WarmFluffyUK
The Big Wad Bolf.
Hia,
Is there any plans for GPQuake to have audio support?
TTFN,
Clare.
Is there any plans for GPQuake to have audio support?
TTFN,
Clare.
WarmFluffyUK posted on Sep 13 2004 at 09:29 AM said:Hia,
Is there any plans for GPQuake to have audio support?
TTFN,
Clare.
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?
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.
A little bit of both really.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.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
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:Sound would be amazing, but this port is already magnificent, did you find it difficult to adapt it to GP32?
I've not got a clueGiG posted on Sep 13 2004 at 08:59 PM said:How many fps do you think to gain from optimization, Woogal?
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).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
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.So anyone know about if fixed point math is going to be implimented, or is this way to much hassle?
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: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 ?
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.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
generalnmx posted on Sep 13 2004 at 08:11 PM said:woogal is talking about the unpacked memory needed.
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.
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 .Exo posted on Sep 13 2004 at 11:14 PM said:Edit: upto 37fps in places with "r_drawflat 1" in autoexec.cfg