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Crappy PocketQuake source mod


Crappy PocketQuake source mod

Postby OrIgInAlCampass » Feb 2, 2004 @ 12:45am

I've been piddling with the pocketQuake source over the past few days and have removed a few graphic details with the hopes of increasing framerate. In "timedemo demo1", I get 8.2 - 8.4 fps in the original PocketQuake, 8.9-9.0 with this version. The binary can be downloaded from:

http://209.34.19.154/pqtest.exe

All changes in the source I made can be found by using "Find in files" and looking for the string "OCA|".

http://209.34.19.154/pqtestsrc.zip

Changes (off the top of my head):

-Killed dynamic lighting
-Removed sky updates (clouds stand still)
-Removed screen flashes from item pickups (no apparent performance benefit, may revert this)
-Re-enabled the gamma slider (doesn't effect the skin, only the gameplay window)

There is only one known bug as a side effect of my changes. Because the sky *never* updates, if you load a level with one sky (say, the start map, with the purple one) and then load a level with another type of sky (e1m1, with a light blue sky), the sky in the second level will have the appearence of the first. This shouldn't be too hard to fix, but damnit, the superbowl is on and I intend to watch it ~

With only a very basic understanding of C/C++ and no real understanding of how the Quake engine works, I may not be able to do much more with the source than this. I will keep looking into things though, as I have more ideas for details that could be sacrificed for framerate but can't figure out how to pull it off (for instance, don't draw "decorative" entities like torches, don't swirl the water/lava/teleport texture, etc). I wouldn't hold my breath though =/

-OCA|
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Postby sponge » Feb 2, 2004 @ 1:22am

Not too shabby! However I think it may reach a point where there are just so many little sacrificies, it'll add up to making it not Quake
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Postby OrIgInAlCampass » Feb 2, 2004 @ 2:10am

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Postby sponge » Feb 2, 2004 @ 2:59am

holy internets batman.
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Postby James S » Feb 2, 2004 @ 4:44am

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Postby OrIgInAlCampass » Feb 2, 2004 @ 4:48am

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Postby OrIgInAlCampass » Feb 2, 2004 @ 4:50am

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Postby Guest » Feb 2, 2004 @ 6:33am

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Postby OrIgInAlCampass » Feb 2, 2004 @ 3:27pm

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Postby Caesar » Feb 2, 2004 @ 9:04pm

Organic Superlube? Oh, it's great stuff, great stuff. You really have to keep an eye on it, though--it'll try and slide away from you the first chance it gets.
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Postby OrIgInAlCampass » Feb 2, 2004 @ 9:12pm

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Re: Crappy PocketQuake source mod

Postby Dan East » Feb 2, 2004 @ 11:41pm

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Re: Crappy PocketQuake source mod

Postby sponge » Feb 3, 2004 @ 12:32am

holy internets batman.
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Postby Caesar » Feb 3, 2004 @ 3:33am

Organic Superlube? Oh, it's great stuff, great stuff. You really have to keep an eye on it, though--it'll try and slide away from you the first chance it gets.
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Postby Guest » Feb 3, 2004 @ 2:39pm

Ok I do have all those things, but it seems like somehow the path isn't working.. like it can't find a bunch of stuff.. here is an example of the errors i get..

--------------------Configuration: PocketQuake - Win32 (WCE ARM) Release--------------------
C:\Documents and Settings\Caleb\My Documents\Visual Studio Projects\PocketQuake\zlib\zutil.h(87): Could not find the file alloc.h.
C:\Documents and Settings\Caleb\My Documents\Visual Studio Projects\PocketQuake\zlib\zutil.h(119): Could not find the file unix.h.
C:\Documents and Settings\Caleb\My Documents\Visual Studio Projects\PocketQuake\WinQuake\vid_ppc.c(30): Could not find the file gx.h.
C:\Documents and Settings\Caleb\My Documents\Visual Studio Projects\PocketQuake\WinQuake\vid_ppc.c(31): Could not find the file Aygshell.h.

and so on....
then at the end

Generating Code...
Error executing clarm.exe.

PocketQuake.exe - 2 error(s), 0 warning(s)

should I have just used the default paths? this seems like its just a matter of where the source is located..


Thanks!
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