodoo I see?
Anyway, if you haven't installed AHI still, then you should as it is mandatory for the PCI PPC cards for sound (as per docs). The ENVARC should not matter. The system (like you) picks it from the PCI config. However, the real gfx memory is at $40000000 (or PCI $00000000). $42000000 (or PCI $2000000) contains the 2d/3d registers of the voodoo (in your case). Some ENV handlers only copy the stuff to ENV from ENVARC when used...so that gives you a sign too (as in, it is not being used). Last edited by Hedeon; 30 March 2022 at 14:49. |
30 March 2022, 14:55 | #207 |
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Am I underclocking? I wasn't aware. Should I remove the memoryclock line from the tooltypes? --> Did that, no difference.
AHI 4.18 is already installed. Unit0 on dma paula. So I guess I'm slowly running out of options. It might still be a wrongly configured MMU. BTW, is there a different way of installing the whole baseq2 dir without using the hyperion installer? If yes, how? Last edited by spudje; 30 March 2022 at 15:56. |
30 March 2022, 17:36 | #208 |
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A more detailed snoopdog dump.
Code:
Count Process Name Action Target Name Options Res. ----- ------------ ------ ----------- ------- ---- 1 WBL ChangeDir System:System 2 WBL Load SYS:System/CLI OK 3 WBL Lock SYS:System/CLI Read OK 4 WBL ChangeDir SYS: 5 WBL ChangeDir System:System 6 WBL Lock System:System/CLI.info Read Fail 7 WBL Open System:System/CLI.info Read Fail 8 WBL ChangeDir SYS: 9 SYS:System/CLI OpenLib icon.library Ver 37 OK 10 SYS:System/CLI ChangeDir System:System 11 SYS:System/CLI Lock System:System/Shell.info Read OK 12 SYS:System/CLI Open System:System/Shell.info Read OK 13 SYS:System/CLI ToolType STACK OK 14 SYS:System/CLI ToolType WINDOW OK 15 SYS:System/CLI ToolType FROM OK 16 SYS:System/CLI Lock SYS: Read OK 17 SYS:System/CLI ChangeDir System: 18 SYS:System/CLI Open S:Shell-Startup Read OK /19 SYS:System/CLI System <NULL> ---- 20 « ConClip » OpenLib workbench.library Ver 45 OK 21 « ConClip » OpenLib workbench.library Ver 45 OK \19 SYS:System/CLI System <NULL> 0 22 SYS:System/CLI ChangeDir SYS: 23 [1] assign OpenLib utility.library Ver 37 OK 24 [1] assign Lock libs:powerpc Read OK 25 [1] assign FindTask << AssignWedge >> OK /26 [1] InitPPC OpenLib powerpc.library Ver 0 27 ramlib Load LIBS:powerpc.library OK 28 ramlib OpenLib utility.library Ver 0 OK 29 ramlib OpenLib expansion.library Ver 37 OK 30 ramlib OpenLib prometheus.library Ver 4 OK 31 ramlib GetVar sonnet/EnEDOMem Global Fail 32 ramlib GetVar sonnet/Debug Global Fail 33 ramlib GetVar sonnet/EnAlignExc Global Fail 34 ramlib GetVar sonnet/DisL2Cache Global Fail 35 ramlib GetVar sonnet/DisL2Flush Global Fail 36 ramlib GetVar sonnet/EnPageSetup Global Fail 37 ramlib GetVar sonnet/EnDAccessExc Global Fail 38 ramlib GetVar sonnet/SetCMemDiv Global Fail 39 ramlib GetVar sonnet/DisHunkPatch Global Fail 40 ramlib GetVar sonnet/SetCPUComm Global Fail 41 ramlib GetVar sonnet/EnStackPatch Global Fail /42 ramlib OpenLib ppc.library Ver 46 43 ramlib Open LIBS:ppc.library Read Fail 44 ramlib Load LIBS:ppc.library Fail 45 ramlib Open System:ppc.library Read Fail \42 ramlib OpenLib ppc.library Ver 46 Fail 46 ramlib Load System:ppc.library Fail \26 [1] InitPPC OpenLib powerpc.library Ver 0 OK 47 [1] quake2 OpenLib powerpc.library Ver 14 OK 48 [1] quake2 Open * Write OK 49 [1] quake2 Open Work:Games/Quake2/baseq2/pak0.pak Read OK 50 [1] quake2 Open