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#221 |
Registered User
Join Date: Sep 2015
Location: London, UK
Posts: 419
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Argh! Why have I only found this thread now??
Cowcat (and everyone else involved) I worship you ![]() Incidentally, v5.7 works better for me than v5.8: v5.8 caused random hangs and the sky is wrong in the very first room on a new game. v5.7 runs great! |
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#222 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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Wrangler:
![]() Random hangs & wrong sky? This is new. Check out the 68k versions, don't run any tcp stack, etc, etc. Sounds to me like a bad downloaded binary. (??) Also check out old 5.6 version (there is an important Readme ) Or compile yourself the whole thing. Netsocket is maybe fixed on source (not for Sonnet people) but no problem with Miami unable to exit. Also you can see now yourself in the mirror without going thirdperson. |
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#223 |
Registered User
Join Date: Sep 2015
Location: London, UK
Posts: 419
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OK - I've obviously been working too hard or something
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#224 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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Good !
![]() BlitzQ became a testing tool for problems with compilers and I personally found that some of the old warp3d programs had ancient bugs, so use it. Frank Wille & Matt Hey know more about that. Saving should not be a problem , you can have different build versions & still load old recorded levels/games. I have SFS on my hd : For example PFS turned on to be really bad with Q2. Check that. A little deja vu now: Seems that I repeat myself for a couple of years ![]() |
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#225 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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@Wrangler can you try the X-mean Ravages of Apocalypse mod for Quake 1 on your CSPPC? I'm curious if it works on the PPC version or not.
From this thread http://eab.abime.net/showthread.php?t=84054 Or just the download location is here http://www.zerogravity.com.au/portfolio0601.php |
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#226 |
Registered User
Join Date: Sep 2015
Location: London, UK
Posts: 419
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Your wish is my command! (At least if it means "testing" games on the old Amiga
![]() Xmen works fine on the CSPPC+CVPPC ![]() All this on Cowcat's amazing executable! ![]() |
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#227 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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Oh that's odd, must be a problem with the Sonnet.
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#228 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,045
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Ran X-Men with the Sonnet and Voodoo3 at 640x480. Runs at 42.8 FPS with the occasional stutter when something is loaded from disk (are there options to pre-load?). This was with build 185.
However, when starting the game it gives a Light_Lev not a field and Wad is not a field error. Last edited by Hedeon; 26 October 2016 at 16:12. Reason: Added build number |
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#229 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,045
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I see it is an FPU alignment issue. Could you recompile with the correct alignment? Or is that not possible with Q1 mods?
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#230 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,045
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Never mind, should be fixed now.
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#231 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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Yes working with Single player now, timedemo demo1 now gets 42.5FPS at 800x480.
Also QuakeRally and Prydon's Gate work. I uploaded some of the working mods to the EAB FTP under ~Uploads/grelbfarlk/Quake1mods/ The non working mods are under Notworking if Wrangler wants to try them under CSPPC, this is Q1A (Quake3 in Quake 1 engine). Airquake actually works. Last edited by grelbfarlk; 28 October 2016 at 21:06. Reason: more things |
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#232 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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Now looking for graphical enhancement mods if anyone has suggestions of ones that work.
If anyone is looking for a some sites that have Q1 mods archived, An awful lot of mods with working links- http://www.quakewiki.net/quake-1/mods/ Has brief descriptions but some broken links- http://www.quaketerminus.com/addon.shtml |
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#233 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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I remember some bug/crash on Q1A during play time, but don't know about the mod version.
Question for gfx systems other than Permedia: Any difference on fog with shadows with (default) vertexarrays vs non-varrays? Do shadows fade on distance? |
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#234 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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With fog on, and vertexarrays 1 and shadows on, the shadows are showing up as grey on the ground with shadowalpha on or not, they appear correct with vertexarrays 0. Can't tell if they are fading with distance.
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#235 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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@grelbfarlk
Just to clarify, I'm talking about distance from near objects to far objects, not ground. Basically if you look at my last video, shadows don't work as supossed: They keep the same alpha (black in this case) no matter the enemies move along the hall. All textures from objects or enemies fade to red color (fog) but shadows. So if on Voodoo looks like the video, problem remains no matter gfx card. As commented months before, thirdperson view (chase_active 1) don't show those problems but on the contrary if someone compiled my Q2 sources with fog code I posted on that thread, that problem appears even on thirdperson. Just to be sure if I'm wasting time to fix something in minigl code that has no solution with Permedia. |
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#236 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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Then no, with vertexarrays 0 and making the fog pink like yours, the shadows fade into the color of the fog in the distance and get more plain dark-grey as you get closer (out of the fog). On Voodoo 3.
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#237 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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Ok, thanks. Same problem with all hardware configurations so... ->
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#238 | ||
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 797
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Quote:
I've built an expanded version of this that I might post up later... Quote:
https://www.quaddicted.com/ https://www.quaddicted.com/files/ The previously linked Quaketastic is also worth checking out. http://www.quaketastic.com/ |
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#239 | |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,970
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Quote:
Thanks James, but for me, the models are a jumbled mess of triangles, I noticed this same effect with some other mods too, is there a variable I'm missing? |
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#240 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 764
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Quote:
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