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Thread: RadQuake

                  
   
  1. #1
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    Default RadQuake

    I was wondering since Ians improved his skill constantly and so had the rest of the RadQuake team if we'd be likly to see a new RQ with some improvements.

    These are some of the things I was wondering apon.

    *HighReso( 640x480 )
    *Zlib compressed saving
    *AntiAlasing
    *Menu resizing for HighReso ( No small text like on the test version. Text like titiniums port)
    *Even more speed up to acomedate these new features which will surly slow it down.


  2. #2

    Default Re: RadQuake

    Hm, I won't say anything beside that there will be a new version.
    MetaFox asked BlackAura (nxDoom, GenesisplusDC) so he revives his nxQuake project (that merged into RADQuake some time ago) or better: reports GLQuake.
    Beside that Fragger adds his Mods (compressed Saving routines, JoyMenu & JoyConsole etc) to the project.
    But speud & Ian are also still active on the RADQuake project.

    I guess we'll see something great coming along these days...

    Chris

  3. #3
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    Default Re: RadQuake

    Saving would be the most important next I guess but, high reso is the one thing making me cling on to titiniums port still.

  4. #4

    Default Re: RadQuake

    [quote author=Christuserloeser link=board=homebrew;num=1092444607;start=0#1 date=08/13/04 at 20:03:53]MetaFox asked BlackAura (nxDoom, GenesisplusDC) so he revives his nxQuake project (that merged into RADQuake some time ago) or better: reports GLQuake.[/quote]BlackAura is really the person who should be getting credit for this. He's been doing a lot since I contacted him about nxQuake.

  5. #5

    Default Re: RadQuake

    Sure, my wording wasn't perfect. :-/ I know BlackAura does all the work on it...
    ..but also thanx for asking him

  6. #6

    Default Re: RadQuake

    [quote author=Christuserloeser link=board=homebrew;num=1092444607;start=0#4 date=08/13/04 at 21:11:18]Sure, my wording wasn't perfect. :-/ I know BlackAura does all the work on it...
    ..but also thanx for asking him [/quote]I'm planning to do some on it too, but I haven't managed to get anything that I've tried to actually work yet.

    BlackAura has gotten a lot done though. BA rocks.

  7. #7
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    Default Re: RadQuake

    Still haven't gotten GLQuake working yet. At the moment, it seems to hang just before it gets around to changing the video mode, which means none of the OpenGL code is even being executed. I have a large list of things that aren't wrong with it, but that doesn't help much. I'll find it eventually.

    On the plus side, the software rendered version works a lot better than it used to. You can't change screen resolutions on the fly (yet), but you can use any video mode the Dreamcast can output, and it'll run just fine. Perhaps a little slowly if you try 768x576 PAL or 800x608 VGA, but it works.

    Other than that, music works perfectly (Ogg Vorbis streams), sound works partially (it's being generated, but it's not being sent to the sound hardware yet), both mission packs run correctly, the modlist is a little less broken than it used to be, there are a few other internal fixes, and the PC-based SDL version no longer works properly.

  8. #8
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    Default Re: RadQuake

    Nice to hear of some progress

  9. #9
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    Default Re: RadQuake

    Not much progress still...

    I worked out what was wrong with it, but it's still not working properly. Now it loads and seems to be working fine until you get to the game. In game, it just shows a load of garbage all over the screen (running at a very high framerate, ), then it slows down to a crawl, then it runs out of texture memory and crashes.

    I've just tried using Bero's GL library instead of KGL, and I have a similar problem. The screen is filled with a completely different kind of garbage, which looks like everything's been stuck to the upper-left corner of the screen and then drawn in 2D, then it slows down, then it crashes with some problem related to main memory (instead of texture memory).

    At least with Bero's GL library, I think I know what's causing the graphical corruption - it looks like it's not applying the transformation matrices correctly. However, I don't know who, nor do I know how to fix it.

    I don't have any idea why it slows down so much, and then crashes either. I think it might be the texture scaling code causing it, because that's the only bit which keeps allocating and freeing memory while the game's running. The problem is that code has to be there, or we'd run out of memory before we get started.

    I think I'm just going to work on the software rendered version for the time being. The hardware rendered version is just too much hassle right now.

  10. #10
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    Default Re: RadQuake


    Yeah still active any news is posted on teh offical radquake forum . Compressed saving is working fine.

    Just have to wait.

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