01 March 2017, 11:27 | #281 |
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The ugly sources.
Forgot to tell that Hedeon helped with the network stuff. |
19 March 2017, 21:47 | #282 |
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Has anyone managed to get this mod to work:
https://github.com/autonomous1/quakelife In theory, using it you can play Half-Life via the Quake 1 engine . I managed to get it to boot, grab a load of memory and then... nothing! No errors, no returned memory, nothing, although the Amiga was still usable. This was with the original low-res HL on CD with BlitzQuakeWOS 5.8. |
19 March 2017, 23:04 | #283 |
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No I haven't, but I did get this running after replacing a couple of models...
It's very buggy though: [ Show youtube player ] @Cowcat Sorry that I haven't given any feedback on the new versions, been meaning to give a full report. A few of my findings: Crashing on exit has become much more frequent. Mainframe Mayhem (Quoth) didn't crash in the area with the Rocketeer. Water transparency doesn't appear to work with Quarktex. -nocachetris is really handy. |
19 March 2017, 23:40 | #284 |
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Ciao James i wanted to test QuakeLife with OpenQuarz and I get this error message:
Mod_NumForName: progs/player.mdl not found ! |
19 March 2017, 23:58 | #285 |
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It's a different mod, I got it from here:
https://forum.xda-developers.com/sho....php?t=2433607 v_python.mdl and v_shot.mdl need to be replaced in hl/progs to get it to work with older versions of glQuake, and there will still be lots of error messages on start. Just tried it with the latest glQuake and it looks like these models now work. There are several mods that had a few problematic models that I will need to test again (Castlevania, Left4Quake, Galactix and many more). Last edited by James; 20 March 2017 at 00:42. Reason: Updated info. |
20 March 2017, 09:39 | #286 | ||
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Quote:
A couple of stupid mistakes "are left" on last (6.1) version, but nothing to lead system to crash. Quote:
"Half Life Real" stuff is not supported in normal code. Another thing is QuakeLife mode, that I have to check out to see if it needs some special treatment code-wise. |
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20 March 2017, 22:42 | #287 | ||
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Quote:
Quote:
Have now tested several mods that had problem models: Left4Quake now works without replacing the weapon models. Kurok now works without replacing the pistol and bow, but it still has problems with the lack of png texture transparency, and might crash in some areas due to the wrong server code being returned (tried both protocols). Galactix used to have problems with 4 models, but now only enemy4.mdl and player3.mdl need to be replaced. Castlevania is still not working fully, but is definitely better, need to look a bit more at this one... Defeat In Detail (not 2) now works without replacing the helicopter model. Prydon Gate v1.5 now works without replacing the tree models with the one from 1.3, but I don't think the texture is displaying properly. Last edited by James; 20 March 2017 at 22:47. Reason: Forgot one... |
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21 March 2017, 09:02 | #288 |
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James: Now, that is a proper answer.
Ok, I assume that you use emulated Amiga with 68k blitz versions (true ???). Maybe exposing the parameters & the way Blitz is started can show how this problems arise in other systems: Still I haven't tried Blitz with UAE. I suposse that the replacing models workaround is fixed with -nocachetris. Kurok needs some special treatment as shown in the numerous old/new sources I use as reference, but all the mods you tried, I never did it !! Time to look at those. Part of the way now some mods "work", could be due to the new memory handling, but maybe some stuff done is not as robust as before (in emulated situations) ....mmm anyone got lucky with red/blue googles to test r_stereo ? |
21 March 2017, 09:33 | #289 |
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08 May 2017, 14:27 | #290 |
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Anyone capable of including AltiVec in minigl? The source found on Aminet? Or is minigl not a good case for AltiVec?
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08 May 2017, 18:25 | #291 |
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Some usage here: See altivec_math.c & matrix.c
http://www.hyperion-entertainment.bi...iGL/trunk/src/ |
21 May 2017, 12:18 | #292 |
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I get pretty bad stuttering at the start of levels, it appears to happen the first time a sound is played.
What are the correct settings for sound? What are the settings I need for ahi? Which unit does blitzquake use - music unit, 0 or 1? |
21 May 2017, 14:20 | #293 |
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Let's see: My AHI settings today are :
Music Unit: Paula Fast 8 bit stereo++ 22,050hz Unit 0: the same as music Unit. |
21 May 2017, 17:15 | #294 |
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21 May 2017, 18:24 | #295 | |
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Quote:
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22 May 2017, 23:52 | #296 |
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Timedemo Demo1 is giving me 18.7fps.
This is 640x480 fullscreen (two rows of status bar showing) on a 66mhz 060 cyberstorm mk 2 and mediator voodoo 3. Does this seems about right? |
23 May 2017, 03:42 | #297 | |
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Quote:
Do you do all this with your BPPC+BVision A1200? |
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23 May 2017, 08:50 | #298 | |
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Quote:
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23 May 2017, 13:05 | #299 |
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We need to get a collection going to get you an A4000 with Mediator, if you'd be interested.
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23 May 2017, 22:46 | #300 |
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I've just tried matthey's optimised libs, and i'm now getting 19.5fps in timedemo demo1.
Quake 2 is also seeming a big improvement - it was 8fps, it's now 10fps Cosmos's tweaked W3D_Picasso96.library doesnt work for me, all games crash on loading with a grey screen. Last edited by trixster; 29 May 2017 at 18:37. |
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