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#1 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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RTCW for Warpos
Just a video, hopefully coming next year
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#2 |
Registered User
Join Date: Aug 2017
Location: USA
Posts: 728
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real nice waiting to test
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#3 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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Which hardware it requires ?
A4000/PPC, A1200PPC, Warp3D, How much ram ? |
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#4 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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It’ll need a least a sonnet and a lot of ram (maybe more than the sonnet has
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#5 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
Actual problems are the memory allocation, that is slightly changed from other Q3 engines and that code originally causes big havoc eating lots of ram and never being recovered: Talking about half giga ram going out in seconds. The other main issue is sound that is totally missing. A workaround is done on latest build that keeps memory from going crazy to a point to complete levels with same ram needs like Q3, but not specially stable on starting game or closing it: But playing is pretty much rock solid once you get there. |
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#6 |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
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Color me impressed...
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#7 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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I played it on MorphOS/Macmini G4, so an A1200/4000 with a standard Blizzard/CyberStormPPC are not enough
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#8 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,010
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It runs with 256MB of PPC RAM, and runs pretty well on my A4000, but it is still in Alpha Test version. Looks quite good as well, most settings are maxed out, getting a low of 15FPS and a high of about 25FPS.
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#9 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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I have 256MB of Ram on Blizzard, so I imagine the game runs at about 12fps on my configuration.
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#10 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,069
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Don't count on it. L2 cache/faster memory can make a big difference. And is your bppc 400MHz?
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#11 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Finally.
Procedure: Put the exec and main/ dir somewhere. Put inside main from original game: pak0.pk3, sp_pak1, 2, 3 and the newer one sp_pak4 obtained from here: https://github.com/iortcw/iortcw/releases patch-data-141.zip Don't touch wolfconfig: That one got less memory requirements and some stuff unneeded. I expect a lot of complains ![]() ...but even comes with working sound and is much better than last Predator movie. Update release 2: Last edited by Cowcat; 19 April 2021 at 10:13. Reason: Old binary release. |
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#12 |
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Join Date: Aug 2017
Location: USA
Posts: 728
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im on it
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#13 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Soon a re-upload with fixed sound failure. Yeah.....
![]() Edit: Re-upload above !! Last edited by Cowcat; 03 January 2019 at 18:42. |
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#14 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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Video of level 2!
[ Show youtube player ] |
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#15 |
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Join Date: Apr 2013
Location: Mallorca
Posts: 772
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@trixter Looks great isn't it ?
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#16 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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It does, and plays well too. It doesn’t feel as slow as 14/16fps. Hopefully some of your optimisations will improve things. I need to have a look at the config and see if stuff like primitives etc can be changed to get some more speed.
The vid is with a 950mhz g3 Ragnarok and a Voodoo3 As Wrangler reported, some textures like fire and water have strange shimmering vertical lines running through them, and on the first level the bench with the guy getting electrocuted and the sinks have missing textures which are rendered bright white. Other than that it’s looking good! |
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#17 | |
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Join Date: Apr 2013
Location: Mallorca
Posts: 772
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r_primitives 0 = single glDrawElements.
r_primitives 1 = Multiple glArrayElements "the Cowcat way." Both use glLockArrays/Unlock same way as Q3 (hardcoded). Not really to be called "Alpha": Fact is, this is the actual 2018 iortcw github source with the touch needed for Amiga Classic. The only important change is the use of old jpeg6 code instead of newer one (8), that didn't work properly. And some optimized stuff (not all) taken from Q3 Amiga version. Other than that, is the major help from Hedeon fixing gcc for MOS (for me). The reality is memory failures were not an issue for original warpos machines. Quote:
Maybe a 603e compiled version does something for G3. Last edited by Cowcat; 03 January 2019 at 19:03. |
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#18 |
Registered User
Join Date: Jun 2016
Location: Oviedo
Posts: 357
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Awesome for WarpOS.
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#19 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,069
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#20 |
Registered User
Join Date: Aug 2017
Location: USA
Posts: 728
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yes sorry on not testing earlier but i had to reball my voodoo 3000 and now waiting on epoxy to cure on the heatsink
so hate no holes for mounts on PCI version |
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