Work:Games/Quake2/baseq2/pak1.pak Read Fail 51 [1] quake2 Open Work:Games/Quake2/baseq2/pak2.pak Read Fail 52 [1] quake2 Open Work:Games/Quake2/baseq2/pak3.pak Read Fail 53 [1] quake2 Open Work:Games/Quake2/baseq2/pak4.pak Read Fail 54 [1] quake2 Open Work:Games/Quake2/baseq2/pak5.pak Read Fail 55 [1] quake2 Open Work:Games/Quake2/baseq2/pak6.pak Read Fail 56 [1] quake2 Open Work:Games/Quake2/baseq2/pak7.pak Read Fail 57 [1] quake2 Open Work:Games/Quake2/baseq2/pak8.pak Read Fail 58 [1] quake2 Open Work:Games/Quake2/baseq2/pak9.pak Read Fail 59 [1] quake2 Open Work:Games/Quake2/baseq2/pak0.pak Read OK 60 [1] quake2 Open Work:Games/Quake2/baseq2/config.cfg Read Fail 61 [1] quake2 OpenLib intuition.library Ver 0 OK 62 [1] quake2 OpenLib graphics.library Ver 0 OK /63 [1] quake2 OpenLib bsdsocket.library Ver 0 64 ramlib Open LIBS:bsdsocket.library Read Fail 65 ramlib Load LIBS:bsdsocket.library Fail 66 ramlib Open Work:Games/Quake2/bsdsocket.library Read Fail 67 ramlib Load Work:Games/Quake2/bsdsocket.library Fail \63 [1] quake2 OpenLib bsdsocket.library Ver 0 Fail 68 [1] quake2 OpenLib keymap.library Ver 0 OK 69 [1] quake2 Open Work:Games/Quake2/ref_soft.dll Read OK 70 [1] quake2 FindPort ref_soft.dll Fail 71 [1] quake2 Open CON:0/0/800/600/DLL_OUTPUT/AUTO/CLOSE/WAIT Write OK 72 [1] quake2 System ref_soft.dll ref_soft.dll 0 73 [1] quake2 FindPort ref_soft.dll Fail 74 [1] quake2 FindPort ref_soft.dll Fail 75 [3] ref_soft.dll OpenLib powerpc.library Ver 14 OK 76 [3] ref_soft.dll Open * Write OK 77 [1] quake2 FindPort ref_soft.dll OK 78 [1] quake2 Open Work:Games/Quake2/baseq2/pak0.pak Read OK 79 [1] quake2 Open Work:Games/Quake2/baseq2/pak0.pak Read OK 80 [1] quake2 OpenLib cybergraphics.library Ver 0 OK 81 [1] quake2 OpenLib intuition.library Ver 0 OK 82 [1] quake2 OpenLib graphics.library Ver 0 OK 71 [1] quake2 Open CON:0/0/800/600/DLL_OUTPUT/AUTO/CLOSE/WAIT Write OK Is this the issue, or not as in line 77 it eventually opens fine?? 73 [1] quake2 FindPort ref_soft.dll Fail 74 [1] quake2 FindPort ref_soft.dll Fail |
30 March 2022, 18:54 | #209 | ||
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Quote:
Findport should be related to the way the dll opens because it does that. But anyways sometimes the system asks for libraries and fail few times till it's ok to open. Check this default "config.cfg" just in case: It uses ahi, ref_noglru and screen in windowmode. Code:
// generated by quake, do not modify bind TAB "inven" bind ENTER "invuse" bind ESCAPE "togglemenu" bind SPACE "+moveup" bind ' "invdrop" bind + "sizeup" bind , "+moveleft" bind - "sizedown" bind . "+moveright" bind / "weapnext" bind 0 "use BFG10K" bind 1 "use Blaster" bind 2 "use Shotgun" bind 3 "use Super Shotgun" bind 4 "use Machinegun" bind 5 "use Chaingun" bind 6 "use Grenade Launcher" bind 7 "use Rocket Launcher" bind 8 "use HyperBlaster" bind 9 "use Railgun" bind = "sizeup" bind [ "invprev" bind \ "+mlook" bind ] "invnext" bind ` "toggleconsole" bind a "+lookup" bind b "use rebreather" bind c "+movedown" bind e "use environment suit" bind g "use grenades" bind h "wave 0" bind i "use invulnerability" bind j "wave 1" bind k "wave 2" bind l "wave 3" bind p "use power shield" bind q "use quad damage" bind s "use silencer" bind t "messagemode" bind u "wave 4" bind x "score" bind z "+lookdown" bind ~ "toggleconsole" bind BACKSPACE "invdrop" bind UPARROW "+forward" bind DOWNARROW "+back" bind LEFTARROW "+left" bind RIGHTARROW "+right" bind ALT "+strafe" bind CTRL "+attack" bind SHIFT "+speed" bind F1 "cmd help" bind F2 "menu_savegame" bind F3 "menu_loadgame" bind F4 "menu_keys" bind F5 "menu_startserver" bind F6 "echo Quick Saving...; wait; save quick" bind F9 "echo Quick Loading...; wait; load quick" bind F10 "menu_quit" bind F12 "screenshot" bind INS "+klook" bind DEL "+lookdown" bind PGDN "+lookup" bind END "centerview" bind MOUSE1 "+attack" bind MOUSE2 "+strafe" bind MOUSE3 "+forward" bind PAUSE "pause" set gl_subdivide_size "64" set gl_mintriarea "0.5" set gl_skipparticles "0" set gl_point_size "2.25" set gl_drawparticles "1" set gl_lockmode "MANUAL" set gl_mtexbuffersize "1024" set gl_guardband "0" set gl_closeworkbench "0" set gl_buffers "3" set gl_forcedepth "15" set gl_texturecache "4000000" set gl_fogblue "0.4" set gl_foggreen "0.5" set gl_fogred "0.6" set gl_fogend "800.0" set gl_fogstart "50.0" set gl_fog "0" set gl_3dlabs_broken "1" set gl_swapinterval "1" set gl_ext_compiled_vertex_array "1" set gl_ext_pointparameters "1" set gl_ext_multitexture "0" set gl_ext_swapinterval "1" set gl_vertex_arrays "1" set gl_texturesolidmode "default" set gl_texturealphamode "default" set gl_texturemode "GL_LINEAR" set gl_flashblend "0" set gl_shadows "0" set gl_modulate "1" set gl_particle_att_c "0.01" set gl_particle_att_b "0.0" set gl_particle_att_a "0.01" set gl_particle_size "40" set gl_particle_max_size "40" set gl_particle_min_size "2" set gl_polycull "1" set r_vertexlighting "0" set gl_affinemodels "0" set gl_smoothmodels "1" set gl_keeptjunctions "1" set gl_finish "0" set gl_ext_palettedtexture "1" set gl_mode "3" set gl_driver "opengl32" set ahi_bits "16" set ahi_channels "2" set ahi_speed "22" set r_lerpmodels "1" set nostdout "1" set g_select_empty "0" set joy_side_reverse "0" set joy_forward_reverse "0" set joy_up_reverse "0" set in_joystick "0" set new_mouse "0" set in_mouse "1" set joy_psx "0" set joy_pc "0" set cl_item_bob "0" set horplus "0" set cl_vwep "1" set gender_auto "1" set gender "male" set fov "90" set msg "1" set rate "25000" set freelook "0" set cl_3dcam_alpha "0" set cl_3dcam_dist "50" set cl_3dcam_angle "30" set cl_3dcam "0" set cl_drawfps "0" set adr8 "" set adr7 "" set adr6 "" set adr5 "" set adr4 "" set adr3 "" set adr2 "" set adr1 "" set adr0 "" set cd_nocd "0" set s_lib "ahi" set s_primary "0" set s_mixahead "0.2" set s_khz "11" set s_volume "0.7" set sw_pubscreen "" set sw_mode "0" set sw_custom_particles "0" set sw_stipplealpha "0" set sw_allow_modex "1" set vid_gamma "1" set vid_ypos "60" set vid_xpos "90" set vid_ref "glnolru" set sv_reconnect_limit "3" set allow_download_maps "1" set allow_download_sounds "1" set allow_download_models "1" set allow_download_players "0" set allow_download "1" set hostname "noname" set skin "male/grunt" set name "Player" set lookstrafe "0" set lookspring "1" set m_pitch "0.022" set hand "0" set cl_run "0" set crosshair "1" set sensitivity "3" set win_noalttab "0" set vid_fullscreen "0" set viewsize "100" Quote:
Ops that's dll code: Is ok here. Should be a bunch for each dll: ref_gl, ahi and gameppc in this order. But If you still have problems with that I might go to simpler programs: Like the warp3d demos (gears). Last edited by Cowcat; 30 March 2022 at 19:22. |
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30 March 2022, 19:01 | #210 |
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Well, I have deleted the config.cfg & session.cfg as you instructed as they were generated by that GUI tool. No new ones are created. I'll copy this one.
