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3dfx Section >> 3dfx Drivers >> GLQuake (darkplaces) drivers. http://www.falconfly.de/cgi-bin/yabb2/YaBB.pl?num=1140082091 Message started by Raithe on 16.02.06 at 10:28:11 |
Title: Re: GLQuake (darkplaces) drivers. Post by paulpsomiadis on 17.02.06 at 01:39:55
There's an amazing function called SEARCH on the forum... ::)
Although (not to be picky) but THIS thread is only a few down from the new one you created in the "3Dfx Drivers" area... :P http://www.falconfly-central.de/cgi-bin/yabb/YaBB.pl?board=drivers;action=display;num=1135432508 Choc full of SAGE links... ;) Don't worry though, you're a noob here so everyone makes mistakes from time to time! ;D Give SAGE a whirl and see how it goes! 8) |
Title: Re: GLQuake (darkplaces) drivers. Post by FalconFly on 17.02.06 at 02:50:14
Well, I've never heard this Mod for Quake 1, does it by any chance possibly include a new OpenGL Rendering engine that might exceed a normal Voodoo5's capabilities ?
Ideal case, at least MesaFX or the quite new SAGE OpenGL Cores work, but I'm sure none of these were tested on specific Game Mods such as this one during development. So there is a chance that it simply doesn't work because noone ever looked at this Mod's specific OpenGL Requirements... worst case, they're tailored at too many modern OpenGL extensions not yet supported (or not properly implemented) even in the latest OpenGL creations for 3dfx. |
Title: Re: GLQuake (darkplaces) drivers. Post by ps47 on 17.02.06 at 04:14:41
the mod was playable on my v5 pc after some tweaking (say 25-40FPS),but I have a 1400MHz CPU (I was using mesafx).
try using mesafx and turn everything off in the video options menu.. |
Title: Re: GLQuake (darkplaces) drivers. Post by Raithe on 17.02.06 at 06:27:53
Yep,
saw the thread with the SAGE links, but one goes to Daniel's site which doesn't have the 1.90 version and the others are where I was trying at 3dfxzone. (which is so far the only place I've seen the V4/5 version anyone know who compiled it, or what changes they made?) anyway the link at 3dfxzone was working again when I logged in tonight; so I gave it a go. The SAGE worked wonders. DarkPlaces framerate jumped to the 23 - 51 range & almost never drops below 19 now. Also started seeing some features that weren't active before. (probably the dxtnl, I didn't bother too check yet.) I had to turn off a couple of menu options but oddly most things didn't affect the fps one way or the other. I cranked the options to full and other than turning on RealTimeWorld & Bloom Effects (those crawl) I never saw more than a 3 - 5 fps drop overall.... wierd. The Texture Blending is a little broken, looks like a swinging light over a grid where its supposed to be. For those interested heres some tests from other popular Quake ports. VengeanceR2 works very well (accurately renders) though the effects are so heavy my fps was in the 1 - 5 zone. Framerate was really high with this port under Mesa but everything was overlayed with bright blue lines. (texture issue?) FuhQuake & Tremor (both mostly based on JoeQuake) will work with SAGE ... but textures are overlayed in a bright wash, almost looks like a negative B&W photo image. Particles render properly. framerate is quite fair (25 - 35). I suspect with some better documentation of the ports (or hunting) I could even fix the problem with one of the GL flags from the console, I'll keep trying. (it is kinda neat looking though) All older ports (Fitz, GQ etc) I tried and the original GLQuake (that goes for Hexen2 as well) won't even load under SAGE. Crashes as soon as it goes fullscreen. No big loss though, these run like demons even at 1600x1280 under wickedGL so... I aslo tried Uplink (doesn't render right), and a few doom engines (inconclusive yet) that was all I've had time for so far. Anyway thats my little adventure with SAGE. I'd have to say this overall is an amazing dll for as young as it is. When it works it really works. Daniel did a great job. Let me know if you would like to here more of my adventures in Quakeland or see screens, more specific results etc of the aforementioned engines under SAGE. I figure its always good for a hardware community to share information for future reference. (Crom knows I'd have had a mental breakdown from my V3 if it hadn't been for others posting their tales of suffering in forums.) Thanks for the help. Jack. |
Title: Re: GLQuake (darkplaces) drivers. Post by ps47 on 17.02.06 at 06:53:03
you should report this at 3dfxzone,Daniel stil peeks in there from time to time.which dxtn.dll did you use btw?
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Title: Re: GLQuake (darkplaces) drivers. Post by Raithe on 17.02.06 at 07:04:25
Good point I'll drop a reply there later tonight.
hmmm lets see... not sure the properties don't list a version number and there's no docs in the zip. The date is Oct 11, 2005. 42095 bytes. It's the one they packaged with the 1.90 release of SAGE. I'm still really curious where this came from I can't find anything about it on 3dfxzone's forums or Daniels site. He only has the 0.90 and 0.92 versions. where did this mystery V4/5 version come from? BTW I noticed your title below your avatar, if that's reffering to the page @ shifter then you have my undying thanks. I'd have never gotten NeverwinterNights working without it when I had the V3. |
Title: Re: GLQuake (darkplaces) drivers. Post by ps47 on 20.02.06 at 10:45:33
yup,the helppage is my playground right now (did a small update to the game game guide few days ago).btw,can you give me a link to the sage driver you have used for darkplaces? cant find it anywhere ???
edit: got it.yeah,mystery release indeed.. |
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