From dos type
FIFO > out.txt
wait 5 s, then hit enter and attach out.txt top this post.
If it's not too much trouble.
I've got vQuake changing resolutions now but it keeps switching to 768x576/16 repeatedly and then dosbox dies. I need to see what the mode change command returns on real hardware. It's not a VESA mode change call, Int10h function 0x00 with AL=mode (0x3A). 0x3A is 720x576. For standard VGA modes the response should be AL=0x20. But this is a Rendition specific mode (native/Non-VESA), so who knows.
The vQuake is starting on 320x200 resolution and after it loads its switches to resolution which written in their config.cfg file.
you need to look on vid_mode , and better idea to make it 0 as 0 should be that 320x200 mode, or just try to remove all config.cfg's from vquake and it will try startup only by using 320200
The vQuake is starting on 320x200 resolution and after it loads its switches to resolution which written in their config.cfg file.
you need to look on vid_mode , and better idea to make it 0 as 0 should be that 320x200 mode, or just try to remove all config.cfg's from vquake and it will try startup only by using 320200
I do have a cfg file. Will check in a bit.
But it's still most probably going through int 10h function 0, which means I still need the return code from the function.
sharangadwrote on 2024-06-26, 11:57:Could someone with a Rendition card run this redirecting output to a file and post the file here: […] Show full quote
Could someone with a Rendition card run this redirecting output to a file and post the file here:
From dos type
FIFO > out.txt
wait 5 s, then hit enter and attach out.txt top this post.
If it's not too much trouble.
I've got vQuake changing resolutions now but it keeps switching to 768x576/16 repeatedly and then dosbox dies. I need to see what the mode change command returns on real hardware. It's not a VESA mode change call, Int10h function 0x00 with AL=mode (0x3A). 0x3A is 720x576. For standard VGA modes the response should be AL=0x20. But this is a Rendition specific mode (native/Non-VESA), so who knows.
Done.
Pentium MMX 233 | 64MB | FIC PA-2013 | Matrox Mystique 220 | SB Pro 2 | Music Quest MPU Clone | Windows 95B
MT-32 | SC-55mkII, 88Pro, 8820 | SB16 CT2230
3DFX Voodoo 1&2 | S3 ViRGE GX2 | PowerVR PCX1&2 | Rendition Vérité V1000 | ATI 3D Rage Pro
sharangadwrote on 2024-06-26, 11:57:Could someone with a Rendition card run this redirecting output to a file and post the file here: […] Show full quote
Could someone with a Rendition card run this redirecting output to a file and post the file here:
From dos type
FIFO > out.txt
wait 5 s, then hit enter and attach out.txt top this post.
If it's not too much trouble.
I've got vQuake changing resolutions now but it keeps switching to 768x576/16 repeatedly and then dosbox dies. I need to see what the mode change command returns on real hardware. It's not a VESA mode change call, Int10h function 0x00 with AL=mode (0x3A). 0x3A is 720x576. For standard VGA modes the response should be AL=0x20. But this is a Rendition specific mode (native/Non-VESA), so who knows.
Done.
Thanks @AgentoftheBSOD! It's produced what I expected it to, which oddly enough isn't what I expected.
Your board returned mode 0x13a(vesa mirror of mode 0x3a) as 720x576/15 instead of /16. The plot thickens.
Also got vQuake running. Lots of issues, random texture appears with a black screen sometimes crashes. Audio never gets past moaning zombies, usually locks up before. It's too soon for a video.
Rendition video mode 0x7F was the key. Scorched Planet and vQuake both expect it. For SP I've set it to be 640x400 and vQuake 768x576. vQuake starts up and runs at that res, I think it does that instead of going to 320x200 because of a flaw in the mode implementation of Dosbox-Rendition's VESA code.
ICR2 looks for this mode too, enabling it messes up ICR2.
I think a lengthy test where resolution changes (mode number) and the monitor resolution need to be checked and physically noted down by someone needs to be done. There're a lot of modes. from 0x14 to 0xFF, so it will be a very involved test.
The disappearing polygons look to be z-buffer related. The QSpan z-coords are off somehow, which would be a deviation from vQuake2. where the w coordinate is divided by -2048 to return the screen space world z-coordinate of one edge.
So it's a matter of playing around. I seem to remember it taking me 3 whole months to figure out the whole V_FIFO_QSPAN spec for vQuake2. Or I could try trawling through the microcode for solutions.
vQuake2 ( and vQuake1) don't z-test when rendering spans, but they do write the span (world/background) z-coordinate to the depth buffer. When polygons are rendered z-testing is enabled so that objects behind walls don't appear.
