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#1 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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beta test quake map on amiga
Howdy,
I made a new Quake map inspired by HalfLife and I've only play-tested it on a PC. So now it would be nice to see if it works on (high end) Amiga too. So if you feel like you wanna test it on your Amiga setup, let me know. File is about 6MB compressed and hosted on my site but link is not public as long as its beta. If you're intertested, PM me for link to zip. Remember its beta, once its "final" it will be available from Quaddicted.com Here are some screenshots from the current beta version: http://www.exretro.com/downloads/qma...X32/index.html I dont expect it to run well on 060+AGA due to big-ish textures, but I imagine it should run on 060+RTG and of course the Vampire. (My own Vamp is currently only a fancy black-screen generator so..) As you can see from the first screen-shots there are some Amiga-themes things in the map. Last edited by eXeler0; 14 February 2019 at 23:20. Reason: Added some relevant info.. |
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#2 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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And PPC quake?
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#3 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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Sure, I'm guessing anything with 4MB+ gfx memory has a chance of working.
Its only tested on Quakespasm on PC which is a fairly modern quake engine, but I've tried to keep within the limitation of WinQuake to keep compatibility with old engines that work on Amiga. Map is pretty close to max edge count supported by the .bsp format, another question that needs answers from an Amiga perspecive. |
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#4 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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What protocol uses?
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#5 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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#6 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quakespasm is based on Fitzquake that introduced "sv_protocol". 666 is the default protocol for this engine being 15 the old classic Quake.
What they say: Quote:
I only know one Quake for Amiga that has a (partial) support for this protocol AFAIK. |
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#7 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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Quote:
Thanx, I should probably try to run it on a few older engines on PC too.. for map creation I use Trenchbroom editor and compile the map with ericw tools. In compiler you can set a bunch of stuff that will probably break a lot of old engines, such as using the .bsp2 format etc here I have tried to be conservative. |
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#8 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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Tried running old WinQuake (The one that comes with Steam) and after allocating more memory (-Winmem 64 or 128) I was still getting hunc_alloc errors..
Then, I could just barely run a much smaller map I'v done earlier and it had lots of issues with visibility clipping. I realize now, there's no way the new map will run on Amiga with all ports being based on old Quake engine versions.... |
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#9 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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The only one that has potential for running it is my latest BlitzQuake: I did the work for protocol 666, but few cared....
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#10 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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Quote:
Is there any engine between the old WinQuake an the much newer ones.. I get that pretty much all of the new ones are based on GL Quake and that doesn't work on most 68k Amigas (yet). I think once the Vampire gets its 3d core, we will see some sort of Mini GL implementation so that will give us new options.. In your Opinion, lets assume we have MiniGL, what version would be the best choice for a new Amiga port? Mark V? I think a lot of people like to run Quake benchmarks but dont plkay the old game.. But there are so many new maps out there that only run on newer engines, so we're missing out.. Having a modern Quake gives a lot of nice options whetrer it is new maps or mods. |
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#11 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Code:
Which engine version was your port based on? Code:
there are so many new maps out there that only run on newer engines, so we're missing out.. Having a modern Quake gives a lot of nice options whetrer it is new maps or mods. Newer maps ask for a good chunk of memory and a modernized code besides good hardware. Stuff like "In The Shadows" or "Arcane Dimensions" run with Blitzquake: Still some missing features with some texture transparencies. Maybe I will figure out that some day. |
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#12 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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Sounds pretty impressive if it can run Arcane Dimensions, then I'm 99% confident my map will run just fine.
I'll PM you a link if you wanna try it out. (It's currently "Release Candidate 1" so I feel its pretty much done) |
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#13 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,002
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For the record, I gave up on the idea of getting this thing yo run on an Amiga, I think map is simply too big/complex for current engine ports on Amiga (also, thanx Cowcat for some testing)
But if you wanna play the map on your PC you can download it here: http://www.quaketastic.com/files/sin...area32x_q1.zip Use Quakespasm engine for best compatibility. Cheers |
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