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DarkBASIC Professional Discussion / Quake 3 made in DBP :) :)

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Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 7th Mar 2003 03:13
Umm well thats about it I guess, As I build my level editor I'm testing out what it can do, and building up a few Quake 3 maps in it to see if they work

There are a few graphical glitches that I am aware of, and no steps are included yet (coming v v soon) but have a look at the shots, and if you're interested, play the demo

SHOTS



DEMO ZIP 1.7Mb
http://www.mywestsomerset.com/kwake3demo.zip

It should have all the media included this time, I've edited my own object format so I'll be interested to see if it works on every1s pcs.

I'd seriously appreciate it if any1 who downloads could post their specs, and fps in different resolutions and detail modes Thanks!
Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 7th Mar 2003 03:24
Oh and no this shouldn't be in the work in progress forums - I'm posting primarily asking for ppl's specs and fps rates, not to point out bugs etc. it hardly counts as a game - no menus systems, hud, collision, enemies, power ups etc. Its just basically a graphics speed test Thanks again

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
PiratSS
22
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Joined: 18th Oct 2002
Location:
Posted: 7th Mar 2003 16:45
cool, no textures


Toughest line of codecol$=asc(left(Pcol$)),1+str$(rev)+chr(80)+left(right(mid(name$),1),1)
EddieRay
22
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Joined: 28th Feb 2003
Location: USA
Posted: 7th Mar 2003 18:53
I ran it in 1024x768x16 on my GF2Go P3-850 laptop. With detail set to "4" I get around 8-15 fps. With detail set to "1" I get around 15-30 fps.

Nice work!

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 7th Mar 2003 20:41
Pirat ss - lol Thanks - actually it is textured, and in detail level 4, lightmapped too! You just won't see the textures, as they are blank to save time in development. However when I get round 2 texturing them, there won't be any drop in frame rate, as the are allready textured

Ed - Thanks man, could you try running them at 320x240 and see how high your framerates are then? I would hope they would be at least 70fps if not higher on that spec

Come on ppl, lets get some more downloads and framerates please! Thank you

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Mar 2003 21:26
oki i'm downloading again ... hopefully this one works this time mate

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
D Man
22
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Joined: 3rd Oct 2002
Location: Germany
Posted: 7th Mar 2003 21:26
I get 106 fps in 1024*768*32(detail level 4) on my 1 GHz AMD-Duron, GeForce 4 Ti 4400.
Good work!

"If you can't make it good
make it look good."
Bill Gates
Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 7th Mar 2003 21:31
Thanks Raven - Yeah sorry about that lol - every1 else says this version works

D Man - cool Thats a nice framerate for that kinda level of detail Thank you

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
medwayman
22
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Joined: 27th Aug 2002
Location: uk
Posted: 7th Mar 2003 22:10
Nice work! The evil sky fx look ace.

I had a problem with detail level 3. I got loads of weird black patterns across the sky that kept changing as you looked around. I tested it in all screen sizes, in both 16 and 32 bit, and got the same results each time.
I can’t upload a screenie but I will mail you some shots if you want.


16 and 32 bit give same results.

320*240
not much variation in frame rates at this rez. About 90-150 fps all detail levels.
140fps drops to 102 when gun fired then to 68 for the explosion

640*480
detail level 1. 84-148 fps
2. 73-120
3. 67-104
4. 61-92
92fps drops to 79 when gun fired then to 60 for the explosion

800*600
1. 69-126
2. 60-99
3. 54-80
4. 48-67
67fps drops to 62 when gun fired then to 38 for the explosion


1024*768
1. 54-79 fps
2. 44-63
3. 38-52
4. 33-44
44fps drops to 39 when gun fired then to 31 for the explosion


duron 650
radeon 7200 64mb ddr
386 mb
win 98
dx 8.1

Curious - carbon based life forms that appear to be entirely devoid of rubber
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Mar 2003 22:13
11fps 640x480x32
AMD Mobile 600Mhz
512Mb SdRam
GeForce2 Go! 32Mb
DirectX9 (in Debug Mode)

took a while to boot up ... i'll test again later though, because right now i have my virus scanner and god knows what else going on. But for now i'm late - gotta be across watford in 15mins

lates

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
Retired Moderator
22
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Mar 2003 22:26
At the 1024x768 - 32bit - Highest Quality I normally get 25-30 FPS.

(I have a P4 1.6 / GF3 Ti200)

The explosion needs a lot of optimisation though, my FPS drops by half during the explosion fx!

Current Project: Retro Compo. Entry.
D Man
22
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Joined: 3rd Oct 2002
Location: Germany
Posted: 8th Mar 2003 11:09
Just a tip...
I think you create the plains for every explosion...
You could create them once and hide'em if you don't need them instead of creating them every time new.

"If you can't make it good
make it look good."
Bill Gates
Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 8th Mar 2003 12:45
Thanx every1

I know whats wrong with the explosios (Its not that it makes a new one its the same onew being hidden and replaced Its 2 things: It changes the lighting effects, and rotates hi res transparant tgas.

I wasn't sure whether this would b processor intensive or not so I left it in 4 all detail levels. For the next version I'll fix this.

As for the sky in detail three, I have a strong suspicion as to why this is, again its fixable

Thanx 4 all the feedback guys, this is exactly why I wanted every1 2 do this

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Rob K
Retired Moderator
22
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 8th Mar 2003 12:48
Explosions are naturally blurry anyway so you can get away with pretty low res effects.

