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#21 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
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Just tested on my CSPPC + CVPPC and from 128 MB it loads about 100 MB (about 25 MB left) and nothing is happening (no new screen opened). Will check Sonnet Amiga now...
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#22 |
AmigaDev.com
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
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#23 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
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Then only Blizzard PPC owners can fit 256 MB requirements as Cyberstorms can run with 128 MB max.
But also for Sonnet it loads about 100 MB and nothing is happening and here I have 128 MB on Sonnet G3/500 and 128 MB on Cyberstorm MK3. |
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#24 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
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Unfortunately I am not able to make it working
![]() I tested my old Q3 which I used to use when I had Pegasos, just launched with the WOS file. Not working... Maybe it was using some incompatible settings. So then I took original PC Quake3 CD, made new Quake3 folder, copied baseq3 folder and tried launching WOS. Still not working, it loads 100 MB RAM and nothing is happening. Snoopdos ends when game is locking all PAK files inside baseq3. Not sure where I can have a problem ![]() |
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#25 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Maybe you need 192mb on the sonnet.
Try renaming the Quake 3 folder to 'Quake III' |
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#26 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Some testing:
Paula 8 bit sound DMA + geometric setting high + texture detail high : loading stops after loading map No sound (renamed ahi.device) + geometric setting high + texture detail high: works very slow No sound (no s_initsound) + geometric setting high + texture detail high: works very slow No sound (no s_initsound) + geometric setting high + texture detail low: works like a charm Paula 8 bit DMA + geometric setting high + texture detail low: works like a charm Playable up to texture detail medium (half-way the slider). I still think a memory/cache overflow or something This tested with map Q3DM1 on demo version. Skirmish with one bot. Other maps show the same prob. Hangs on loading map. Only PRO-Q3DM6 loads a bit further (slugs) Setup-> player -> model: No model (don't know if it should show model) Setup-> player -> back: Corruption of initial menu (white lines 40% of screen; top). After then going to game itself still shows corruption on connection to localhost screen. No corruption in game though. Last edited by Hedeon; 10 December 2017 at 09:59. |
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#27 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Yeah, I found that high texture detail slowed it down to maybe 1 or 2fps! One notch down from high works great though. You can set picmip to increase the texture detail but you lose about 5fps and it doesn't look that great with 640x480
with sound, are you changing any other settings other than s_initsound 1? I notice that in the menus the default is high quality - are you lowering that? I think in the config it also has sound at 22050hz. |
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#28 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Game allocates 256mg just before running. Maybe I can bypass this but no guarantee for proper performance.
For running wos programs on MOS you need to increase the stack manually from the shell or from an icon pointing to the program with enough value: "2000000" is what is set automatically. Some values inside that I added to try before starting: r_vertexbuffersize: "4096" is the default (like Q2) maybe less ("3000" like blitz) maybe more "16384" ???. r_guardband: "0" is the default -> "1" for Voodoo !! Good to know that somewhat sound works. There is a constant background music looping throughout the game & that can be bypassed by setting his volume to 0. Gonna be a long christmas ! |
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#29 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Only the memory on the Sonnet counts.
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#30 | |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Quote:
I only have 50 FAST ram and 185 MB on the Sonnet left after loading WB. Still Q3 starts. But maybe it is the reason why it hangs when all options are enabled. Setting texture quality from default to 16 bit makes the screen completely white. So maybe it is running on 32bit textures now and could be faster on 16 bit. Setting sound to low quality in the menu doesn't stick (is high again next time I load the game) |
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#31 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
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#32 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
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#33 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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WarpOS stuff on the sonnet should not use FAST ram. Otherwise things come to a crawl. Max on the Sonnet is 192MB.
Requirement for PC is 64MB. Edit: Setting to 800x600 indeed now brings the sonnet memory to 0. Is there no way to lower the amount of memory used? See PC requirements? Last edited by Hedeon; 10 December 2017 at 10:53. Reason: Added 800x600 test |
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#34 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
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#35 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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800x600 also runs with all settings low. still does 25 fps. Higher than that needs more memory it seems.
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#36 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Enabling sound causes a crash for me. Sound works in the menu screens once \s_sndbits 8 \s_initsound 1 and snd_restart are done, but upon loading a level it will get to the final load screen and load all assets but then will freeze before the level starts.
Similarly if I load a level without sound and then try initialising sound a snd_restart just results in a grey screen. Using Paula 8bit DMA in ahi |
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#37 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Also bilinear filtering (gl_linear_mipmap_nearest) is predicatably a bit faster than trilinear (gl_linear). I haven't tried the other texture modes.
Setting textures to 16bit results in similar issues noted by Hedeon A few minor changes I've made are turning the gun off (adds maybe 1fps), turning off bullet marks, changed brasstime to 500 On a busy map like Q3DM6 about 4 bots is the max it'll do on mostly default settings without really slowing down - it's about 15fps average at the moment. Without bots it's pretty smooth so the bot calculations are really slowing things up. Last edited by trixster; 10 December 2017 at 12:27. |
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#38 |
Registered User
Join Date: Sep 2015
Location: London, UK
Posts: 424
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![]() All I need is the quake3 executable and demoq3 directory, right? No other settings?? |
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#39 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
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Quake 3 renamed to Quake III => still not working
Stack increased to 2000000 => still not working Latest powerpc.library build 294, Sonnet + 128 MB, Voodoo4 I have only Quake III main folder, quake3 executable and baseq3 subfolder with PAK files and config which is empty. Or do I need some config file with parameters? |
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#40 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Is it throwing a "you need to install Quake III..." error?
I got this problem when I just copied a pc baseq3 folder across. I got it to work by copying across a properly installed MorphOS Quake III directory. Have you got one of those available? I'm pretty sure in the current iteration you're gonna need 192mb on the sonnet |
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