14 October 2016, 06:12 | #101 |
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AmiQuake is compiled for an 060...have you actually read the readme???
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14 October 2016, 10:19 | #102 |
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I'd be interested to see what other users are getting for timedemo demo1.
NTSC 320x200 full screen (status bar and ammo showing) Blizzard 1260 at 80Mhz HSMathlibs 060 CopyMemQuick 060 BlazeWCP Blizkicked rom with various modules Thor MMU 68060.library AmiQuake = 16.4 fps ClickBoom Quake060 = 15.56 fps |
16 October 2016, 10:19 | #103 | |
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Quote:
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23 September 2017, 23:22 | #104 |
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Nice video of AmiQuake by lemon Amiga
[ Show youtube player ] |
26 September 2017, 18:29 | #105 |
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That seems unbelievably fast and smooth for a 25mhz 040.
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26 September 2017, 19:51 | #106 |
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If bsdsocket.library is found then the game expects an extra parameter called -ip
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27 September 2017, 00:38 | #107 |
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27 September 2017, 00:42 | #108 |
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Could this run on an Phase 5 PPC MK1 240MHz/ 256MB 040/25 ?
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27 September 2017, 00:53 | #109 |
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You can run the WarpOS version in this thread.
http://eab.abime.net/showthread.php?t=72310 But if you have AGA only it will probably only be a little bit faster. Actually I don't know if you can run Cowcat's PPC version with AGA graphics. However you should be able to run this: http://aminet.net/package/game/shoot/awinquake or http://aminet.net/package/game/shoot/WarpQuake There is also Clickboom's commercial version of Quake1 for PPC, don't know if that requires Warp3D or not. Last edited by grelbfarlk; 27 September 2017 at 01:03. |
27 September 2017, 01:12 | #110 |
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The original 98 version I am running on this Accelerator. But the version here in this thread isn't anything to do with that version, is it? Hence why I asked if it could run on PPC MK1.
Incidentally, it's on an RTG set-up 3DFX Avenger GFX core, 16MB. |
27 September 2017, 04:34 | #111 |
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27 September 2017, 05:34 | #112 |
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06 October 2017, 21:48 | #113 |
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21 October 2017, 14:36 | #114 |
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Anyone could post in Zone the last version that support RTG ? I think it was v1.11
Thanks in advance |
11 November 2018, 02:28 | #115 |
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I found my old AmiQuake source code the other day and noticed that I'd made a few little mistakes (due to optimizations) so I've just built a new version in the Zone for testing on a real 060.
This version has fixes to the maths lookup tables and also should have better sound, particles and lighting. Not sure about performance though as I no longer have a real Amiga to test on. Last edited by NovaCoder; 11 November 2018 at 02:56. |
11 November 2018, 03:49 | #116 | |
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Quote:
Question, I forget.. Is the version of WinQuake that was used for the port 100% software renderer? As in no code at all that would benefit from possible SIMD (specifically 3d-ish ops) or Voodoo-esque rasterizers? I know the GLQuake branch sort of spawned a bunch of newer Quakengine such as Quakespasm etc.. On the Amiga, which existing port would, in your opinion, be closest to the more modern versions (providing there was software/hardware tiny gl support)? Thanx again for your work. |
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11 November 2018, 04:08 | #117 | |
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Yes this is pure software rendering, very basic and old school. |
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11 November 2018, 08:33 | #118 |
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Yes! Nice one NovaCoder! I’ll try and try this this evening!
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11 November 2018, 10:17 | #119 | |
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Meanwhile, thanks to NovaCoder for this beautiful Quake engine
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[ Show youtube player ] Last edited by AMIGASYSTEM; 11 November 2018 at 10:29. |
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11 November 2018, 18:50 | #120 | |
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Amiquake 1.14 - 14,1FPS Amiquake 1.15 - 13,8FPS |
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