Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Quake2 (yamagi based port)

Wed Sep 04, 2013 2:43 am

Here is an update on my quake2 port. The port in general has seen a nice speed boost I think from a combination of fixes and changes picked up by the main project and my rework of the opengles code.
The video menu settings are unstable, so if you need a bigger res change gl_mode in the config file.

http://pickle.gp2x.de/rpi/quake2_rpi.zip
http://pickle.gp2x.de/source/quake2_src.zip

The gles port uses some techniques I used in glquake.
1. Convert vertex arrays into triangle strips and degen them if possible. Memory for the array grows as needed.
2. Convert textures to 16 bit format (rather than 32 bit)
3. Use driver mipmap (code enhancement)
might be other things but this is what come to mind right at this moment.

LeSanglier
Posts: 226
Joined: Fri Jan 11, 2013 8:11 pm
Location: In Hell with God
Contact: Website

Re: Quake2 (yamagi based port)

Fri Sep 06, 2013 1:31 pm

Thank you for modifications !! :D
I test it as soon as possible !
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aurmel
Posts: 1
Joined: Fri Nov 02, 2012 5:21 am

Re: Quake2 (yamagi based port)

Fri Dec 27, 2013 6:49 pm

Hi Pickle,

great job !!

One question I have : I managed to bring a standard server up & running; no problem.
Then I tried to take this one step further and I went after the CTF enhancement.
That's working OK too .... with one little (but serious) restriction : the hook (~Grapple) is not working :(.
Any ideas ??

regards Achim
Pickle wrote:Here is an update on my quake2 port. The port in general has seen a nice speed boost I think from a combination of fixes and changes picked up by the main project and my rework of the opengles code.
The video menu settings are unstable, so if you need a bigger res change gl_mode in the config file.

http://pickle.gp2x.de/rpi/quake2_rpi.zip
http://pickle.gp2x.de/source/quake2_src.zip

The gles port uses some techniques I used in glquake.
1. Convert vertex arrays into triangle strips and degen them if possible. Memory for the array grows as needed.
2. Convert textures to 16 bit format (rather than 32 bit)
3. Use driver mipmap (code enhancement)
might be other things but this is what come to mind right at this moment.

Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Re: Quake2 (yamagi based port)

Thu Jan 09, 2014 4:08 pm

create a bug report to the original project https://github.com/yquake2

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ulysess
Posts: 305
Joined: Thu Aug 02, 2012 6:35 am
Location: Spain
Contact: Website

Re: Quake2 (yamagi based port)

Sun Mar 15, 2015 12:12 pm

Hi.

I’m tested this port again & with the latest Raspbian image (2015-02-16-raspbian-wheezy.img), doesn’t work.

I tried on Raspberry Pi Model B & Raspberry Pi 2

Can anyone try it?
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Tirpitz
Posts: 27
Joined: Thu Aug 02, 2012 5:55 pm

Re: Quake2 (yamagi based port)

Sun Nov 29, 2015 2:47 pm

Archive with Quake 2 binaries or archived file corrupted, unable to extract q2ded.

CptKlink
Posts: 9
Joined: Tue Nov 29, 2016 4:39 am

Re: Quake2 (yamagi based port)

Mon Dec 05, 2016 3:31 pm

this is old but can anybody help me build and get quake 2 running?

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Niehztog
Posts: 14
Joined: Wed May 23, 2012 4:35 pm

Re: Quake2 (yamagi based port)

Thu Aug 10, 2017 2:13 pm

I managed to make Pickles code compile on my Raspberry Pi 3 (raspbian 9 stretch), but unfortunately the screen stays black after launching the executeable. I imported the sources and my modifications to github, maybe someone else has better luck with this. Any help would be appreciated.

src: https://github.com/Niehztog/yquake2
binary: https://github.com/Niehztog/yquake2/fil ... est.tar.gz

Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Re: Quake2 (yamagi based port)

Fri Aug 11, 2017 1:42 am

maybe the egl / window methods have changed since now?

jdonald
Posts: 139
Joined: Fri Nov 03, 2017 4:36 pm

Re: Quake2 (yamagi based port)

Sun Nov 18, 2018 10:51 pm

Just found this old thread. It seems most users interested in Quake 2 on the Pi are now using full OpenGL with the yquake2 master branch. New thread for reference: viewtopic.php?t=180667

I had been wondering about running Quake 2 on bcm_host + proprietary Broadcom EGL driver a while ago, so it's good to know about the Pickle and Niehztog repos. If ever looking to squeeze more rendering performance out in the old driver we've got some good reference code here.

Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Re: Quake2 (yamagi based port)

Mon Nov 19, 2018 12:51 am

really RPI's run full desktop opengl and not an ES profile?

jdonald
Posts: 139
Joined: Fri Nov 03, 2017 4:36 pm

Re: Quake2 (yamagi based port)

Mon Nov 19, 2018 12:56 am

That's right! First announced with a Jessie update in 2016: https://www.raspberrypi.org/blog/anothe ... n-release/

And I think the release of Raspbian Stretch in August 2017 is when they removed the "experimental" tag.

Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Re: Quake2 (yamagi based port)

Mon Nov 19, 2018 3:34 am

thanks im only 2 years late :-)
I only have a the RPI original so no update for me. But neat that they made it work.

krisu11
Posts: 9
Joined: Sun Dec 02, 2018 3:41 pm

Re: Quake2 (yamagi based port)

Mon Dec 03, 2018 5:16 pm

Is it possible to run SiN or Heretic 2? They are using the same id2 engine.
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Pickle
Posts: 68
Joined: Tue Sep 20, 2011 5:09 pm

Re: Quake2 (yamagi based port)

Mon Dec 03, 2018 6:05 pm

@krisu11 even though they are based on the engine each one could introduce its own changes the engine. But not only that the game logic will be different so without the source its not possible to run.
There was a linux version of heretic 2 but its for x86. The only way to run that on arm would be with a qemu+wine setup, but i would not expect it to run well on the rpi gpu.

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