All other Warp3DPPC stuff works (Gears, Quake 1, Wipeout, Payback) |
30 March 2022, 19:45 | #211 |
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Payback let's the PPC bang the audio hardware directly. Set the sound to 0 to see how fast it can be if it had AHI (minus a few frames).
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30 March 2022, 19:53 | #212 |
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YESSS SUCCESS!!!!!
So it was a combination of things: the vidplay command opened a full screen that ended up in no signal. Removing vidplay from the game dir and adding stack did the thing. @cowcat's windowed config did the trick, I was less blind since this gave away that vidplay still opened in full screen while the game was configured in window mode. Then going from software to glnolru and next step to full screen all went successfully. Is there a reason why I should prefer the gl over the glnolru version? Thanks all for your help and patience with me |
30 March 2022, 19:59 | #213 |
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vidplay should work though. It shows the ID logo being stamped in.
And it doesn't use W3D. |
30 March 2022, 20:08 | #214 |
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Vidplay works ok here
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30 March 2022, 20:26 | #215 |
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Weird thing is, the ID logo video was the only thing that did work when I created a config with the Hyperion GUI where I selected a screenmode.... So maybe there's still some config setting that can fix this? However, totally not a big concern to me.
Or maybe it's due to the newest, 3.2.4 iirc, P96 I'm using? |
30 March 2022, 21:35 | #216 |
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@spudje
Finally ! The ref_gl.dll fails to work properly for warpos. Put it that way. Hyperion version uses a separate dll for video playing that doesn't use the render DLLs of the game (being soft or gl). As a consequence, a different screenmode is opened (only soft render btw) and you end with 2 different scaled displays. I recoded that years ago so all video uses the same render mode the game is on: The right way. Last edited by Cowcat; 30 March 2022 at 21:43. |
30 March 2022, 22:08 | #217 |
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OK, so how can I make use of your vidplay, or have vidplay use the proper DLL files? Do I maybe still have some more Hyperion leftovers?
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30 March 2022, 22:18 | #218 |
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@spudje
You don't need anything more that I provided: Each render dll has what is needed and is basically how originally was intended and modern Q2 (as Yamagi) do. And yep I took a lot of code from other versions and from time to time do an update. It needs at least one btw (and upgrade the official game mods...) |
31 March 2022, 03:54 | #219 |
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Spudje do a timedemo 1 and a demomap demo1.dm2 with your system specs and resolution please. I'm curious what Prometheus does here.
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31 March 2022, 09:21 | #220 |
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OK, I'll try that. I start those from the Q2 console, don't I? You want me to report FPS? How do I measure/display that?
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