23 June 2012, 21:02 | #21 |
Alien Breeder
Join Date: Mar 2011
Location: NW Ohio
Posts: 276
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I'm still not seeing this on Aminet. Where are you guys getting it?
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23 June 2012, 21:17 | #22 |
Registered User
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Location: birmingham
Age: 55
Posts: 2,827
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from what ive seen it,ll take a while to show on aminet.
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23 June 2012, 23:33 | #23 |
Registered User
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Location: Melbourne/Australia
Posts: 4,416
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I've just stuck the AmiNet version in the Zone.
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23 June 2012, 23:47 | #24 |
Amibay Mod/Staff
Join Date: Jun 2010
Location: birmingham uk
Age: 48
Posts: 1,019
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thanks will try tmoz
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24 June 2012, 00:20 | #25 |
Alien Breeder
Join Date: Mar 2011
Location: NW Ohio
Posts: 276
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Thanks!!!
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24 June 2012, 12:27 | #26 |
Banned
Join Date: Jan 2010
Location: france
Posts: 932
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I tried it.
Again, with my config B1260@66Mhz, it runs a looot slower than Quake. |
24 June 2012, 16:39 | #27 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,685
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Amiga related quake hint
http://aminet.net/package/game/patch/FastPatchQuake
This is must have thing with Amiga Quake. It was also in CU Amiga Quake special, with tools to make it permanent. It really makes a difference. With it 040 40mhz is playable, if over 10 fps all the time is ok to you. |
25 June 2012, 16:38 | #28 | |
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Location: Melbourne/Australia
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Quote:
Version 1.04 in the Zone, just got a huge 10% speed increase by disabling dynamic lighting. I hope to get another few FPS by using the DS port for ideas so watch this space for future updates This will be my last update for a couple of months as I'm off to sunny old England for a well earned holiday |
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25 June 2012, 17:53 | #29 |
Longplayer
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Comming over to wet'n'windy / flooded England ....for a holiday
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25 June 2012, 22:20 | #30 |
Registered User
Join Date: Sep 2005
Location: France
Posts: 506
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Thanks for this aminet release. Tried it on my A1200 68060@50 + AGA and it appears to be slightly faster and more playable than the old Quake68k port.
Are there still possibilities of improvement? |
26 June 2012, 17:09 | #31 |
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26 June 2012, 23:07 | #32 |
Alien Breeder
Join Date: Mar 2011
Location: NW Ohio
Posts: 276
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I presume he is referring to cQuake for the Nintendo DS?
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28 June 2012, 19:36 | #33 |
Registered User
Join Date: Oct 2009
Location: Germany
Posts: 3,307
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I downloaded http://www.quaketerminus.com/mods/alienq11.zip and copied it to AmiQuake directory.
If I start AmiQuake I get this error message: "W_LoadWadFile: couldn't load gfx.wad" So I thouhgt I have to change the "game=MALICE" tooltype. After that I get this error: You must have the registered version to use modified games What is going on? What I`ve to change? |
29 June 2012, 23:04 | #34 |
Alien Breeder
Join Date: Mar 2011
Location: NW Ohio
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Quake is running pretty good on my Apollo 80Mhz 060, but BOOM is choppy as hell. Strange.
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18 September 2012, 04:22 | #35 |
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[ Show youtube player ]
Just need that Indivision AGA Graffiti update now for another couple of FPS in AGA mode Lots of other nice videos to watch on Youtube Last edited by NovaCoder; 14 December 2021 at 00:15. |
18 September 2012, 21:36 | #36 |
Registered User
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Location: Poland
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Now the question is: Is it possible to make Quake running fine on MC68040???
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18 September 2012, 22:05 | #37 |
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assuming quake makes good use of such trigonometrixc functions, Apollo 060 users might
check Cosmosblog for a tuned 68060.library, version 66.8 for now. worth a try, i think. |
18 September 2012, 22:42 | #38 |
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Location: Melbourne/Australia
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18 October 2012, 10:28 | #39 |
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Wee!
Tested this last night and it FLIES on my 060/50... well, i get 10-15 fps pr so. Im not sure i get how to make it run on RTG though? |
18 October 2012, 13:57 | #40 |
Registered User
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Location: Melbourne/Australia
Posts: 4,416
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Cool, glad you like it, I'm still trying to make it faster (got a new build going right now in fact).
To get it to run in RTG, you need to change the tooltype to 'RTG' from 'PAL', you also need to make sure you have a 640x480 8bit RTG screen mode available on your system. The RTG uses the CyberGFX API which 'should' work on P96 systems but.... |
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