Silent-Hunter
Hardcore Member
- Joined
- May 29, 2010
- Messages
- 3,485
The first time I played it, it lasted about 10 minutes. But the second time, it froze after about 40 seconds.
I never go over 600.Happens to me from time to time as well. My aid is to reboot and no OC over 600.
I'm bumping this topic because I really love Quake 1 and 2 and would like to be able to complete the game on Pandora without crashing twice in each level. (Controls aren't a problem for me.)
I'm bumping this topic because I really love Quake 1 and 2 and would like to be able to complete the game on Pandora without crashing twice in each level. (Controls aren't a problem for me.)
I've seen the Quake 2 freezes, It's new to me as of Hotfix 7 Beta 1.. But never seen Quake 1 freeze.
> I enjoy your PC port, but i wonder if it works on ARM, or if you have plans for it.
>
> I own this machine :
> http://openpandora.org/
>
> and the q2 port isn't stable.
Since I haven't access to any non-x86-cpus it's untested on ARM. But
the OpenPandora has a little endian ARM cpu (there are some problems
with big endian, they're on our todo list) and yQ2 is written in pure
C without any assembler so chances are good that it'll work with no or
small changes. Things to consider are:
- Other architectures than i386 and amd64 (x86_64) are disabled in
the Makefile. You'll have to remove lines 31 - 35 of the Makefile.
- There are no platform strings for ARM, the game will detect the
platform as "unkown". You can add the strings to the following
source files:
- src/common/header/common.h
- src/game/savegame/savegame.c
But that's not necessary for the game to work.
Ciao,
Yamagi
I suppose it would also need GL to GLES conversion?
Good morning
OpenGL ES is a graphics library for embedded device, loosely based on
the normale OpenGL. There are 2 versions:
- OpenGL ES 1.x is based upon the fixed function pipeline of OpenGL 1.x
and 2.x, like it's used by Quake I to III.
- OpenGL ES 2.x is based upon the free programable pipeline of OpenGL
2.x to 4.2. While it allows the usage of modern features like shader
and tesselation it's a complete distinct approach to the old OpenGL
1.x
If the OpenPandora doesn't support the normal OpenGL 1.x, but only
OpenGL ES, porting is not that easy. There are 3 possible approches:
1. Use an OpenGL to OpenGL ES wrapper library. With the wrapper no
changes need to be done to Quake II itself. The problem is, that
wrappers are slow and often slighty incompatible, leading to
problems. NanoGL is such a wrapper.
2. Port Quake II to OpenGL ES 1.1. Since it's based upon the old OpenGL
1.x used by Quake II and Quake II has a _very_ simple renderer, this
should be easy.
3. Port Quake II to OpenGL ES 2.0. This would be nice, but requires a
rewrite of the renderer.
What ever you do, patches are welcome.
Ciao,
Yamagi