Quake V2?


Lupin3rd

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Is there going to be any more updates for Quake? Just asking as it can run like a dog some times, and version 1 has been out for a good few months now!

Duke3d runs really well!

Yes I do know the baddies in Duke are sprites, but even so surely Quake could run a bit better?
 
A new version is coming, and it will run better but mainly by rendering at a lower resolution (240x180@250mhz still looks good and benchmarks at around 20fps). There's also a slight speed increase at 320x240@200mhz from using the latest version of SDL (12.2 fps instead of 11.2). You can't really compare Duke and Quake for speed as they're completely different engines and Quake will never run as well as Duke on a machine like the gp2x (Quake was designed for pentiums with their floating point hardware - Duke was designed for the 486 which didn't have floating point (just like the gp2x)).

The main area I'm working on at the moment is tracking down the bug that causes the problem where it won't enter any levels without 2 paks. It's the same bug thats causing other instability, so there's no point trying to speed anything up until that instability is fixed.
 
woogal posted on Feb 8 2006 at 12:07 PM said:
A new version is coming, and it will run better but mainly by rendering at a lower resolution (240x180@250mhz still looks good and benchmarks at around 20fps). There's also a slight speed increase at 320x240@200mhz from using the latest version of SDL (12.2 fps instead of 11.2). You can't really compare Duke and Quake for speed as they're completely different engines and Quake will never run as well as Duke on a machine like the gp2x (Quake was designed for pentiums with their floating point hardware - Duke was designed for the 486 which didn't have floating point (just like the gp2x)).

And Duke has way different graphics engine than Quake. It's fast as it's raycasting instead of polygonal one like in Q.
 
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woogal posted on Feb 8 2006 at 10:07 AM said:
A new version is coming, and it will run better but mainly by rendering at a lower resolution (240x180@250mhz still looks good and benchmarks at around 20fps). There's also a slight speed increase at 320x240@200mhz from using the latest version of SDL (12.2 fps instead of 11.2). You can't really compare Duke and Quake for speed as they're completely different engines and Quake will never run as well as Duke on a machine like the gp2x (Quake was designed for pentiums with their floating point hardware - Duke was designed for the 486 which didn't have floating point (just like the gp2x)).

The main area I'm working on at the moment is tracking down the bug that causes the problem where it won't enter any levels without 2 paks. It's the same bug thats causing other instability, so there's no point trying to speed anything up until that instability is fixed.


are you talking about quake or quake2 here? because i seen people throw the word "quake" around alot, usually in regard to speed issues, and as i've never had speed issues on mine and me and my friends have been playing through quake quite happily on my gp2x i kinda presumed they were talking about q2?
 
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Hope I didn't come across ungrateful :(
I understand why Duke runs better, just glad to hear that we will be getting Quake updates :)

Thanks for the replies, and keep up the good work!
 
I was talikng about Quake, not quake 2.
It runs fine on the narrow sections, but when it opens up (Or the 1st boss) it goes Beaf Jerky!

Apart from that it's still playable.
 
Cool! I'll definitely download when it's released.
One question though: Will this new version do anything to alleviate the whole issue where unless you wait a few seconds after you've exited Quake to shutdown your 2x, the savegames corrupt? It's especially irritating when an ingame freeze happens, as then you're guaranteed to have lost your save.
Again, sorry I don't mean to sound ungrateful, cause it's a really awesome port, but that's a thing I'd really like to see resolved.
Cheers!
 
woogal posted on Feb 8 2006 at 10:07 AM said:
A new version is coming, and it will run better but mainly by rendering at a lower resolution (240x180@250mhz still looks good and benchmarks at around 20fps).
Shhhh !....
Not so loud, or DaveC will turn up complaining about scaling :lol:
 
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Fishbong posted on Feb 8 2006 at 12:54 PM said:
woogal posted on Feb 8 2006 at 10:07 AM said:
A new version is coming, and it will run better but mainly by rendering at a lower resolution (240x180@250mhz still looks good and benchmarks at around 20fps).
Shhhh !....
Not so loud, or DaveC will turn up complaining about scaling :lol:

