Search found 9480 matches
- Mon Jan 21, 2002 8:26 am
- Forum: First Person Shooters Development
- Topic: Quake 2 source code released..
- Replies: 45
- Views: 6795
It [i]does[/i] need more than 16 megs of RAM on a PC. I have checked the ammount of memory Quake 2 uses and it uses between 12 and 20 Mb while the game is running. However, during loading, it peaks at 32 Mb or less, depending on the map. It's more if you're using OpenGL. However, if we strip the sou...
- Fri Jan 11, 2002 8:14 am
- Forum: First Person Shooters Development
- Topic: Quake 2 source code released..
- Replies: 45
- Views: 6795
It is possible. In fact, it could be done in a few weeks IF the dreamcast had 32 Mb of RAM. Alas, it has but a mere 16 Mb of main RAM, so Quake 2 will not load. At all. Not even a little bit. However, it should be possible with some MAJOR modifications to reduce RAM usage. Quake 2 is not very memory...
- Fri Jan 11, 2002 8:02 am
- Forum: First Person Shooters Development
- Topic: Problem.
- Replies: 8
- Views: 1223
- Fri Jan 11, 2002 7:48 am
- Forum: First Person Shooters Development
- Topic: Master Levels for Doom (or is it Doom 2)? Is it compatible?
- Replies: 2
- Views: 774
You could use a tool like DEU to patch the Doom (2) WAD file with the master levels. I have never actually seen them, so I have no idea how they are structured, but you should be able to patch your Doom 2 WAD file and run it as if it were a main wad file. Then, rename it to a WAD you don't have (Doo...
- Mon Jan 07, 2002 11:11 am
- Forum: First Person Shooters Development
- Topic: Wad file names
- Replies: 2
- Views: 947
The WAD files that DoomDC should support are the same as the ones from the PC source release. Ultimate Doom works (sort of) using DOOM.WAD, but is supposed to be DOOMU.WAD. Here's the list of WADs from the source code released by id: Doom Shareware: DOOM1.WAD Doom: DOOM.WAD Ultimate Doom: DOOMU.WAD ...
- Mon Jan 07, 2002 12:18 am
- Forum: First Person Shooters Development
- Topic: Quake 2 source code released..
- Replies: 45
- Views: 6795
Right. I've worked out what you've gotta do. First, there is a MAJOR memory problem. I've got Quake 2 to use about 14.5 Mb of ram playing the first demo, but it peaks to about 25Mb while loading. It allocates a lot of extra space that it later frees. You'd have to optimize the whole thing for memory...
- Mon Jan 07, 2002 12:11 am
- Forum: Hardware Modification and Repair
- Topic: Extention Bus
- Replies: 19
- Views: 1772
- Mon Jan 07, 2002 12:03 am
- Forum: Programming Discussion
- Topic: Windowing System
- Replies: 10
- Views: 1302
Yes, that's fine on a PC, but that's still a lot of stuff to put on a Dreamcast. Don't get me wrong, Linux is definitely one of the better PC operating systems, but, like all PC operating systems, it has a lot of stuff that's redundant or unnecessary. Windows is far worse for being filled up with cr...
- Sun Jan 06, 2002 9:54 am
- Forum: Hardware Modification and Repair
- Topic: Is there any way of running saturn games on a dreamcast?
- Replies: 14
- Views: 1823
- Sun Jan 06, 2002 9:51 am
- Forum: Gaming Forum
- Topic: n64 emulation, maybe it will kick in a little better now?
- Replies: 4
- Views: 711
- Sun Jan 06, 2002 9:49 am
- Forum: Programming Discussion
- Topic: SH4 GCC
- Replies: 0
- Views: 521
SH4 GCC
All of you GCC gurus are going to laugh at me for this one, but I am stuck. Every time I try to compile anything with GCC for SH$ processors, GCC dedcides to compile SH4 code, and then invoke the x86 assembler. GCC x86 worked fine. How the hell do I stop it doing this? I tried removing GCC for x86, ...
