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#41 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,296
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If neither 8-bit or 16-bit sound works, then it should not be an endianness issue. The port already works on MorphOS, and there's no problem with the sound. Trying the SDL sound driver might be a good idea, maybe I messed up something.
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#42 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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ok thanks, something strange is going on.....I'll carry on looking.
BTW, it lives -> [ Show youtube player ] It's actually running very nicely considering it's still in debug mode and my new machine isn't even setup properly yet. The Quake 2 engine is meant to have the most advanced software renderer ever written so I guess you'd expect that ![]() |
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#43 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,296
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Yeah, it's actually running at a decent speed for a debug build
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#44 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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[ Show youtube player ]
This is the first non-debug (release build). Just been playing it on my 1200 ![]() |
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#45 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,809
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What kind of spec are you running that on?
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#46 |
Registered User
Join Date: Apr 2011
Location: birmingham
Age: 55
Posts: 2,827
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can you do a vid of you actually moving around mate,or just run the demo.(no not timedemo)
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#47 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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#48 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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#49 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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[ Show youtube player ]
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#50 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
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Great Vid! - On AGA A1200 - unbelievable really...
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#51 |
Registered User
Join Date: May 2004
Location: UK
Posts: 262
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Wow! Never thought I'd see Quake 2 running so well on AGA. Amazing!
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#52 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,809
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I think its amazing that this stuff can run on 68k processors and on AGA
I will check out your stuff when I can and want to try out DosBox |
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#53 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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[ Show youtube player ]
TODO:
Last edited by NovaCoder; 13 February 2013 at 01:54. |
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#54 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,296
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Reducing the resolution to 320x200 sounds like a good idea. Then you would have 27% less pixels to render/copy.
By default the engine calculates perspective correct texture coordinates every 16 pixels per scan line. Maybe you could increase it to every 64 pixels, because texture mapping has some slow divisions. |
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#55 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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Hiya,
It's running pretty well now isn't it ![]() Yep I think I might try 320x200 for the main display and leave the status icons at the bottom (of a 320x240 display). I've already increased the texture coordinates, that's where most of the speed boost came from ![]() Still having trouble with the sound playback, must be something silly that I've done ![]() |
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#56 |
Registered User
Join Date: Jan 2011
Location: uk
Posts: 245
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Why is there never support for expansion pack(s)?
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#57 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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#58 |
Registered User
Join Date: Jan 2011
Location: uk
Posts: 245
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#59 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,408
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Are you asking why AmiQuake2 doesn't support the expansion packs?
If so, how do you know that it doesn't, I haven't even released it yet ![]() |
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#60 | |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,296
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Quote:
![]() Last edited by BSzili; 16 February 2013 at 11:27. |
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