Current Project: Retro Compo. Entry.
the_winch
22
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 8th Mar 2003 17:48
at 800/600 32bit detail 4 I get about 60-80 fps
powervr pyro II and athlon 1300

I got a lot of odd fragmets everywhere see
http://www.geocities.com/crackrim/shot.htm

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 8th Mar 2003 19:06
D_D - Umm woah thats weird! Thanks 4 pointing this out :o I don't know why thats happenning... The textures on the wall are meant to be on the sky, and the floor disappearing is just darn freaky - anybody know why? I would say its a graphics card incompatibility but I'm guessing all other dbp stuff has worked on your pc so far? Also how many mb of ram does the pyro II have? It may be that the draw distance is set too far, I was certainly considering lowering it in the lower detail versions, which may just fix the whole only half the polys showing thing :/

Rob K - Yes u r right, for later versions I'm going to make smaller textures for lod and on lower settings

Thanks every1, I really appreciate this, keep the specs n fps comin!

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
BoB Vila
22
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Joined: 27th Feb 2003
Location: United States
Posted: 8th Mar 2003 19:14
interesting, at work I get 4fps on lowest everything. Its an AthlonXP1800 using the motherboard for 3D grabbing 64 megs of memory from the pool. It won't run worth a $hit in windowed mode but everything will work ok in Exclusive mode.

My Home Computer has a GeForce4 Mx440, so I figured it would run nice and smooth. But for some reason it's giving an error loading image.

Bobvila.com made me take off my avatar! (dunno how they found out)
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 8th Mar 2003 19:18
hey Sam... i wanna talk to ya later, perhaps tonite - but more likely Sunday about this

got some code you might be interested in for the networking
and i want a true platform to test it on (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
CloseToPerfect
22
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Joined: 20th Dec 2002
Location: United States
Posted: 8th Mar 2003 19:21
your using the dbp demo? when I tried to run programs I made in the demo I had a hell of a time getting them to work in the full version, I hope you don't have the same problems.

looks good
but at 800x600 with high detail I only got 21 fps?
1 gig amd, 256 meg, 64 meg savage 2000 v. card.

the_winch
22
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 8th Mar 2003 19:24
I changed the wall texture so I could see the detail better, sorry about that.

The graphical glitches are only present on detail levels 3 and 4, I will see if there are any driver updates for the card and try it again.

The floor hasn't disapeared I just moved outside of the building because it gave a better view of the fragments.

the second image now shows the fragments from inside the building and with all files unmodified from kwake3demo.zip
http://www.geocities.com/crackrim/shot.htm

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 8th Mar 2003 19:53
D_D - Ahh yes I should have noticed that lol sorry. Yep the design is so that you can easily cahnage and add textures so no problem - lol I tht it was doing it itself which would have been a V starnge bug lol Out of interest did you edit the dba code (if so how did you get it) or just the media file? If the graphical errors are only in higher detail levels its prolly the driver or the ram on the card. Thanks again

Bob - Yeah I noticed that on Non dedicated 3d cards the windowed mode is v slow, my new version actually has an option to chose full screen windowed or full screen exclusive No idea why it would have problems loading an image on your home pc Can u give me an idea of spec, operating system etc? Thanks

ClosetoPerfect - no I'm not using the demo - hideous thing lol - a friend of mine compiled it for me using Patch 4.3 beta (hence the demo message and splash) I'm programming it in Patch 3.1 full version, but the 4.3 compile runs much faster thanks to the new pipeline

"at 800x600 with high detail I only got 21 fps?
1 gig amd, 256 meg, 64 meg savage 2000 v. card." - Thanks I would be almost certain that the lowish framerate is to do with some naggin little detail issues that I haven't removed yet. In later versions all detail areas shall be completely configurable in game, like in UT2K so users can twiddle all they like and optimise it for their grfx card

My aim is that the finished game will run at a steady 20-30fps on about 500Mhz machine 16Mb 3dcard with the loweest possible detail, yet look amazing and run well on a high spec machine (By which I mean 1.5Ghz and above with at least a GF364Mb - not a ridiculously hi spec, especially considering the release date of my technology isn't for another 6 months at least)

Raven - Thanks man, sounds interesting, I'll spk 2 ya soon about it. Will be very interested to hear your comments and suggestions

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
the architect
22
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 9th Mar 2003 01:36
Can I just say that I make my plains for effects as I go along and then delete them when the effects are finished. I still get a fair frame rate doing this way. When P4 is released I expect a massive framerate so it does work...

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 9th Mar 2003 01:42
Cool, thanx man. Yep I often do that, but in this sense because I can easily reuse them I do. Making anbd deleting plains on the fly is pretty darn quick tho, thats not whats eating the frames, its that the explosions actually have three lights following them and an animated transparant hi res texture

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Pitroo
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Joined: 9th Mar 2003
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Posted: 9th Mar 2003 19:35
too slow, do something

Murzo
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Joined: 9th Mar 2003
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Posted: 9th Mar 2003 20:35
1600x1200 - 32bit - Highest Detail

i got 56 to 66 FPS running on a 1.4GHz Athlon 512RAM Geforce4 Ti 4600

nice work

Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 9th Mar 2003 23:59
Murzo whoa thats pretty good! Thanx

Pitroo - I appologize if it is slow, but can you give me an idea of your system spec? It'll help me to analyse why it might be and fix it for the next version. Like I said, if you have a 500Mhz machine 16Mb 3dcard or higher my aim is to make it playable at a decent framerate on the lowest settings - thats kinda like a WIP "Minimum Spec" - Gotta lotta optimizin 2 do 1st tho

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me

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