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Old 30 October 2016, 11:27   #241
Hedeon
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I can confirm this.

Quote:
Originally Posted by Cowcat View Post
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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Old 30 October 2016, 12:03   #242
Wrangler
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@grelbfarlk: Q1A fails on the CSPPC with a Hunk_alloc error and a large negative number. Sad really, cos this mod sounds good!
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Old 30 October 2016, 12:17   #243
grelbfarlk
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Thanks Cowcat and Hedeon, I forgot to clear the GLQuake cache directory thing, looks fine now.

@Wrangler yes I got a similar error with Q1A.
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Old 30 October 2016, 13:20   #244
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Quote:
Q1A fails
it's a matter of testing it with different platforms, different amiga versions, etc.
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Old 30 October 2016, 14:56   #245
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Q1A: I get the same error with the 68k version too, incidentally.
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Old 30 October 2016, 17:06   #246
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Q1A: No messages for me, just a hang. Sometimes sooner, sometimes later.
Tested with Phx's Quake & seems to be better, played like 3 levels and when going to 4th a message stopped the game: "bad_surface extents" on a shell, but not crash.
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Old 30 October 2016, 17:25   #247
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Cowcat, what command line are you using with Q1A? And what hardware?
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Old 30 October 2016, 18:57   #248
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Usually :

Code:
glquakeWOS_vbcc -particles 256 -maxsize 128 -windowmode -width 512 -height 384 -nocdaudio -nojoy -nopsx -texturemode gl_nearest -quadtex
& today I add -game q1a

My specs: A1200 + ppc175mhz/040 + bvision + around 92mg ram left on start.
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Old 30 October 2016, 20:38   #249
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Hmm, even using the exact same command line, I still get the Hunk_alloc error...
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Old 30 October 2016, 20:45   #250
James
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Quote:
Originally Posted by Wrangler View Post
@grelbfarlk: Q1A fails on the CSPPC with a Hunk_alloc error and a large negative number. Sad really, cos this mod sounds good!
Already addressed here:
http://eab.abime.net/showpost.php?p=944541&postcount=95

If you get it working then check out my unofficial update - set up for my OpenQuartz install, so it puts a launch icon in Mods/Q1Arena/ but it will work fine with standard Quake.

http://205.196.120.6/download/x1t2oh...OpenQuartz.lha

Also try using Q1A with these converterd Q3 DM maps:

http://www.quakeworld.nu/forum/topic...3-maps-to-qwq1

More info here:

http://eab.abime.net/showpost.php?p=1061781&postcount=5

Last edited by James; 30 October 2016 at 20:49. Reason: Added link
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Old 30 October 2016, 21:56   #251
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It only rebuilds some stuff. Not the weapon and player models for example. So those look weird. I tried to unpack the zip archive (glquake.zip) into the glQuake folder, but then that hunk error pops up again.
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Old 30 October 2016, 23:34   #252
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Quote:
Originally Posted by Hedeon View Post
It only rebuilds some stuff. Not the weapon and player models for example. So those look weird. I tried to unpack the zip archive (glquake.zip) into the glQuake folder, but then that hunk error pops up again.
If you follow all of these steps it really should work...

Delete the id1/glquake drawer.
Delete the q1a/glquake drawer.
Delete q1a/glquake.zip - because it is useless.
Run Quake1Arena - make sure you do not have -hipnotic or -rogue in your launch script if you have the mission packs installed.

Last edited by James; 30 October 2016 at 23:39.
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Old 31 October 2016, 11:04   #253
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That worked! :-) Thought all mods were contained to their own folder...guess not.

Quote:
Originally Posted by James View Post
If you follow all of these steps it really should work...

Delete the id1/glquake drawer.
Delete the q1a/glquake drawer.
Delete q1a/glquake.zip - because it is useless.
Run Quake1Arena - make sure you do not have -hipnotic or -rogue in your launch script if you have the mission packs installed.
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Old 31 October 2016, 11:15   #254
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Oh cool....20, 19, 17 and... -2 :-(
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Old 05 November 2016, 11:32   #255
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Cowcat: I don't suppose you feel like porting Half-Life Goldsource to the Amiga do you, after your success with Q1 and Q2??

Now that would be awesome
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Old 05 November 2016, 12:40   #256
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Wrangler:
What success ?

Goldsource: Maybe 10000€ makes my mind change

Seriously, nowadays it's impossible with warpos to deal with c++ (besides going StormC4 route ??) & most likely a numerous render gl functions are out of question with old minigl. A shame.

Anyways, the day a new free c++ appears, I will commit to fill the warpos void with all those projects done with 68k and further.
For free, dudes (If I learn c++, or "proper c" given the fact sometimes I have no f clue of what I'm doing)
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Old 06 November 2016, 00:58   #257
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Ok Cowcat, what about just taking a look at the Hexen II port BZsili and szo are working on? From this thread:
http://eab.abime.net/showthread.php?p=1106517
Which is technically sort of playable currently but is sort of just a Hexen II slideshow, I assume a lot (or almost all) of the engine is identical to Q1 and Q2.
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Old 06 November 2016, 11:06   #258
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Quote:
what about just taking a look at the Hexen II port
Yep. I will take a look at that.
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Old 06 November 2016, 12:31   #259
grelbfarlk
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Quote:
Originally Posted by James View Post
If you follow all of these steps it really should work...

Delete the id1/glquake drawer.
Delete the q1a/glquake drawer.
Delete q1a/glquake.zip - because it is useless.
Run Quake1Arena - make sure you do not have -hipnotic or -rogue in your launch script if you have the mission packs installed.
This did work for me, also with Hedeon's suggestion to put -IP <IP of your Amiga> I used 127.0.0.1. Played a few maps of Q1A before hangup but that seems to be a Sonnet problem, so it may work just fine for CSPPC.
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Old 07 November 2016, 22:39   #260
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Quote:
Originally Posted by Cowcat View Post
Seriously, nowadays it's impossible with warpos to deal with c++ (besides going StormC4 route ??) & most likely a numerous render gl functions are out of question with old minigl. A shame.
The gcc 2.95.3 suite has c++ for WarpOS. (cc1plus).
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