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Author Topic: QuakePPC, Warp3D and more..  (Read 5660 times)

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Offline Piru

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Re: QuakePPC, Warp3D and more..
« Reply #14 on: February 27, 2010, 08:09:35 PM »
Quote from: motrucker;545413
I guess its silly to ask if Quake 4 will run on ANY Amiga yet? Or, is it...

It is.


Hint: In order for some game to get ported to amigoid systems requires the source code being released first.
 

Offline Karlos

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Re: QuakePPC, Warp3D and more..
« Reply #15 on: February 27, 2010, 08:42:11 PM »
Well, IIRC, Quake 4 uses id tech 4 (Doom 3), which was supposed to be released under the GPL eventually. Not sure if it has been yet though.

Although OpenGL rather than DirectX, I'm not entirely sure if the engine requires features that might be beyond those implemented by current AmigaOS compatible systems.
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Offline Hell Labs

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Re: QuakePPC, Warp3D and more..
« Reply #16 on: February 27, 2010, 09:07:29 PM »
iD tech 4 is still closed source. They usually open them up when the next engine is out, but tech 5 looks so revolutionary it'll be a while before carmack and co get it done. You should see it, the level editor can do all the usual, plus painting and combinging textures like a 3D photoshop. They've completely altered the concept of textures and materials. What they want to do for tech 6? geometry. Goodbye 3ds max, this time next decade, anyway.

I figure quake IV and the other tech4 games would be doable on MOS when the powermac support is done. Assuming, that is they make drivers for the more beefy graphics boards.
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Offline motrucker

Re: QuakePPC, Warp3D and more..
« Reply #17 on: February 27, 2010, 09:14:22 PM »
Quote from: Piru;545416
It is.


Hint: In order for some game to get ported to amigoid systems requires the source code being released first.

I thought it had been released. Obviously the code must be available...
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Offline rvo_nlTopic starter

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Re: QuakePPC, Warp3D and more..
« Reply #18 on: February 27, 2010, 09:52:13 PM »
My question is probably even more silly, but since I've been out of this 'scene' for so long, does Quake 3 run on classic Amiga's running OS4? If not, why not? I dont mind the fps, I just like getting stuff like this to run and probably wont play it at all.
Amiga 1200 (1d4) Kickstart 3.1 (40.68), Elbox Power/Winner tower (450w psu), BlizzardPPC 603e+ @240mhz & 060 @50mhz, 256MB, Bvision, IDE-fix Express, IndivisionAGA, 120GB IDE, cd, dvd, Cocolino, Micronik Keycase, PCMCIA Ethernet, Ratte monitor switcher, Prelude1200, triple boot WB3.1 / OS3.9 / OS4.1, Win95 / MacOS8.1
 

Offline rvo_nlTopic starter

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Re: QuakePPC, Warp3D and more..
« Reply #19 on: February 28, 2010, 05:50:51 PM »
Finally, I've got everything sorted now! The only problem is that I dont really know what I did to fix some of the issues.. The MESA/GLUT performance problem was fixed by installing WOSprefs and fiddling with the parameters. (especially the one labelled FAST, which I remember from way back). The Skyfly demo is now finally moving at a steady pace, same goes for the other GLUT/MESA stuff.
 
However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)
 
So, with all the tweaks I did I was really eager to give glquakewos another try. Much to my surprise it was a lot faster than I expected. I was afraid I wouldnt get anywhere near the results by this Michael Lanser guy, who is using a 160mhz ppc. But fortunately I did and am getting near Voodoo 3 speed just using my Bvision. (I guess those with a Voodoo 3 have some configuring to do, Im not fooling myself).
 
Take a look at: http://www.alinea-computer.de/amigaspeed/q***e.html
 
320x240:17.6fps
My result: 25.5fps
 
800x600:10.6fps
My result: 12fps
 
So, not a lot, but still it shows the difference between 160mhz and 240mhz. With the overclock tooltypes activated it went a bit faster, but no more than 1 or 2 fps.
 
I still hope someone can send me the original Quake 'hack', aswell as some more info on the authors of certain QuakePPC ports. And can anyone answer my previous question regarding Quake 3? Google doesnt help me at all :(
Amiga 1200 (1d4) Kickstart 3.1 (40.68), Elbox Power/Winner tower (450w psu), BlizzardPPC 603e+ @240mhz & 060 @50mhz, 256MB, Bvision, IDE-fix Express, IndivisionAGA, 120GB IDE, cd, dvd, Cocolino, Micronik Keycase, PCMCIA Ethernet, Ratte monitor switcher, Prelude1200, triple boot WB3.1 / OS3.9 / OS4.1, Win95 / MacOS8.1
 

Offline Piru

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Re: QuakePPC, Warp3D and more..
« Reply #20 on: February 28, 2010, 06:22:01 PM »
Quote from: rvo_nl;545536
I still hope someone can send me the original Quake 'hack', aswell as some more info on the authors of certain QuakePPC ports.

