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Abandoned Quake ports and Vista/7 x64

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  • Abandoned Quake ports and Vista/7 x64

    I am creating this topic to draw authors' attention on running their children on current OSes and CPUs.

    Yesterday I thought about recalling old times and try to spend some minutes with old good Q1 ports. I have encountered the thread on Inside3D with some kind of 'ultimate Q1 links collection' and went to Tomaz and Tyr sites.

    And - bummer - none of them started on my system. Compatibility settings, set to XP SP2 and turned off visual options didn't help in any of cases.

    Some time ago I have found that MH fixed the Tenebrae, that had the same problem and didn't start on my Win 7 x64.

    Maybe someone could take their sources and fix this issue? That would be greatly appreciated!

  • #2
    As this is not the first time I encounter these problems, maybe we collect there some stats on how different engines work on current PCs?

    Please report there the incompatibility issues so we could ask authours or someone to fix them. At least, for the history. As x64 CPU's don't allow to run old games even in emulated Windows XP. At least, my attempts with some other games failed. Or am I wrong and it depends?

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    • #3
      I can recompile or port just about any of them and get them working. In fact 9 times out of 10 a simple recompile with Visual C++ 2008 (or 2010) is all that's needed for an old engine to work (that's what I did with Tenebrae). There is already a selection available at Direct3D 8 Quake - brought to you by MH which - in addition to having been recompiled to work on Win7/x64 - have been ported to D3D8 (which stands a better chance of working correctly on consumer-grade hardware - i.e. Intel graphics).

      TomazQuake is included in this selection.

      These have been ported with functionality rather than absolute performance in mind, so don't expect them to run as well as the GL equivalents. Basically the objective was "get them working" instead of "get them working well". You may also need to set gl_ztrick 0 on many of them. I do have a more performance-oriented version of the GL wrapper I used for these, which I may port onto some more engines in the future.
      IT LIVES! http://directq.blogspot.com/

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      • #4
        Excellent. Sure, I would try it, thanks, MH!

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