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)).
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.
Shhhh !....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).
Fishbong posted on Feb 8 2006 at 12:54 PM said:Shhhh !....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).
Not so loud, or DaveC will turn up complaining about scaling :lol:
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.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!
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.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?
It's not really scalling it's pixel doubling - which doesn't result in distortion, just a blocky image. (there is a difference)
That was supposedly fixed already. It doesn't in my version of Quake.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.
yeah, fine for meRavnos posted on Feb 8 2006 at 07:02 PM said:That was supposedly fixed already. It doesn't in my version of Quake.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.
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.DemonStar55 posted on Feb 9 2006 at 12:10 AM said:yeah, fine for meRavnos posted on Feb 8 2006 at 07:02 PM said:That was supposedly fixed already. It doesn't in my version of Quake.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.
try updating or seeing if you have the newest version
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.