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Author Topic: Quake 3 Source  (Read 8174 times)

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Offline Karlos

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Re: Quake 3 Source
« on: November 12, 2005, 01:27:27 PM »
Quote

Piru wrote:
Running on MorphOS:

Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6

It took bigfoot 5 hours to port.


A reflection on the quality of the source, bigfoot or both?
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Offline Karlos

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Re: Quake 3 Source
« Reply #1 on: November 13, 2005, 12:19:23 AM »
A 680x0 port is perfectly feasable but it would just be so slow that you could probably render the frames by hand faster :lol:
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Offline Karlos

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Re: Quake 3 Source
« Reply #2 on: November 13, 2005, 12:17:38 PM »
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Piru wrote:
@Karlos
Indeed. The only thing causing slight problems is the OpenGL. It might build with current public 68k MiniGL, but it wouldn't actually work correctly.

Other than that it should be rather easy, just grabbing the MorphOS port source from http://bigfoot.morphos-team.net/files/ and adjusting it for AmigaOS and 68k.

You'd probably want to use a cross compiler system to build it though.


Regarding the GL issue, in my experience Q3 degrades rather nicely on less featured hardware. I suspect the vertex lighting model should at least work more or less as expected...

Don't start giving me ideas now :lol:...

It has been a while since I wrote loads and loads of 680x0 asm just for fun ;-)
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Offline Karlos

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Re: Quake 3 Source
« Reply #3 on: November 13, 2005, 02:53:19 PM »
Downloaded, but I am not promising diddly :-P

Quake 2 on 060/66 with voodoo is perfectly playable AFAIK.

I guess I would need to write my own gl implementation if there is any chance of making Q3 work :lol:

Might make a fun slideshow though...
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Offline Karlos

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Re: Quake 3 Source
« Reply #4 on: November 22, 2005, 02:51:36 PM »
There are reasons beyond the liscence issue.

Are there even any OpenGL implementations on AmigaOS or MorphOS that even support fragment shaders?
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