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Old 03 November 2010, 16:10   #41
turrican3
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how did you make it work ?
with the ppc version or with the pc one ?
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Old 03 November 2010, 18:14   #42
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@Zetr0,

Sorry bud, can't run from Ram only 40mb left and I don't think its enough becuase it quits with shutdown error when you try to load a map

Steve.
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Old 03 November 2010, 18:25   #43
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@turrican3

With both
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Old 04 November 2010, 10:19   #44
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Hey I played this on UAE yesterday it works really well. Did someone say Warp3D works on UAE - I have to try that

Really goes to show how awesome UAE is and what could be acheived with a faster 68k processor in a real Amiga

Steve.
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Old 04 November 2010, 12:42   #45
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this might help

http://aminet.net/package/driver/video/Wazp3D
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Old 04 November 2010, 12:49   #46
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Coolio, thanks for the linky dinky
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Old 13 November 2010, 10:58   #47
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Hi.
Would this work with AGA and 68060? I can't launch the game unfortunately.
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Old 04 June 2011, 15:26   #48
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has anyone still got the 68k install for quake 2 its not still in the zone .my reason for asking is i have just bought the retail copy for amiga but theres no install for the 060 version on the disk???? can anyone put it in the zone again
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Old 04 June 2011, 15:44   #49
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Hi,

I can't zone it as I don't have the installer anymore but perhaps you can get that from hyperion if you register the game?

I still have the fully installed game so I can do a dump of that for your a dropbox it - see PM

Steve.
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Old 04 June 2011, 16:01   #50
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silly question really but how do you go about register the game on there site as far as i know or maybe i am blind but theres no form for quake 2 in there? but thanks anyway like i say ive got the game theres just no executable on the disk only ppc version plus the place where i got assume i have it on disk i think i will wait for there repley first steve thanks. as ive said the 68k version should be on the disk

btw i know you have tried to pm me but my pc is playing up ho hum.sorry about that somthing to do with popups

Last edited by TCD; 04 June 2011 at 16:40. Reason: Back-to-back posts merged. Use the edit function.
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Old 04 June 2011, 17:19   #51
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thanks steve this works needs a little tweeking here and there but it works thank you and your the maaan.lol
i still dont know why its not on the cd though i will probably find out monday
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Old 04 June 2011, 17:31   #52
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Quote:
Originally Posted by roy bates View Post
thanks steve this works needs a little tweeking here and there but it works thank you and your the maaan.lol
i still dont know why its not on the cd though i will probably find out monday
Glad you got it working

Steve.
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Old 04 June 2011, 18:09   #53
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this is probably a bit off topic but does anyone know how to adjust ahi settings in blitzquake or setting it to ahi for quake 1 if it has ahi of course
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Old 04 June 2011, 20:12   #54
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this is probably a bit off topic but does anyone know how to adjust ahi settings in blitzquake or setting it to ahi for quake 1 if it has ahi of course
Is it in the executable file (open with text ed) thats how you change resolution and such so maybe its in the same place.

Steve.
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Old 05 June 2011, 09:15   #55
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hi steve nah its not there is all it has is sound rate and it gets directed to the paula chip plus the docs are sparse at best as you probably already know the problem is i dont know what to put in the field to activate ahi for sb128 (if it supports it)btw thanks steve
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Old 05 June 2011, 15:22   #56
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hi steve nah its not there is all it has is sound rate and it gets directed to the paula chip plus the docs are sparse at best as you probably already know the problem is i dont know what to put in the field to activate ahi for sb128 (if it supports it)btw thanks steve
You're welcome mate, yeah its a bit of a learn through trial and error scenario when you get to this end of the Amiga market...

How Q2 68k run on your 100mhz setup?

Its unplayable on 50mhz 060
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Old 05 June 2011, 16:33   #57
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How Q2 68k run on your 100mhz setup?
Roy has a 68060 running at 100 MHz? What's his hardware setup? I'd like to hear more as well as his frame rate for Q1 and Q2.

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Its unplayable on 50mhz 060
Q2 actually has a faster (but less flexible) engine than Q1. It should be at least the same speed if it was optimized well for 68k. The 68k GL versions of Quake don't benefit as much as they should because Warp3D is poorly optimized as well. Warp3D 68k patches are good for 1-2 frames improvement in Q1 on most Voodoo setups with maybe that much more again possible.
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Old 05 June 2011, 19:36   #58
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q2 is like clickbooms q1 as far as i can see but then i havent optimized it that much err q1 in blitzquake runs at about full speed on my setup in 800 by 600 in 16 bit mode on voodoo 3 the only problem i cant seem to get around is the stutering in the sound on both ports im going to look into that as its really bothering me because i dont know what it is ive only ever seen this on pcs in games like halflife 2 anyway q2 is playable on my setup if a little slow the slange thing is that the timedemo did not cut out on me and the movies play all the way through to the end which was a supprise as i only have 64 meg of ram in the system all in all iwasent expecting much to start with
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Old 05 June 2011, 22:13   #59
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That's a fast machine for Q1 to be playable at 800x600x16. I get about 16 fps with 640x400x16 in Q1 with CSMK3 68060@75MHz, Mediator 3000T/4000T, and Voodoo 4. I don't have any problems with sound. You might try a different 68060.library if possible. I had a problem with the P5 68060.library crashing in Q1 when in the water. I switched to ThoR's Mu 68060.library and it's worked flawlessly...

http://aminet.net/util/libs/MMULib.lha

It is a little more difficult to configure but if anything is slightly faster when configured optimally. There is no need to patch SetPatch with AmigaOS 3.9 as it loads the 68060.library directly if a 060 is detected. Might be worth a try.
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Old 06 June 2011, 09:51   #60
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thanks matthey i shall give this a go later tonight and let you know how i got on i did have a copy of oxypatcher but i cant seem to find it oh well
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