It's not really scalling it's pixel doubling - which doesn't result in distortion, just a blocky image. (there is a difference)
 
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DJprocyon posted on Feb 8 2006 at 05:12 PM said:
Cool! I'll definitely download when it's released.
One question though: Will this new version do anything to alleviate the whole issue where unless you wait a few seconds after you've exited Quake to shutdown your 2x, the savegames corrupt? It's especially irritating when an ingame freeze happens, as then you're guaranteed to have lost your save.
Again, sorry I don't mean to sound ungrateful, cause it's a really awesome port, but that's a thing I'd really like to see resolved.
Cheers!
Quake mounts the card in sync mode to make sure the data actually gets written to the card instead of just being cached. That's actually the wrong way to do it, but because of some bugs in Quake I couldn't get it to work the right way. You shouldn't really get corrupted games because of a crash, unless the crash is happening right after saving. And as for having to wait after exiting - there's no way around that. It's not a Quake problem, but a way removable flash media is handled on devices. The same thing happens on Windows - you must select eject or stop the reader otherwise the data might not be written.

nickspoon posted on Feb 8 2006 at 06:29 PM said:
Hopefully, use of paeryn's (sp?) hardware accelerated libs will make it scale up automatically?
Already using them. Rlyeh's minilib also uses the scaler, but SDL is quicker for some strange reason so I've switched back to that.
 
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It's not really scalling it's pixel doubling - which doesn't result in distortion, just a blocky image. (there is a difference)

Only it's not pixel doubling, it's pixel one and a halfing.
But it is regular which makes it look much better than an irregular scaling.
 
gdelappa posted on Feb 8 2006 at 04:13 PM said:
And what about going into the water? Is it going to be fixed in the next release of Quake for gp2x?
FYI: each time that you jump into the water, quake2x freezes...too bad.
That was supposedly fixed already. It doesn't in my version of Quake.
 
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Ravnos posted on Feb 8 2006 at 07:02 PM said:
gdelappa posted on Feb 8 2006 at 04:13 PM said:
And what about going into the water? Is it going to be fixed in the next release of Quake for gp2x?
FYI: each time that you jump into the water, quake2x freezes...too bad.
That was supposedly fixed already. It doesn't in my version of Quake.
yeah, fine for me

try updating or seeing if you have the newest version
 
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DemonStar55 posted on Feb 9 2006 at 12:10 AM said:
Ravnos posted on Feb 8 2006 at 07:02 PM said:
gdelappa posted on Feb 8 2006 at 04:13 PM said:
And what about going into the water? Is it going to be fixed in the next release of Quake for gp2x?
FYI: each time that you jump into the water, quake2x freezes...too bad.
That was supposedly fixed already. It doesn't in my version of Quake.
yeah, fine for me

try updating or seeing if you have the newest version
There's only one version. The water bug doesn't always effect everyone, and yes it will be fixed because it's all part of the same instability problem that I'm working on.
 
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Regarding frame rates. What do you actually get if you do timedemo demo1 or does it not support that? Timerefresh or whatever it is to do a 360 spin always gives too optimistic figures. Can you lower the texture scalling? If i recall right it was d_mipscale 3 and d_mipmap 12 or something like that. Made it much blockier but was what I used to do when I played in the online quakeworld leagues so you could see easier and back a few years, to ensure 77fps solid which was the maximum allowed without doing dodgy hacks when I had a slow pc
 
Fiendicus_Prime posted on Feb 8 2006 at 09:05 PM said:
It's not really scalling it's pixel doubling - which doesn't result in distortion, just a blocky image. (there is a difference)

Only it's not pixel doubling, it's pixel one and a halfing.
But it is regular which makes it look much better than an irregular scaling.


No it is irregular scaling. Anything other than 1:1, 2:1, 3:1 etc is irregular. You can't light half a pixel so some are doubled while others are 1:1 causing irregularity.

It doesn't bother me because for one you have the option to go 1:1. As long as you have the option to do 1:1 that is fine as you don't need to scale if you don't want to.
 
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