I know the QuakePPC (aka fastquake) author, but I'm not tellin' ;)
He's no longer involved in amiga sphere of things.

Quote
And can anyone answer my previous question regarding Quake 3?

Hmm was it about quake3 on classics?

Memory requirements are quite high, 128MB is the bare minimum (with some tuning). At least voodoo3 should be able to run it, assuming all required Gl extensions are there. I have no idea if anyone has tried to compile it for classics. Source code of the MorphOS port is here: http://bigfoot.morphos-team.net/files/morphosquake3r2-src.tar.bz2
 

Offline AmigaMance

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Re: QuakePPC, Warp3D and more..
« Reply #21 on: February 28, 2010, 07:02:57 PM »
Quote from: rvo_nl;545536

However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)

 This is very insteresting. I would have give v3.1 a try, but i remember that it gives rendering problems with some games like Heretic 2. It draws black rectangles around light sources, etc.

 For improving speed, i recommend to minimize the number of particles in the config file.

 As for BlitzQuake, do a search in this forum and you'll see.
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Offline rvo_nlTopic starter

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Re: QuakePPC, Warp3D and more..
« Reply #22 on: February 28, 2010, 08:36:26 PM »
I've noticed those black rectangles around light sources using blitzquake aswell. Thought it was a way to increase speed, doh! Thanks for the info, now I know what to look for.
 
@ Piru: you dont have to tell me his name.. But nationality would be a start! ;) Is this the same guy that was working on Quake 2 before Quake 1 was even released on Amiga? And yeah, I meant Q3 for classic. Would be nice to try it out.
Amiga 1200 (1d4) Kickstart 3.1 (40.68), Elbox Power/Winner tower (450w psu), BlizzardPPC 603e+ @240mhz & 060 @50mhz, 256MB, Bvision, IDE-fix Express, IndivisionAGA, 120GB IDE, cd, dvd, Cocolino, Micronik Keycase, PCMCIA Ethernet, Ratte monitor switcher, Prelude1200, triple boot WB3.1 / OS3.9 / OS4.1, Win95 / MacOS8.1
 

Offline zipper

Re: QuakePPC, Warp3D and more..
« Reply #23 on: February 28, 2010, 08:45:29 PM »
Quote from: AmigaMance;545550
rendering problems with some games like Heretic 2. It draws black rectangles around light sources, etc.
 


Probably you are missing an update for H2.
 

Offline Piru

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Re: QuakePPC, Warp3D and more..
« Reply #24 on: February 28, 2010, 08:57:27 PM »
Quote from: rvo_nl;545569
Is this the same guy that was working on Quake 2 before Quake 1 was even released on Amiga?

I don't know who worked on Quake 2 for amiga.
 

Offline AmigaMance

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Re: QuakePPC, Warp3D and more..
« Reply #25 on: March 01, 2010, 06:41:37 AM »
Quote from: zipper;545571
Probably you are missing an update for H2.

 No. :)
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Offline zipper

Re: QuakePPC, Warp3D and more..
« Reply #26 on: March 01, 2010, 07:58:24 AM »
Are you using BPPC?
 

Offline AmigaMance

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Re: QuakePPC, Warp3D and more..
« Reply #27 on: March 01, 2010, 08:48:32 AM »
Yes.
 I do know that this problem occured with the initial version of the game and that an update was released later that fixed it, but i believe that it also happens with old versions of Warp3D even when running the update. I could be wrong.
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Offline rvo_nlTopic starter

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Re: QuakePPC, Warp3D and more..
« Reply #28 from previous page: March 25, 2010, 09:28:47 AM »
Quote from: rvo_nl;545536
However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)

No, no, NO! That is not true. It's just QuakeWOS that gives unpredictable results. Stick with 4.0 and find a better Warp3D application to do benchmarks.
 
(This was just to keep the information in this thread correct.. :))
Amiga 1200 (1d4) Kickstart 3.1 (40.68), Elbox Power/Winner tower (450w psu), BlizzardPPC 603e+ @240mhz & 060 @50mhz, 256MB, Bvision, IDE-fix Express, IndivisionAGA, 120GB IDE, cd, dvd, Cocolino, Micronik Keycase, PCMCIA Ethernet, Ratte monitor switcher, Prelude1200, triple boot WB3.1 / OS3.9 / OS4.1, Win95 / MacOS8.1