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 Post subject: Dreamplaces
PostPosted: Fri Jul 27, 2007 4:53 pm 
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DCEmu Ex-Mod
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I found at YouTube that Chui is porting Darkplaces to the Dreamcast:


It takes a while to load. The game starts at 00:54.
As you see, it's running at 640x480 and has dynamic lights. The dynamic lights are visible at 3:04 when he's using the shotgun, at 3:27, and at the end of the video, when the bird and the tree are fighting.

That's great news. Hopefully QuakeDC will finally become obsolete.

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 Post subject: Re: Dreamplaces
PostPosted: Fri Jul 27, 2007 9:30 pm 
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DP is memory heavy for the engine alone, so i'm a bit skeptic about this being real

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 Post subject: Re: Dreamplaces
PostPosted: Fri Jul 27, 2007 11:20 pm 
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Looks legit to me, same texture errors DCQuake displays (whited out textures) along with other visual problems that DCQuake displayed but is running DP Features. This is amazing regardless even if it's an early version! I wonder how he managed to do it?

My only main concern is RAM usage as DP is a memory hog =P

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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 12:17 am 
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I wouldn't doubt it coming from Chui.


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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 12:23 am 
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i'm starting to really doubt this.

Chui seems to be part of '3dfx development', as in the group of nobodies who really think they are a legal established company, riding only on ego etc, and all sorts of crap they fail to deliver like this.

Attention stunt, and I recall seeing the same visual artifacts on a s3 Savage Pro Twister integrated laptop video chipset in GLQuake / CheapHack / Darkplaces

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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 2:12 am 
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Bit of a harsh reply :\

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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 12:03 pm 
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yeah but jumping to conclusions is fun

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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 3:59 pm 
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linlinlol wrote:
DP is memory heavy for the engine alone, so i'm a bit skeptic about this being real

Maybe that's why it doesn't output any sound, like Bero's DCQuake 2 port. And the map in the video looks quite small.

Here's an earlier video:

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 Post subject: Re: Dreamplaces
PostPosted: Sat Jul 28, 2007 11:11 pm 
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So, do you think this means the DC could finally have a nextwork-compatible Quake engine?


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 Post subject: Re: Dreamplaces
PostPosted: Mon Jul 30, 2007 3:14 pm 
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All I've seen is those videos, I don't know what Chui is doing with this port.

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 Post subject: Re: Dreamplaces
PostPosted: Wed Aug 15, 2007 8:29 am 
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I remember having asked him about hardware acceleration in nxMakaqu back in January 2006. It's great that he didn't forget about this. :)

linlinlol wrote:
some bs


Have you ever tried any of Chui's projects ?

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 Post subject: Re: Dreamplaces
PostPosted: Sat Aug 18, 2007 9:39 pm 
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DP is a resource hog, but he could be using a software culling technique, interfacing with the Kyro harware register set or some shit like that.

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 Post subject: Re: Dreamplaces
PostPosted: Tue Aug 21, 2007 1:29 am 
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Morphv2 wrote:
DP is a resource hog, but he could be using a software culling technique, interfacing with the Kyro harware register set or some shit like that.

what kyro? DC has the even worse neon250 chip.

(Darkplaces doesn't work well on a Kyro at all, especially with dynamic lights. Realtime lighting would blacken the level completely as there is no cubemap support, so yeah that's out of the question)

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 4:01 am 
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There's a tech demo out now.

http://www.dcemu.co.uk/vbulletin/showthread.php?t=96302

It doesn't have sound and I haven't really figured out the default controls but it works.

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 7:27 am 
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Well I've just tried it and I must say, it looks really promising speedwise. Though the controls are mapped kinda weird and rotating the view using analogue stick is a way too slow. I'll try to extract the files, which are only needed for dream places from the image and release them, so people can try mods as TAOV with it.

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 8:19 am 
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Well I got DP separated from the rest of the image:
http://rapidshare.com/files/98457711/dp.rar.html (7,3 mb)

dreamplaces.bin is unscrambled. I used demomenu to boot it up after pressing Y and X (no idea which one switches demomenu to unscrambled loading mode).
The archive includes some maps(which also are part of chui's dp compilation) however I could not test them, since I don't have a dc keyboard at my apartment.

EDIT: I've just taken a look at the key-binds and they look totally f*cked up to me because you kinda do multiple things while pressing only one button, like jump and shoot and shoot und run forward. Chui didn't rename the key names for the dc-joypad either.
My findings for the names so far are:

Code:
downarrow - dc down
uparrow - dc up
leftarrow - dc left
rightarrow - dc right
joy7 - dc x
joy2 - dc b
joy6 - dc y
joy3 - dc a
joy4 - dc start
tab - dc right shoulder
backspace - dc left shoulder


I can only hope someone with a dc-keyboard can test ist and tell us how the keyboard controls are...

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 10:17 am 
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Shame I'm out of CD-R's, if anyone can tests mods with this that'd be great.

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 11:41 am 
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Also where's the source code?

Edit: I also highly recommend removing Q3DM7 from there, quite illegal.

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 1:20 pm 
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Moi wrote:
Well I got DP separated from the rest of the image:
http://rapidshare.com/files/98457711/dp.rar.html (7,3 mb)


Cool. :)

Quote:
I can only hope someone with a dc-keyboard can test ist and tell us how the keyboard controls are...


I haven't tested it with a keyboard yet, but I am positive that it's the keyboard that it's meant to be played with. It doesn't seem possible to get very far with just using the controller.

Also, all other games on the compilation seem like they would be playable with a keyboard.


EDIT: It expects a keyboard in port 4 and also a mouse it seems. Now I don't have a mouse but customizing controls with keyboard is no prob.

I've been running around now a bit and speed-wise it's really promising :)



Tyne wrote:
Also where's the source code?


Why don't you email/PM Chui ? =P


Hm, maybe it' included to the compilation... ?

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 Post subject: Re: Dreamplaces
PostPosted: Mon Mar 10, 2008 5:40 pm 
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Thank you so much for your hard work!


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