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game/shoot/BlitzQuake68k_150.lha |
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BlitzQuake - GLQuake and GLQwcl ports by Christian Michael
GLqwcl/GLquake 68k (v1.0 - first Aminet-Release)
Based on quake/quakeworld by Frank Wille and Steffen Haeuser
New version 1.50 (581 012 bytes):
- recompiled using gcc 2.95.3-4 for the 68040/68060
- added "$VER: BlitzQuake 1.50 by Christian Michael" into the program
- use the mathieedoubtrans.library 46.00 from Matthias Henze in Sys:Libs/
- 122 364 bytes saved
Changes since 1.31 beta4 (703 376 bytes):
Recompiled with GCC V 2.95.3 (faster than vbcc)
IMPORTANT: needs at least 600K stack set manually
- Scripts for launching from quakedir: are included
- Demo and example-serverlist for GLqwcl included
Visuals:
- Added R5G6B5 lightmap format for better color-resolution
Enable this new lightmap with startup-parameter -lm_RGB
- Discovered that additive beleding looks good on voodoo3
Additive blending for lightballs was previously disabled.
Visuals (GLquake only):
- Added a new parameter -litfiles (enables colored lights)
Litfiles archive, gl_flashblend 0 gl_fake_multitexture 1
and r_litfiles 1 needed.
- Added new cvar: gl_glows.
The effects are performance degrading but look very cool.
- Improved the look of fog (gl_fog 1)
- Added possibility to keep lightbulb-effects during dynamic
lightmapping (gl_flashblend 0) if gl_glows is enabled.
For best visuals try the combination of "gl_flashblend 0",
"gl_glows 1" and "gl_fake_multitexture 1", "r_litfiles 1"
and the startup-parameters "-litfiles -lm_RGB"
Performance:
- large general speedup (partly due to GCC)
- Decided to make GL_POINTS the default primitive for
particles and removed the standard method completely.
- Made "r_models_maxdist" affect standard model-drawing
- Replaced "r_vertexarrays 2" with "r_cull_aggressive 1"
and ensured that it will only discard peripheral objects
- Models: Sacrificed pr primitive shadecolor in favor of
pr model shadecolor (gl_smoothmodels 0)
Performance (geometrycache - GLqwcl only):
- Geometrycache (-cachearrays) was rewritten and optimized
to use GL_EXT_compiled_vertex_array which means almost
same speed as the previous system, but with full clipping.
- Reduced requirements for cache indices by a factor 5,
allowing for caching all aliasmodels in the new format.
The cache currently uses around 8K/modelframe for remapped
geometry and indices.
- model_LOD command removed.
Instead, I added a possibility to use lossy compression
for model-geometry, in order to boost performance.
This is a very simple form of LOD reduction. It works by
allowing tolerance when searching for identical vertices.
It can be enabled by the parameter -geometrycompress #,
where # is in the range 1 to 8.
- The compiled arrays can be disabled with
"gl_compiled_arrays 0", in which case it will use the
standard glDrawElements pipeline (don't try - it is slower
than normal vertexarrays without cache..)
Bugfixes:
- Fixed issues with alpha testing (ref value was too high)
- Fixed broken lightmap formats (GL_LUMINANCE/GL_ALPHA)
- Fixed details and controls submenus in GLquake
- Fixed bounding box culling for rotating models
(bug in original src)
- Fixed memory bug and re-enabled default 2048 particles
- Fixed some rare crashes related to the experimental
guardband-clipping in MiniGL
misc:
- removed local transformations "gl_local_transform" since
it was of lower quality and only marginally faster than
the current MiniGL pipeline.
Suggestions for further performance-improvements:
- Rewrite model loaders for compiled-vertexarrays
(See gl_rmain.c in GLqwcl src for implementation)
- Rewrite inner loops in ASM (MiniGL and GLquake/GLqwcl)
- Rewrite particlesystem - current is slow and looks boring
Other suggestions:
- Fix AHI code
- Fix interpolation for shadows in GLquake
- Add some new funky effects :)
- Write fully OpenGL-compilant point-draw func for MiniGL
- Implement HalfLife bsp (see ThomazQuake/Darkplaces)
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Contents of game/shoot/BlitzQuake68k_150.lha
PERMISSION UID GID PACKED SIZE RATIO METHOD CRC STAMP NAME
---------- ----------- ------- ------- ------ ---------- ------------ ----------
[unknown] 2124 4212 50.4% -lh6- d91a May 11 08:01 BlitzQuake_68k/BlitzQuake_68k.readme
[unknown] 217 383 56.7% -lh6- a2b1 May 11 08:00 BlitzQuake_68k/Configs/fastrender.cfg
[unknown] 1844 2802 65.8% -lh6- 2ad1 May 11 08:00 BlitzQuake_68k/Docs/GLQ-68K_MANUAL.info
[unknown] 1883 4178 45.1% -lh6- 41a1 May 11 08:00 BlitzQuake_68k/Docs/GLQ-68K_MANUAL/console_and_param.readme
[unknown] 1782 3530 50.5% -lh6- 4035 May 11 08:00 BlitzQuake_68k/Docs/GLQ-68K_MANUAL/GLQ_GLQW-68K.readme
[unknown] 2730 5715 47.8% -lh6- 86f0 May 11 08:00 BlitzQuake_68k/Docs/GLQ-68K_MANUAL/performance.readme
[unknown] 5485 11929 46.0% -lh6- 8fb3 May 11 08:00 BlitzQuake_68k/Docs/GLQ-68K_MANUAL/qwcl.readme
[unknown] 179 239 74.9% -lh6- 1250 May 11 08:03 BlitzQuake_68k/glquake
[unknown] 10211 14028 72.8% -lh6- 1294 May 11 08:03 BlitzQuake_68k/glquake.info
[unknown] 271012 581012 46.6% -lh6- 0366 May 10 17:56 BlitzQuake_68k/glquake68k_blitz
[unknown] 81228 195756 41.5% -lh6- 0fe9 May 11 08:00 BlitzQuake_68k/qw/crusher.qwd
[unknown] 164 289 56.7% -lh6- 507f May 11 08:00 BlitzQuake_68k/qw/servers.txt
---------- ----------- ------- ------- ------ ---------- ------------ ----------
Total 12 files 378859 824073 46.0% May 17 20:49
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