I had the same problem. There is not a start.sh in the newer version. Copy it from the older version and you should be up and runningSid Icarus wrote:What do i need to do to run it on the newest raspbian?
When i launch ./start.sh i get a permission denied.
When i add sudo i get "Command not found"
I had similar issues, what I found was the Class 10 SD card I was using started to get errors when I used the Turbo mode on Raspian (it had previously worked on the normal 700mhz mode), so I tried a Class 6 card I had earmarked as a backup option and it worked perfectly.texy wrote:Anyway it stops part way through with a fatal error - GLES/gl.h: no such file or directory compilation terminated.
Texy
999 is much too high for subdivisions. Not sure what I have in the configs, I linked, but it's more reasonable. When you have it that high, you can actually walk inside the curves on some maps. Picmip does almost nothing performance wise, you can easily leave it at 1, but 0 looks nicer, and hardly drops your fps. I didn't test force model, as I didn't think it would improve performance, and that most people on the Pi wouldn't use that feature anyway. I personally prefer keel over tank jr. :Dfourdee4d wrote:Not tried this on the pi yet, but from years of playing it on the PC, i do remember these settings for max FPS. They might help you get some more FPS:
General GFX
r_subdivisions=999
(reduces the polygon count in curves of the maps, higher setting = more performance)
r_picmip=2-4
(basically mipmap setting, if i remember correctly 4 is best performance but textures will be non-existent)
cg_forceModel=1
(forces enemies to use your model. Less memory usage and polygon counts on the screen)
cg_forceEnemyModel "tankjr"
(forces enemies to use a specific model, this used to be the most popular due to size and sound awareness)
Network
cl_maxpackets=20
(network setting, might help local games, higher packets = more cpu usage. This also applies to solo/local games, a server is created)
snaps=20
(maximum number of 'snapshots' that you wish to receive from the server per second, This also applies to solo/local games, a server is created)
This is very unlikely to be a card error. The error is because it can't find the file gl.h, so it's likely to be a compilation error. Are you running make with the correct settings? Do you have gl.h on your file system (perhaps you haven't installed all pre-requisites). I suspect you are trying to build for the wrong platform myself (so perhaps have downloaded the code from the wrong "branch" or have not specified the correct parameters), but I haven't looked at this project in a few months.eLJay wrote:I had similar issues, what I found was the Class 10 SD card I was using started to get errors when I used the Turbo mode on Raspian (it had previously worked on the normal 700mhz mode), so I tried a Class 6 card I had earmarked as a backup option and it worked perfectly.texy wrote:Anyway it stops part way through with a fatal error - GLES/gl.h: no such file or directory compilation terminated.
Texy
Worth a try.
That's not how computers work.DavidS wrote:Strange; When running Quake 3 when it first came out, on a AMD 486DX4 @120MHz with a 3DFX Voodoo 2 graphis adaptor, and 64MB 15ns RAM (A high end system at te time) I whas abe to get 46FPS in the time demo's. How is it then that a computer like the RPi that is so much more powerfull in terms of CPU, GPU, RAM speed, and RAM size is running the same game so much slower? It should b possible to clock the ARM back to 200MHz, the GPU and core to ~100MHz, the RAM o 100MHz and still get 60FPS. What am I missing?

Pretty sure your 486 wasn't running at 1080p.DavidS wrote:Strange; When running Quake 3 when it first came out, on a AMD 486DX4 @120MHz with a 3DFX Voodoo 2 graphis adaptor, and 64MB 15ns RAM (A high end system at te time) I whas abe to get 46FPS in the time demo's. How is it then that a computer like the RPi that is so much more powerfull in terms of CPU, GPU, RAM speed, and RAM size is running the same game so much slower? It should b possible to clock the ARM back to 200MHz, the GPU and core to ~100MHz, the RAM o 100MHz and still get 60FPS. What am I missing?
So you are saying that Windoze 98 came out in 2001, because I was playing CTF in Q3A for over a year before win98. I think that you may be confusing it with unreal turnament. I still have my original id Soft Quake 3 Areana box, System requirements (from the box Sitting between my monitor and keyboard so I can read it while typing):Quake 3 came out at the end of 1999. It's minimum system requirements according to the box I have in front of me were a Pentium MMX at 233 Mhz and 64 MB of RAM. At the time it came I had a Celeron running at 500 Mhz with 128 MB of RAM and a Voodoo (Banshee?) card and had trouble running the game smoothly at 800x600.
As I said, Quake 3 was released in 1999. Quake 1 was in 1996 and Quake 2 in 1997, that's why I said earlier that you were probably mistaken and thinking about an older Quake game.DavidS wrote:NO THE RELEASE VERSION WHAS IN 1996 or 1997. I know ho to read my box.
Seems useless to do that. Instead they should allow to turn AA off, and vsync/frame limit. That will easily give a performance boost, bigger than any hand written assembly code will do. Also instead of optimizing q3, I'd like to see a quake world. That game has a great single player, and single player mods.DavidS wrote:It is ok, I kow when it was installed on my 486, I know when it was released, and I know how fast it was.
Since it seems that the Q3A fans here are more interrested in arguing about what was, rather than seeing the point of my first comment and taking the time to optimize the Q3A port on the RPi, I have been turned off of even thinking about Q3A.
ALL THAT I WATED WHAS FOR SOME ONE THAT HAS THE TIME TO DO SO TO LOOK AT THE SOURCE and find the time critical portions, optimize the algorithms in these portions with an eye on the ARMv6 and VFP instruction set with thought to the RP HW, and then rewrite these small portions in hand optimized assembly.
Though I guess that no one here has the time to do this as we all seem to be to bussy arguing about how well it rus on an AMD486DX4 120. Even having ran it last night to prove my memory to myself and getting over 40FPS on the 486: I would ask that we SPEND MORE TIME PROGRAMMING and LESS TIME IN USELESS DEBATE
I must apologize for allowing myself to contribute to the continuation of the debate.