- Sun Jan 06, 2002 9:42 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Best NES Emulator on DC?
- Replies: 3
- Views: 509
I've used NesterDC, and it works great on all my games, as does Nester on my PC. I didn't notice that it wasn't fullscreen though. Anyway, my TV is crap and so I don't need bilinear filtering. Apparently, FRnes works pretty much as well, so unless you have game ROMs with weird mappers, just pick one...
- Sun Jan 06, 2002 9:27 am
- Forum: Programming Discussion
- Topic: Dont laugh......
- Replies: 14
- Views: 1724
Don't worry too much about it. I first tried to use C++ when I was 13, and I couldn't get anywhere. I gave up, and came back to it when Quake 2 was out. Having mucked about with Q2 for ages, I had gotten the hang of some of standard C without even trying. You'll get it in the end. My worst error was...
- Sun Jan 06, 2002 9:21 am
- Forum: Programming Discussion
- Topic: Windowing System
- Replies: 10
- Views: 1302
OK, I'm gonna get flamed for this one, but I personally don;t like Linux. It's way too big when fully set up, and it has way too much overhead. So do Windows and MacOS, so it's not that uncommon. LinuxDC is just not feasible in my opinion. The DC's hardware is too limited to run a complete PC operat...
- Sun Jan 06, 2002 9:15 am
- Forum: Programming Discussion
- Topic: Question for coders...
- Replies: 1
- Views: 506
Is the source code for ROTT out? I wasn't aware of that, but if it is then it might be possible. I haven't been doind DC coding long (2 days?) and as yet I haven't got anything working, but I do know about PC code. Most games when ROTT was released were coded with a lot of x86 ASM. If ROTT uses a lo...
- Sun Jan 06, 2002 9:10 am
- Forum: First Person Shooters Development
- Topic: QuakeDC Source
- Replies: 19
- Views: 2728
The way I see it, the Quake source is GPL'd. This means that, even though it was only distributed officially to Sega developers, they can distribute it to whoever they want. That means that they HAVE to give you the source code, if you ask for it. It even said that it was under GPL, so if you ask th...
- Fri Jan 04, 2002 8:06 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Amiga emulation on Dreamcast
- Replies: 2
- Views: 798
To be honest, I don't think there's a chance. An amiga is perhaps two or three times as complex as a SNES, and SNES emus on DC are rather pathetic. Even Fellow, which is written in 100% ASM, needs a 500MHz PC to get near full speed, and then you have loads of other problems. It's too much hassle. I ...
- Fri Jan 04, 2002 8:01 am
- Forum: First Person Shooters Development
- Topic: Quake 2 source code released..
- Replies: 45
- Views: 6795
In theory, Quake 2 should be portable. I ported it to a PC OS in a few hours. Okay, it's unplayable (no controls) but it seems to work fine. Catch it that, while it would run as a direct port, it would be slow, difficult to play, and have over half of the good features (mod support, network, sound, ...
- Fri Jan 04, 2002 7:53 am
- Forum: Programming Discussion
- Topic: Hmmm... Do I smell Q2?
- Replies: 7
- Views: 1247
I was just experimenting today to see how hard porting Quake 2 to anything would be. I stripped the Win32 port and all x86 optimizations from the code, and tried to compile. It took about half an hour to get it compiling with blank drivers, half an hour to get it running without any apparent memory ...
- Sun Dec 30, 2001 9:09 am
- Forum: Programming Discussion
- Topic: Hmmm... Do I smell Q2?
- Replies: 7
- Views: 1247
I don't see why a port of Quake 2 for the DC would be too hard. Q2 ran in software mode on my old P133 laptop with 16 megs of ram, with an acceptable framerate. The rest of the code is totally portable, and would probably compile under GCC for and SH4 processor with very few (if any) modifications. ...