The span (a sequence of horizontal lines descending vertically, describing part of a polygon) is writing the wrong z-values for the two edges of the span, which is why polygon's are invisible or it could be that particles are generating the wrong z-coord or both.
[EDIT] The performance is a bit of mystery as well. Disabling logging doesn't fix the slowdowns. The audio also stutters from time to time and I've got the watermark rendering.
1r_antialias (0-7; default 0) 2This will antialias (sharpen the definition) for one or more of the following entities: 31 = world 42 = objects 54 = particles 6 7In addition, you may add the values together. For instance, "r_antialias 5" would antialias the world and particles, and "r_antialias 7" would antialias everything. The more antialiasing done, the slower your game will run. 8 9r_waterwarp (0 or 1, default 1) 10This command enables (1) or disables (0) the warping effect when under water (or lava). This choice is mostly a matter of preference in single-player, but disabling the waterwarp can make you more competitive in multiplayer as it easier to see without the normal haze-effect. In single-player, I prefer to keep waterwarp enabled (1) because it seems more realistic. 11 12r_surfacelookup (0 or 1, default 1) 13This parameter determines whether the Vérité (value = 1) or the CPU (value = 0) should translate textures into 16 bit format. On slower systems (<P200), I think the value should definitely be left at 1 (Vérité). On faster systems, you may get higher framerates with the CPU. However, several users have reported more steady frame rates using the Vérité. Your results may vary at different resolutions or under different conditions. 14 15r_refreshrate (any number greater than 1.0, default 60) 16This determines the refresh rate in Hz for fullscreen modes (windowed play will use the desktop refresh rate). Invalid values will give the next lowest available refresh rate, with a minimum of 60Hz. You will need to restart Quake or switch video resolutions before this takes effect. Higher values may cause slower performance. I usually see subtle horizontal "waves" in my screen if I don't set the refresh to at least 75Hz. 17 18d_mipscale (0-10?; default 1.0) 19It seems that increasing this setting reduces texture detail for distant objects (wall, ceiling, floor textures, and some items only - not players, monsters, and other items). In other words, a setting of 2.0 means that your distance vision is twice as bad. Can you say "near-sighted"? A setting of "0" means that full-resolution textures will always be used, even for very distant objects. Try a setting of "0" and watch how much your system slows down when running through open areas! 20 21d_mipcap (0-3, default 0) 22Similar to "d_mipscale". However, the textures are just lower res period. If you want a higher frame rate, this is the one baby! Although walls are blurry, high settings here could make you more competitive. Why? First, because of the higher frame rates. Second, enemies and many items stand out in stark contrast to the blurred surroundings. It's pretty ugly, but getting fragged is even uglier. 23 24d_bilerp (0 or 1; default 1) 25Setting this to "0" disables bilinear filtering, which will bring back the pixels. Not much effect on speed. 26 27d_dither (0 or 1; default 1) 28Setting this to "0" disables dithering. Dithering is used to simulate colors not in the palette. Without dithering, color transitions are not as smooth. Minimal effect on speed. 29 30d_wamp (0-?; default 7) 31Sets the amplitude of the water-warping effect. 32 33d_wfreq (0-?; default 12) 34Sets the frequency of the water-warping effect.
