18 August 2016, 22:42 | #21 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
Posts: 371
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Using cli (-nojoy -nomidi) I could start mesa version, but the game run less then 1 FPS. It looked nice, but totally slideshow on 060/50. GL version did not load the game, but this time without Susped-Reboot error. It just freezed when first level almost loaded.
Still I think the only possible usage on classics could be WarpOS version, please someone compile it, so we can play it on classics ;o) Anyway thank you for this nice port, and hoping for WarpOS port ;o) |
18 August 2016, 23:20 | #22 | ||
old chunk of coal
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18 August 2016, 23:35 | #23 |
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19 August 2016, 00:10 | #24 | |
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Don't have the mission pack unfortunately. StormMesa has several variables that can prevent hardware rendering, there are also a couple that might speed things up. I would recommend WOSprefs (uses MUI) to check and change these (and Warp3D) variables - StormMesa2010 has it's own prefs program, but it doesn't give detailed info on what each variable does. http://aminet.net/package/util/misc/WOSprefs |
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19 August 2016, 00:19 | #25 | |
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19 August 2016, 09:36 | #26 |
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>How could StormMesa be this slow?
StormMesa can switch back to software rendering for various reasons: so if your system support StormMesa2010 you should better use it in any case (WinUAE or real hardware) as it included lots of fixes >StormMesa has several variables [...] StormMesa2010 has it's own prefs program, but it doesn't give detailed info on what each variable does. StormMesa & StormMesa2010 use the same variables : I have added the old documentation from stormmesa to the StormMesa2010's readme I give it here again STORMMESA PREFS =============== Five new options in StormMesa2010 : "Enable Debugger" "Debug Function" "Step Function" "Change Primitive Funcs" "Use DrawArray" Enable Debugger: Enables the output of messages. This is used for debugging of OpenGL programs. (need to close StormMesa-Prefs to make it works) Debug Function: Print all the GL functions names Step Function: Step before all GL functions Change Primitive Funcs: Usually old StormMesa test (query) all the time the hardware and then choose to use hardware or software for each Primitive Funcs. Defaut is Off : So StormMesa2010 just test & choose once for all so can be faster if the hardware can fully render the given program Use DrawArray If a GL program want to draw some GL_TRIANGLES then we use a fast call to W3D_DrawArray(context,W3D_PRIMITIVE_TRIANGLES,0,count); So can speed up more when using Warp3D (or Wazp3D in hardware mode) Badly there is not much existing GL programs that use GL_TRIANGLES You can try it with starship (the gl one not starshipw3d) Glexcess use draw GL_TRIANGLES only for the spaceship in the tunnel This option still got bugs so the default is OFF Other options were env/vars in the old StorMesa Their old documentation is given again here DIRECT: Forces the application to run in 'direct render' mode, even if the application attempted to run in the 'indirect render' mode. The use of 3D hardware is only possible in 'direct render' mode. NOHW: Forces the graphics to be drawn by the CPU, the 3D hardware is not touched. SYNC: Enforces synchronized refreshing of the graphics in window mode. Since StormMesa 3.1 no synchronisation is done by default in window mode. TRIPLE: Enables triple buffering. This leads for fast applications to better performance in fullscreen mode and to a more constant animation. The disadvantage is the much bigger video memory usage. NOCLAMP: If this option is activated, then 'texture wrapping' is also used, if the application wants to use 'texture clamping'. This option should be used when a Virge 3D processor is used, because the amount of demos capable of running 3D hardware accelerated grows a lot. NICETEX: Cares, that the graphics quality concerning textures is as good as possible, even if the overall graphics quality was reduced using the variables FAST and VERYFAST. NICEFOG: Cares, that the graphics quality concerning fogging is as good as possible, even if the overall graphics quality was reduced using the variables FAST and VERYFAST. NOHWLINES: Forbids the use of 3D hardware rendering for line drawing. LOCKMODE0: Default. The graphics isn't drawn directly, an 'indirect context' of the Warp3D software is used. The drawing operations are collected in a buffer and drawn later, by enclosing such drawing operations by an lock/unlock call. This mode is the most system friendly mode and also works for applications, that call system functions during OpenGL drawing which might also cause graphical output. The disadvantage of this mode is the low performance. LOCKMODE1: All objects are drawn directly and every begin-end-block is enclosed by a lock/unlock call. This mode is right now useless, since it's performance is very low due to massive lock/unlock call overhead. LOCKMODE2: All objects are drawn directly and the lock is held during the whole display function. This is the fastest mode, but very system unfriendly, because it freezes the system very much. LOCKMODE3: This mode works very similar to mode 2, but here the lock is broken in periodic intervals to let the system 'breathe air'. Practice has shown, that the performance usually isn't noticeable lower than for the mode 2, but the system friendliness is much better. FAST: If this option is activated, the 3D hardware is also used when some effects aren't supported completely by the hardware. But StormMesa still tries to achieve an acceptable graphics quality. VERYFAST: If this option is activated, the 3D hardware is mostly used, but the graphics quality might be unacceptable low. STATS: Some information is printed out into the shell after completion of the application. First, the reasons are displayed, which were responsible for not using the 3D hardware and second, the amount of drawn primitives (points, lines, triangles, quads) are printed out. If there is no statistical output after completion of the application, then some of the mentioned conditions, which are necessary for 3D hardware support, are not satisfied. PROFILE: Not documented NORASTER: Not documented NODITHER: Not documented NOZB: Not documented NOZBU: Not documented LIN: Not documented |
19 August 2016, 12:29 | #27 | ||
kLiker
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19 August 2016, 15:30 | #28 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
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I don't really have time to get WarpOS up and running, or to hunt down people who are willing to upload an image of their system. If there's a ready to use hardfile for me for testing I'll give it a shot, otherwise I'll pass for the time being.
