30 October 2016, 11:27 | #241 |
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30 October 2016, 12:03 | #242 |
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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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30 October 2016, 12:17 | #243 |
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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. |
30 October 2016, 13:20 | #244 | |
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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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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. |
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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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 My specs: A1200 + ppc175mhz/040 + bvision + around 92mg ram left on start. |
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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30 October 2016, 20:45 | #250 | |
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Quote:
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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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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30 October 2016, 23:34 | #252 | |
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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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31 October 2016, 11:04 | #253 | |
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That worked! :-) Thought all mods were contained to their own folder...guess not.
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31 October 2016, 11:15 | #254 |
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Oh cool....20, 19, 17 and... -2 :-(
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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 |
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) |
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. |
06 November 2016, 11:06 | #258 | |
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06 November 2016, 12:31 | #259 | |
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07 November 2016, 22:39 | #260 |
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