Reply 840 of 862, by __ggorts
Appreciate all the help, I'll set that up. It's amazing how steep the requirements are for that map!
Appreciate all the help, I'll set that up. It's amazing how steep the requirements are for that map!
I think it's good that maps are finally able to be this large. I hate what I like to call "valve moments" which is.. a small map you around kill some shit walk down a narrow hallway and whoops its loading time, then do it all over again. Half-Life was the first game I really remember doing it which is why I call it that. Half-Life 2 and friends do it as well and it's always pissed me off.
That's true, it almost has an arcade level of gameplay at that point. I'm looking forward to testing all these new maps out today!
Thanks for the updates to qdos and qdos/fx. The telefragged map (rrp pack) works great. I'll try to playthrough some of these maps next. 😀
QdosFX now supports "fence textures" so the floors wont be pink anymore, you can actually see through them now. For the record, I can actually barely play telefragged on the P3 550 with the voodoo 3. Average framerate is about 15-20fps but the map is mostly slow paced so it's kind of fun to play it on such a system.
I got a p3 800mhz on the way, we'll see if it makes a difference at all.
Uploaded builds from latest code:
Software renderer only:
https://bitbucket.org/neozeed/q2dos/downloads … 50824_SWonly.7z
All features including 3dfx/gl:
https://bitbucket.org/neozeed/q2dos/downloads … 20150824_ALL.7z
Sezero sent me a patch for the Cache_Alloc issue in fitzquake. It was a bug already fixed in qdos. In any case, if you have a serious machine you could make the attempt to play it.
Uploaded builds from latest code:
Software renderer only:
https://bitbucket.org/neozeed/q2dos/downloads … 50828_SWonly.7z
All features including 3dfx/gl: (now with updated glide3 and MesaGL code)
https://bitbucket.org/neozeed/q2dos/downloads … 20150828_ALL.7z
Can Q2DOS-3dfx be compiled with OpenWatcom so that glide2x.ovl dependency can be used, and thus improved compatibility with Glide wrappers?
**Note: I don't 100% know what I'm talking about here...
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
Stiletto
the glide3x.dxe is directly from the glide3 source code. But in any case, no.
wrote:the glide3x.dxe is directly from the glide3 source code. But in any case, no.
Ah, so instead wrapper authors need to figure out how to wrap/intercept glide3x.dxe? Okay.
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
Stiletto
IMO, theres really no purpose to emulating it. It looks basically the same as ref_gl in Windows. It's using the same code, just fxMesa is the interface to OpenGL.
wrote:IMO, theres really no purpose to emulating it. It looks basically the same as ref_gl in Windows. It's using the same code, just fxMesa is the interface to OpenGL.
I know, I just like there to be more wrappers in the world, and this provides a testcase. 😀
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
Stiletto
Any bug reports about graphics issue from emulators will be ignored personally by me. However, if sezero wants to find out why it would have an issue I would not stop him.
I've made it somewhat clear before, but I'm not interested in working around emulator issues. The main purpose of this project was to bring Quake 2 to a real DOS computer with all the standard-frills... then ggorts was able to fix up the fxMesa issues to a playable state and work continued there. Bringing 3D acceleration to a real DOS computer for a game like this was a big deal for me. But, when you can just pop open a win32 build of Q2DOS there isn't much purpose to trying to emulate it.
Are most people on here using emulators or real dos computers?
A watcom port could potentially possible, but would be difficult. All of the DJGPP code in Q2DOS itself would have to be changed which would be basically everything for the keyboard, video and mouse. Any ASM code would include the video stuff and there are some math speed ups as well.
Then you have a few rather messy options after this... converting fxMesa to use Watcom which could prove to be a pain... there's a lot of code to cover! If you don't want to do that you could try either porting glide3x.dxe to watcom instead and then changing ref_gl to use only glide related functions instead of relying on mesa which could take a long time to do if you don't know the quirks of the voodoo cards (i don't, which is why the work never continued there)... And if the emulators don't care about reading glide3x.ovl you would have to get the glide2x.dxe from the glide3 sourceforge, which as far as I can understand was never actually worked on that much after it was released publically so you could run into issues there as well.
No problem, I just find wrapper development interesting. 😀
I mentioned Watcom, because most games compiled that way end up using glide2x.ovl (Finding glide3x.ovl prebuilt, it seems, is exceptionally rare) and for glide.ovl/glide2x.ovl there are already a wrapper patch for use with DOSBox (or if you have an older Windows XP system and can use dgVoodoo1.x or Glidos with NTVDM).
As it turns out, Glide3x.ovl (unless you can compile your own from Glide source?) can be found in the proprietary Quantum3D Obsidian2 90/200SB V5P (Professional Series Boards) - DirectX5 Driver, Release 5P - and Quantum3D Obsidian2 90/200SB V5.1P (Professional Series Boards) - DirectX5 Driver, Release 5.1P
See: http://falconfly.de/quantum.htm
Mention of it here: http://www.thedodgegarage.com/3dfx/downloads/ … UsersManual.pdf
My assumption is that it is card-specific, and AFAIK I do not think there are any test binaries (a Glide3 using DOS application compiled with Watcom).
Anyhow, it's a bit off-topic. I guess.
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen
Stiletto
Yeah the glide3x.ovl is just like the dxes and dll's they are card specific.
Attached Japheth's vesamtrr tool along with his source code. If it worked as well as the other one, it may compile into an external library. I'd like to test it at some point.
I thought about merging such a thing into my projects or even calling them at startup, but it could be dangerous on incompatible chipsets or buggy ones so I think it's best left up to the user to handle these affairs.
Uploaded builds from latest code:
Software renderer only:
https://bitbucket.org/neozeed/q2dos/downloads … 50905_SWonly.7z
All features including 3dfx/gl:
https://bitbucket.org/neozeed/q2dos/downloads … 20150915_ALL.7z