Let me know if you have any luck with getting StormMesa to use hardware acceleration. Last edited by BSzili; 19 August 2016 at 15:42. |
19 August 2016, 16:12 | #29 |
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Hi
In WinUAE/Wazp3D/StormMesa2010 it start (can select options menus) but stop because it cant find models/spike.mdl What package contain the models for hexen2 ? BTW: it is very unclear what is needed to be downloaded for the Amiga version to start .... Alain |
19 August 2016, 16:25 | #30 | |
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19 August 2016, 21:08 | #31 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,686
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High quality port. Supports all possible screen and audio modes.
Wish you could spend some time to tinkering Duke 3D for same level. |
19 August 2016, 21:37 | #32 |
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Quickly tried the Demo --- but it just sticks at the start screen
Last edited by Nobby_UK; 12 April 2020 at 23:42. |
19 August 2016, 22:02 | #33 | |
old chunk of coal
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Have you tried running the game with "-nojoy"? |
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20 August 2016, 16:14 | #34 |
old chunk of coal
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Those who had lock ups at startup, but had success with "-nojoy", could you try the updated demo if it works without "-nojoy"?
https://sourceforge.net/projects/uhe...Demo-Aug.1997/ |
20 August 2016, 22:50 | #35 |
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'-nojoy' Works ! --- But No Sound ?
and The New Version Also Works ! Last edited by Nobby_UK; 12 April 2020 at 23:42. |
20 August 2016, 22:54 | #36 |
kLiker
Join Date: Mar 2011
Location: Brno / Czech Republic
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Checked the variables and settings, used NOHW (0) VERYFAST (1), but its still absolutely slideshow 0-1 FPS.
If there is anybody who uses WINUAE with PowerPC, please contact BSzili and provide him your hardfile. Anyway this isnt usable with classic Amiga One more thing. When I switched screen to Workbench, I was surprised it used almost all my Fast RAM (2 MB free out of 128 and 200kb free from ChipRAM which is strange, because I use CVision PPC). |
21 August 2016, 01:00 | #37 | ||
mä vaan
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Location: Finland
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21 August 2016, 01:41 | #38 | ||
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Sorry I'm so late posting these, did logs for Quarktex and Wazp3D. Not sure why you needed them from me though? Quote:
Sound should work, I even have mp3 music playing! Don't give up too soon, have you tried the Warp3D version from the new demo? The default game config is not suitable for slower machines. Try these: gl_texturemode "gl_nearest" gl_keeptjunctions "0" gl_multitexture "1" Not sure about the last one - glquake uses gl_fakemultitexture to speed things up. There are probably other settings that can improve speed too... |
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21 August 2016, 10:55 | #39 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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I don't know what gl_fakemultitexture does, but enabling multitexturing will give a speed boost on video cards with more than one TMU (it won't do anything on the others). You can enable/disable it in the video menu too, no need to muck around with cvars.
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21 August 2016, 11:43 | #40 |
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Thanks for the logs, very much appreciated. I needed them because they sometimes reveal some gothchas happening behind the scene, (I thought that you ran on original hw, but you are on uae.) Quarktex gives 38 fps but wazp3d gives 1.5?? Ugh..
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