1========================================== 2== Making a Config File == 3========================================== 4 5The commands (bindings and aliases) discussed above can be included into a 6file containing all of your personal configurations, known as a "config" 7file. This file can then be loaded during game play to enable all your 8personal bindings and settings. 9 10To do this, use your favorite editor to create a new file, such as 11"fragmstr.cfg". Your .cfg file MUST be located in the quake\id1 directory 12or quake won't find it. Then after launching Quake, you would type "exec 13fragmstr.cfg" and press enter, from the console. You can also exec you .cfg 14file from the DOS command prompt by typing "quake +exec fragmstr.cfg". 15When you exec a config file, it is the same as typing all the lines in your 16config file into the console, only Quake does it for you. Here is an 17example config file (c:\quake\id1\bear.cfg) and the meaning of all the 18bindings, aliases and settings: 19 20-------------------------------cut here------------------------------------- 21name player1 // Sets player name to player1 (lets your opponent 22 // know who fragged them) 23 24sensitivity 4 // Sets the mouse sensitivity to 4 25 26scr_conspeed 5000 // Sets the console raise/lower speed 27 28lookspring 0 // Sets Mouse Look Spring to 0 (0=keep looking, 29 // 1=spring back, when mouse button is released) 30 31vid_mode 10 // Sets Video Mode to mode 10 (360X480 resolution) 32 33gamma .8 // Sets Gamma Correction to .8 (<1=Lighter, 1=normal 34 // and >1=darker) 35 36viewsize 70 // Sets the Screen View size to 70 degrees 37 38bind mouse1 +forward // Binds the left mouse button to Move Forward 39 40bind mouse3 +attack // Binds the middle mouse button to Fire 41 42bind mouse2 +mlook // Binds the right mouse button to Mouse Look 43 44bind HOME "save bear1" // Binds the Home Key to quick save, saves to 45 // bear1.sav 46 47bind ENTER +showscores // Binds the Enter key to show Deathmatch Scores 48 49bind SHIFT +speed // Binds the Shift key to Run 50 51bind CTRL +jump // Binds the Control key to Jump 52 53bind ; +mlook // Binds the ; key to Mouse Look also 54 55bind . +moveleft // Binds the . key to Strafe Left 56 57bind / +moveright // Binds the / key to Strafe Right 58 59color 3 4 // Makes Uniform Top green and Pants Red for Net play 60
…Show last 6 lines
61alias rl_dbsg "impulse 7 ; +attack ; wait ; -attack ; impulse 3" 62 63bind , rl_dbsg // Aliases single rocket attack command and binds 64 // it to the ',' key. 65-------------------------------cut here-------------------------------------
1r_antialias (0-7; default 0) 2This will antialias (sharpen the definition) for one or more of the following entities: 31 = world 42 = objects 54 = particles 6 7In addition, you may add the values together. For instance, "r_antialias 5" would antialias the world and particles, and "r_antialias 7" would antialias everything. The more antialiasing done, the slower your game will run. 8 9r_waterwarp (0 or 1, default 1) 10This command enables (1) or disables (0) the warping effect when under water (or lava). This choice is mostly a matter of preference in single-player, but disabling the waterwarp can make you more competitive in multiplayer as it easier to see without the normal haze-effect. In single-player, I prefer to keep waterwarp enabled (1) because it seems more realistic. 11 12r_surfacelookup (0 or 1, default 1) 13This parameter determines whether the Vérité (value = 1) or the CPU (value = 0) should translate textures into 16 bit format. On slower systems (<P200), I think the value should definitely be left at 1 (Vérité). On faster systems, you may get higher framerates with the CPU. However, several users have reported more steady frame rates using the Vérité. Your results may vary at different resolutions or under different conditions. 14 15r_refreshrate (any number greater than 1.0, default 60) 16This determines the refresh rate in Hz for fullscreen modes (windowed play will use the desktop refresh rate). Invalid values will give the next lowest available refresh rate, with a minimum of 60Hz. You will need to restart Quake or switch video resolutions before this takes effect. Higher values may cause slower performance. I usually see subtle horizontal "waves" in my screen if I don't set the refresh to at least 75Hz. 17 18d_mipscale (0-10?; default 1.0) 19It seems that increasing this setting reduces texture detail for distant objects (wall, ceiling, floor textures, and some items only - not players, monsters, and other items). In other words, a setting of 2.0 means that your distance vision is twice as bad. Can you say "near-sighted"? A setting of "0" means that full-resolution textures will always be used, even for very distant objects. Try a setting of "0" and watch how much your system slows down when running through open areas! 20 21d_mipcap (0-3, default 0) 22Similar to "d_mipscale". However, the textures are just lower res period. If you want a higher frame rate, this is the one baby! Although walls are blurry, high settings here could make you more competitive. Why? First, because of the higher frame rates. Second, enemies and many items stand out in stark contrast to the blurred surroundings. It's pretty ugly, but getting fragged is even uglier. 23 24d_bilerp (0 or 1; default 1) 25Setting this to "0" disables bilinear filtering, which will bring back the pixels. Not much effect on speed. 26 27d_dither (0 or 1; default 1) 28Setting this to "0" disables dithering. Dithering is used to simulate colors not in the palette. Without dithering, color transitions are not as smooth. Minimal effect on speed. 29 30d_wamp (0-?; default 7) 31Sets the amplitude of the water-warping effect. 32 33d_wfreq (0-?; default 12) 34Sets the frequency of the water-warping effect.
Thanks @robertmo3! So it's different from quake 2.
Last edited by sharangad on 2024-06-30, 18:38. Edited 1 time in total.