I will proboly still play with sound disabled ocasionaly so I can play in my uber mode and get more than 6 or so frames
bravo! is that with antialiasing turned on, or off?
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I will proboly still play with sound disabled ocasionaly so I can play in my uber mode and get more than 6 or so frames
Nope. 5.3MB is all thats available for maps/textures etc (the value isn't fixed - quake just grabs as much as it can). The rest of the memory is taken up with the actual game code.Ive realized that the memory dump size is 5.3 megs, am I right?
If so, can we boost it to like 6 or 7 something? Im gettin a hell of a lot of RAM warnings
Do you mean d_mipcap? That's set by changing the detail level, not turbo.also, in turbo mode, you know you have the gfx set to 0? I think the value should be like 3 or 4 , unless I am wrong again
or, was that my GPLauncher for Quake putting it at 0 ??
get a modern quake-client that manages gamma correctly (telejano, dark places, fuhquake, tenebrae) or get the idgamma tool to get a pak with a modified (brighter) palettewhen I run GL quake in windows, the game is very dark, and for some reason adjusting the brightness thru the options menu has no effect... anyone know another way I can adjust the brightness?
nope there really isnt
but, its so much better to run atleast in high detail
~Octavious
There will hopefully be a version out this weekend with cd audio emulation (I know no-one is really bothered about this, but I wanted something fun to play with ). After that I need to try and fix the save game corruption, but that might take a long time to get sorted.Real quick, what do you have planned for the next release?
The console command nosound 1 will stop all sounds from being loaded into memory. You don't need to worry about precache if you're setting nosound 1 (precache is only used for samples, so if they're disabled the precache command is ignored).hey Woogal, when I run in no sound, does it load the sounds into the memory or not?
If so, maybe we could do a precache 1 with nosound 1 and free some ram?
Yeah, I saw your post about that in the other thread. Are you sure it was quake that caused the corruption? SMC's usually get corrupted if the gp32 is switched off while an app is saving (can be any app, not just quake). I've had quake corrupt single save files quite often, but I've never had it cause corruption to other files (apart from one time when the batteries died while saving).ok
well, just a note, GPQuake corrupted my last SMC once I had 3 saves
things just stopped working
Its all better now, reformat and all, so I don't care , just thought that might help ya
~Octavious
I test differences in fps by walking straight ahead through the first teleport, then turning 180 to face it again (by looking towards a wall you will get a higher fps, and the higher it is the easier it is to see slight differences). From that point I can notice a 0.5 fps difference between very high and very low details. You are right though, there's no real point not to use very high detail.No, seriously, just always run it in Very High detail there's no point not to, obviously it looks the best, and trust me I tested the hell out if it and didnt' even see ONE FPS lost for this. I'm baffled, but hey all the better right? Woogal any idea why it works like that?