Gpquake Audio


WarmFluffyUK posted on Sep 13 2004 at 09:29 AM said:
Hia,

Is there any plans for GPQuake to have audio support?

TTFN,
Clare.

I hope i hope :)

No music because it was CD Tracks. ( i didn't remember this.. craig say me that in an other post )

But sound yeah !!! it would be great ! :)
 
Last edited by a moderator:
Maybe. If it can handle it. There are 2 possible problems -
1. Things could grind to a halt if too much extra processing is needed.
2. Everything could crash if the sound requires more memory than quake is already using (memory usage is already on the borderline, which is why things sometimes stop working correctly after a while).

In the meantime, do what I do - grab a NIN cd and crank it up full :)
 
What about rov's rar/mod module? That would go down v. well :)

Also I've been trying out this new version but it freezes at the prompt after it states "No sound". Do you need full Quake to play this (I only have the shareware version) or some kind of autoexec?

0.1 worked straight from the word go at 166mhz, so not sure what I'm doing wrong.
 
I use the shareware version and it plays fine for me, when I start up here is what I have as my options

Game: Quake
Clockspeed: 156
Detail: High
FPS Display: off
Turbo Mode: off

I press start to launch, at the main menu of the actual game, press a or b to start the game, do not press start.
 
Hia,

Music: I don't think music goes with quake, the sheer atmoshpere of the environments are amazing enough on their own, really scared the knickers off me. Almost as much as doom did. I loved the sound of that eerie wind, it reminded me of "Evil dead" LOL.

Clare.
 
Yeah sound would rock, but this is already brilliant!

Is that person a house wife? Or is her avatar lieing(sp) to me?
 
Hia,

Yes I agree, Quake on the GP32 is an amazing achievement. I only found out about the GP32 less than a month ago, and I am soo bowled over at what you guys are doing with it. I thought the implimentation of DOOM was kewl. I been playing Sonic the Hedgehog on it lunchtime at work. But Quake on it? WOW. I remember you required a really good 486 or even better, a pentium to play Quake. But having it on a handheld? KEWL!!!!!!

TTFN,
Clare.
 
Sound would be amazing, but this port is already magnificent, did you find it difficult to adapt it to GP32? How many fps do you think to gain from optimization, Woogal?

This a coder curiosity :p
 
finty101 posted on Sep 13 2004 at 07:49 PM said:
Yeah sound would rock, but this is already brilliant!

Is that person a house wife? Or is her avatar lieing(sp) to me?

are you a wanker, or do u just copy Rico
 
Last edited by a moderator:
probably would be better to add the new optimised code from Pocketquake than adding sound after that

There Is a couple of things I was wondering ..

the Low quality options seem to change the quality of the textures did you consider making it render 2x2 or 4x4 (or higher) pixels to the screen ?

Do you plan to entually add rar, zip .. ect compression format or is it not likely to happen
 
lizard808uk posted on Sep 13 2004 at 05:42 AM said:
What about rov's rar/mod module? That would go down v. well :)

Also I've been trying out this new version but it freezes at the prompt after it states "No sound". Do you need full Quake to play this (I only have the shareware version) or some kind of autoexec?

0.1 worked straight from the word go at 166mhz, so not sure what I'm doing wrong.

woogal is talking about the unpacked memory needed.
 
Last edited by a moderator:
mattmagoo posted on Sep 13 2004 at 09:09 PM said:
finty101 posted on Sep 13 2004 at 07:49 PM said:
Yeah sound would rock, but this is already brilliant!

Is that person a house wife? Or is her avatar lieing(sp) to me?

are you a wanker, or do u just copy Rico
A little bit of both really.
 
Last edited by a moderator:
mattmagoo posted on Sep 13 2004 at 09:09 PM said:
finty101 posted on Sep 13 2004 at 07:49 PM said:
Yeah sound would rock, but this is already brilliant!

Is that person a house wife? Or is her avatar lieing(sp) to me?

are you a wanker, or do u just copy Rico
Come on, people have the same opinions, leave the guy alone.
 
Last edited by a moderator:
GiG posted on Sep 13 2004 at 08:59 PM said:
Sound would be amazing, but this port is already magnificent, did you find it difficult to adapt it to GP32?
Most of the actual porting was already done by Anders (and he did a very good job of it too), but there were still some areas left to finish off. Quake is fairly easy to port as Id coded it in a way that the main engine mostly calls functions to handle I/O, so most of the porting involves modifying those functions. The difficulty was trying to juggle stuff so it fits into memory without causing too many bugs/crashes.

GiG posted on Sep 13 2004 at 08:59 PM said:
How many fps do you think to gain from optimization, Woogal?
I've not got a clue :)

Exo posted on Sep 13 2004 at 09:09 PM said:
probably would be better to add the new optimised code from Pocketquake than adding sound after that
gpQuake is already using the latest PocketQuake code, which isn't optimised (the fixed point math is half complete and needs reworking before it could be used).
So anyone know about if fixed point math is going to be implimented, or is this way to much hassle?
We'll probably try implementing at least some of the code in fixed point, but I'm unsure at the moment how much of an improvement it will bring (the floating point optimisations in gcc 3.4 are very good, and may be almost as good as pure fixed point). We just won't know until we try.
Exo posted on Sep 13 2004 at 09:09 PM said:
the Low quality options seem to change the quality of the textures did you consider making it render 2x2 or 4x4 (or higher) pixels to the screen ?
The detail options just set the d_mipcap Quake variable. An option we're looking at to improve fps (suggested by Craigix) is to render small then scale up the screen.

Exo posted on Sep 13 2004 at 09:09 PM said:
Do you plan to entually add rar, zip .. ect compression format or is it not likely to happen
We'll probably try gzip as the code is already partly in place (just needs porting and tidying). I'm not sure if rar supports seeking within files (I've got a feeling it doesn't) so I don't think I'll be looking into that.
 
Last edited by a moderator:
The detail options just set the d_mipcap Quake variable. An option we're looking at to improve fps (suggested by Craigix) is to render small then scale up the screen.

yep thats what I meant :D as I always play with the screen several sizes down with a few other options and in places im getting 21fps @ 166mhz

(ex. 2x2 pixels would be 160x120 scaled to 320x240)

btw good work on .4 :D


Edit: upto 37fps in places with "r_drawflat 1" in autoexec.cfg ;)
 
woogal i gotta say that your doing sterling work on this, and being a true guru by replying to peoples questions, thats great as a porting superman.

thanks for your efforts
 
Exo posted on Sep 13 2004 at 11:14 PM said:
Edit: upto 37fps in places with "r_drawflat 1" in autoexec.cfg ;)
Depends on the mod, but I've had 51fps for a second or two with r_drawflat. Couldn't understand anything thing I was looking at :).
 
Last edited by a moderator:
Back
Top