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InsideQC Forums • View topic - Engoo

Engoo

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Re: Engoo

Postby leileilol » Thu Oct 17, 2013 9:36 pm

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Re: Engoo

Postby qbism » Fri Oct 18, 2013 1:00 pm

Regarding mh gdi+ddraw, it does not actually use gdi out of the box as I recall, even with vid_ddraw= 0. (unless I broke it on original implementation). Also have to verify that inverted buffer for bitblt is used correctly everywhere.
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Re: Engoo

Postby revelator » Fri Oct 18, 2013 2:23 pm

I seem to recall there was some trouble with win9x and gdi and a QFE patch from Microsoft hmm ?.
Might be me remembering wrong but check for gditool i seem to recall it was named something like that.
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Re: Engoo

Postby leileilol » Sat Oct 19, 2013 12:30 am

It's still lost on me why it doesn't work. The DirectX headers and stuff I have installed with MSVC6 is 7.
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Re: Engoo

Postby r00k » Sat Oct 19, 2013 5:17 am

Hey peeps,

I recently revived my old Pentuim II 300Mhz, 224 Mb, IBM 300PL, Integrated Chip S3 trio something....
It has Win 98SE, (though I can toss Ubuntu on it)....

My question is how well are the FPS in a basic DOS engine at, say, 640x400?
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Re: Engoo

Postby leileilol » Sat Oct 19, 2013 5:26 am

That depends if you have write cache combining enabled or not. Give FASTVID a try on that thing and watch Quake.exe fly :D
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Re: Engoo

Postby r00k » Sun Oct 20, 2013 4:32 am

You cant put a ring in a box!?!


fine 30 fps and ill take that if its not right. ;)


/googles FASTVID... :)
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Re: Engoo

Postby leileilol » Sun Oct 20, 2013 10:02 am

Also since it's S3 Trio you may want to snag s3vbe20 so you can access the said 640x400 mode as it is VESA 2.0
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Re: Engoo

Postby r00k » Sun Oct 20, 2013 10:27 pm

k thanks... vesa forgot all about that.!
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Re: Engoo

Postby leileilol » Mon Dec 02, 2013 9:44 pm

Committed a fix for those sprites being stretched. Was an artifact of one attempt at making lens reflections which i'll return to later. I wanted to make flares as obnoxious as jDoom/jHeretic/jHexen just for the lols :D

I also committed the Q2 ref_soft 3dfxglish lighting... I still don't want to make yet another fragmenty Quake2 source port so maybe my new stuff can be stuck in r1q2 or Quake2 unofficial patch or something (but not replacing the classic software renderer entirely, just cvar'd). Still gotta fix the awful model lighting and maybe I should regenerate the 18bit table per gamma change... and I tried to make my differences as clean as possible for adaptation.


Image Image


i'm also curious how the qbism colored lighting would look in Q2 in comparison with PowerVR lighting...
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Re: Engoo

Postby qbism » Tue Dec 03, 2013 2:38 am

One similarity is the affinity for olive green. I wonder if the orange tint of Q2 was in reaction to low-end monitors (and TVs) of the time, which had a hard time with yellow and orange rendition.
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Re: Engoo

Postby leileilol » Tue Dec 31, 2013 1:36 pm

.

It's still buggy as ever though. I just wanted to get this out before the year ended, and I wanted to replace the only 3 year old public release that was sorely out of date.

One thing of note added in this are the flame replacements (r_flamehack 2 to enable) and the chrome metal effect (r_shinygrays 1)
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Re: Engoo

Postby qbism » Fri Jan 03, 2014 5:38 am

First impression of 277-

Stable with surprisingly good fps in a quick test with a bunch of effects on. All available vid resolutions worked with proper graphics scaling and fov. Water refraction looks incredible with much less vwep smearing and fps cost than previous build. Reflections should suck fps down to 2 then die but does not. Not much fps hit. Only issue is items popping in-and-out of reflection depending on view angle.

Fog dithering is smoother, similar in density to gl_quake engines, and only a 10% FPS hit as compared to 20% for, umm, 'brand X'.Image

Something is strange with the config. One of the settings (not sure which) will cause odd colors when the exe is restarted I couldn't duplicate it every time.Image

engwin can open rubicon2 start map but dropping surfaces. engqsb plays rubicon2 startup demo but crashes on start.

The only thing missing in this fx arsenal is makaqu-style transparent entities, func_wall alpha etc.

opengl Y2K style without losing the sharp softwareiness. Overall a jaw-dropping release.
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Re: Engoo

Postby LordHavoc » Fri Jan 03, 2014 6:29 am

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Re: Engoo

Postby qbism » Fri Jan 03, 2014 2:15 pm

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