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Old 05 October 2016, 21:01   #221
Wrangler
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Argh! Why have I only found this thread now??

Cowcat (and everyone else involved) I worship you . Superb job! Now I can play Quake on CSPPC+CVPPC at decent framerate!

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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Old 06 October 2016, 09:42   #222
Cowcat
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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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Old 07 October 2016, 20:15   #223
Wrangler
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OK - I've obviously been working too hard or something because the sky in v5.8 is working fine now! I do still get the occasional crash in both 5.7 and 5.8 on saving but otherwise all is well in the world.
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Old 08 October 2016, 10:27   #224
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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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Old 25 October 2016, 00:53   #225
grelbfarlk
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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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Old 25 October 2016, 21:32   #226
Wrangler
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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 . I get 16.3 FPS in demo 1 running at 640x480 which is ~3 fps slower than Quake 1 - although it feels like a bigger difference. But it plays OK - just needs a lower res.

All this on Cowcat's amazing executable!
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Old 25 October 2016, 22:50   #227
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Oh that's odd, must be a problem with the Sonnet.
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Old 26 October 2016, 16:12   #228
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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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Old 26 October 2016, 19:15   #229
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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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Old 27 October 2016, 23:37   #230
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Never mind, should be fixed now.
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Old 27 October 2016, 23:51   #231
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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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Old 29 October 2016, 01:41   #232
grelbfarlk
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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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Old 29 October 2016, 12:40   #233
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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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Old 29 October 2016, 13:45   #234
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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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Old 29 October 2016, 14:40   #235
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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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Old 29 October 2016, 20:58   #236
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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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Old 29 October 2016, 21:56   #237
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Ok, thanks. Same problem with all hardware configurations so... ->
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Old 30 October 2016, 01:47   #238
James
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Quote:
Originally Posted by grelbfarlk View Post
Now looking for graphical enhancement mods if anyone has suggestions of ones that work.
http://www.quaketastic.com/files/models/auth_mdl152.zip

I've built an expanded version of this that I might post up later...

Quote:
Originally Posted by grelbfarlk View Post
If anyone is looking for a some sites that have Q1 mods archived
One of the best Quake sites is Quaddicted, it's main focus is single player maps, but it also has a collection of other files and mirrors of old sites like PlanetQuake, Telefragged and idgames.

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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Old 30 October 2016, 02:31   #239
grelbfarlk
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Quote:
http://www.quaketastic.com/files/models/auth_mdl152.zip

I've built an expanded version of this that I might post up later.
..

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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Old 30 October 2016, 09:04   #240
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Quote:
models are a jumbled mess of triangles
To me, it's an indication that cached meshes on dir id1/glquake have to be erased to allow a rebuild of all of them. Happens when updating old models with newer ones: They have same name but code sees those saved on disk as first priority.
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