VOGONS


Quake2 + Acebot for DOSBox (128mb)

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Reply 800 of 862, by __ggorts

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I just ran all rubicon2 maps after downloading (had rubXmY names). I'll try rrp again.

Reply 802 of 862, by __ggorts

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I'm testing now the locust and telefragged maps.

Reply 803 of 862, by Maraakate

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I don't expect it to work at all for the telefragged map, I may have to talk to sezero to see why it won't load.

Reply 804 of 862, by __ggorts

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Even the locust needs more memory I think. I haven't yet tested telefragged. I can try a couple of parameters at the command line (also I'm using the qdfitz client).

Reply 805 of 862, by __ggorts

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It's loading now (locust). Edit: at least it goes further but then the COM_loadfile: not enough space for maps....

Reply 806 of 862, by Maraakate

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I set -mem 384 and it loads fine in qdosfx.exe should be OK in fitzquake too.

Reply 807 of 862, by Maraakate

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Also i had to delete the glquake meshes folder from id1 because the grunts looked all fucked up otherwise.

Reply 808 of 862, by __ggorts

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Both these maps seem to have very high memory requirements and the error is one thing or another (as I try different parameters; such as the loadfile error above or insufficient heap size). Otherwise, the other map I tried worked fine.

Edit: I'll try the -mem 384. It would've taken me a while to try such a high value! I'll del the meshes.

Reply 809 of 862, by Maraakate

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Also busy areas are faster in 320x200 with the ASM compared to relying on a voodoo card for it. The locust map is about 20-25fps on average for me on that pentium 3 550.

The software renderer takes a lot of shortcuts so for stuff like this it actually helps in low res compared to a voodoo card.

Reply 810 of 862, by __ggorts

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Had page fault with dosbox mem=512 and quake -mem=384. Tried this with dosbox mem=512:
qdfitz -width 512 -height 384 -game rrp -mem 256 +map locust

And that started the map as you expected with the higher -mem. Thanks! I'll try the telefragged map next.

Edit: I will try the software renderer, too, for locust map.

Reply 811 of 862, by Maraakate

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telefragged fails in fitzquake with a cache_alloc: allready allocated error and qdosfx wont allow it because of an sz_getspace overflow. i'll have to talk to sezero to find out why.

I just pushed a new build of qdos a few minutes ago at http://dk.toastednet.org/QDOS/QDOS_EXE_LATEST.7Z with the extended limits needed for the GL vertices for locust.bsp

Last edited by Maraakate on 2015-08-23, 06:55. Edited 1 time in total.

Reply 812 of 862, by __ggorts

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I have the cache_alloc:already allocated error, too, for telefragged map. I can try a couple of parameters, although they were probably tried before.

Edit: I just saw your msg; it must be something not bypassed by parameter.

Reply 813 of 862, by __ggorts

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Thanks for the update! I'll run locust again and continue to test telefragged.

Reply 814 of 862, by Maraakate

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Yeah, I don't know specifically what it is. Newer QuakeSpasm must have some sort of support (or a bug fix) for the zone cacheing and maybe the network sequence is setup earlier than it is now.

Reply 815 of 862, by __ggorts

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I hope it's a simple change. I just tried the latest qdosfx with locust and show the allowoverflow set error, but I have to try qdos; qdfitz was fine with locust map.

Edit: qdos shows error with Mod_LoadBmodel: funny lump size in telefragged and locust.

Reply 816 of 862, by Maraakate

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Oh, you are not trying on easy skill? I just read theres an error with easy skill trying to load telefragged.

Reply 817 of 862, by __ggorts

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Oh, I'll try that. I am not too good with mod installations. 😀

Reply 818 of 862, by Maraakate

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I personally play it on easy most of these new mods are geared towards players who like exclusively play nightmare every day of their lives since 1996. 🤣.

Reply 819 of 862, by __ggorts

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Heh. Not me! I would have trouble with easy skill level.

I'm starting q1 without map name and then set skill and map at console.