03 January 2019, 19:48 | #21 |
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By the way, "windowmode mouse handler" is applied for those who dare to play without fullscreen but as all Q3 Amiga ports, re-loading the renderer fails so whatever major change, do it from wolfconfig.cfg before starting (do not apply gfx/sound from menu).
As a side note "brightness/gamma" can be changed from the menu without closing the game, but needs to load a level for taking effect. |
03 January 2019, 19:51 | #22 |
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this have the same altivec as q3?
gonna test it out on the various cards i have |
03 January 2019, 20:01 | #23 |
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...mmm no altivec this time. Probably different compiled versions would appear on github one of these days.
And...for those who wanna try a little but without much memory, disabling sound helps "s_initsound to 0" and/or usign a lower com_hunkMegs value "64/54" could be the very limit but don't expect all maps to work. Who knows a lower resolution screen. Last edited by Cowcat; 03 January 2019 at 20:09. |
04 January 2019, 00:49 | #24 |
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Runs pretty well for me, adding sound seems to have slowed it down a lot (not a complaint). Like Trixster getting somewhere around 12-22FPS now.
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04 January 2019, 09:28 | #25 | |
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Quote:
Regarding of low fps but ok performance, could be that some timing variables in game are treated like double vs float on Q3 WOS version: Modern sources expect an actual PC hardware and some stuff is expanded a little to conform X86_64 platforms. Still much more crap is computed now than in the other mods I've ported, but the experiment to use full modernized source to WOS land I considered it successful. Did you use r_guardband for Voodoo? Last edited by Cowcat; 04 January 2019 at 09:42. |
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05 January 2019, 00:05 | #26 |
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I'll try r_guardband but elsewhere on your programs it was slightly slower and I didn't notice any benefit.
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05 January 2019, 08:50 | #27 |
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@grelbfarlk Weird. Guardband is the recomended for Voodoo for the old mgl stuff...
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05 January 2019, 15:54 | #28 |
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Note: Disable fog (most likely failling) with r_wolffog 0.
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16 January 2019, 21:01 | #29 | |
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On my Sonnet with max ram 172MB I have main menu, but when loading first level, i have crush not enough ram
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16 January 2019, 21:30 | #30 |
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Ok. I turned off sound (sound buffer 0), vertex buffer 0, chunk size to 64, and detail/textures to low (dynamic light on), and game works (load save game first level). I have about 20FPS max (corridors), and 10FPS min.. but game, in my opinion is very smooth
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17 January 2019, 11:26 | #31 |
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Interesting:
com_soundMegs : Changing it to "1" (megas?) still works for RTCW or the other Q3 engines. Originally it was "32" and I changed it to 8 as old RTCW/Q3 had/has. I think you could have sound in your system with that tip and probably without fullscreen you can have more memory at disposal. |
17 January 2019, 15:42 | #32 | |
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I tested with com_soundMegs = 1 with sound ON, and i have sound in main menu, but in game I have error WOS/ Jordan- out of memory :-(
By the way- great game- and BIG THANK YOU Cowcat Only that small memory in Sennet.. Maybe I can use memory from Radeon like with Killer? Quote:
Last edited by BULI; 17 January 2019 at 15:50. |
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17 January 2019, 16:29 | #33 |
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<wrong thread>
Last edited by Hedeon; 17 January 2019 at 16:55. |
18 January 2019, 20:47 | #34 |
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Ok. After many tests. Game work in my config (small ram size 178MB), without sound, with low texture quality, vertex_buffer 1024, chunkysize 64, but wit this config a have wrong vision/picture. The items, and enemies are like in white fog when they are far away.
When items/enemies are close, they look OK. Take kook at the pictures. Do You have the same issue when low textures quality is setting? Last edited by BULI; 18 January 2019 at 22:02. |
18 January 2019, 21:10 | #35 | |
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Quote:
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18 January 2019, 21:57 | #36 |
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18 January 2019, 22:05 | #37 |
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those scores are good considering minimum is G3/G4@500MHz so says the requirements
Final system requirements for Return to Castle Wolfenstein call for Mac OS 9.2 or later, or Mac OS X 10.1 or later; a Power Mac G3/G4, flat-panel iMac; or PowerBook G4 (Gigabit Ethernet) or later; 500MHz or faster processor; 128MB RAM; and ATI Radeon, nVidia GeForce2 MX or later 3D graphics acceleration card eg took a 733MHz pentium 3 on XBOX to play this game with a geforce 3 though you should at least shoot it too 500MHz that should be a perfectly safe overclock might gain you a extra 1-3FPS smoothness comes from minimizing the frame dips which that overclock can help with also is this 1mb or 512kb cache? Last edited by nexus; 18 January 2019 at 22:21. |
18 January 2019, 22:31 | #38 |
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@BULI r_wolffog "0"
The wrong textures happen also with lightmapped textures (specially on first scene as noticed by others), but I don't see problems in my system. By the way: Testing the game with MOS has problems due to the mixed c/c++ code with WOS builds: The cinematic scenes fail and you must use "spmap" to bypass those. Last edited by Cowcat; 18 January 2019 at 23:03. |
19 January 2019, 12:08 | #39 | |
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r_wolffog 0 PERFECTO! That's it.
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19 January 2019, 14:20 | #40 |
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There are two vars inside my wolfconfig:
Code:
r_lowMemTextureSize 256 r_lowMemTextureThreshold 40.0 I tested a little changing Size to 128 and Threshold 15.0 (scaled down): Experiment with those values to see if the failing textures can be rendered ok or if it does something with memory use. |
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