@JediKnight007 From yours description it seems like new kind of issue. When you have time, can you try set r_drawworld "0" to double check it's not related to world drawing, please.
@JediKnight007 From yours description it seems like new kind of issue. When you have time, can you try set r_drawworld "0" to double check it's not related to world drawing, please.
Thank you. So it is related to world, interesting how drastically it differs on yours system. SB_Update: overflow is the message that appears when sound playback complete full round on cycled buffer before it gets filled with new sounds - i.e. really slow frame rate. From log file I can assume how slow it is. Now working on world drawing optimization seen results on my end. Hope then I done, it will also improve on yours system too.I did that, there doesn't seem to be any slowdown with the world not drawing. There are also no "SB_Update: overflow" messages.
Here are 2 log files , one I think from a clean quit (not from a crash) with world drawing, the other without world drawing. Not sure if they're going to be useful, though.
So it is related to world, interesting how drastically it differs on yours system.
Most of development on RPCS3. I do testing on Super Slim with 4.86 HEN.My system is Rebug 4.86.1 Lite with Cobra 8.2. I can use Mamba 8.4, but I'm playing Doom 3 right now and for some reason it won't play with Mamba. Not sure if that means anything, I know you're using RPCS3.
When it comes to GPU optimisation, you may be able to look up NVidias documentation for the G70 series of GPUs which is the RSX is part of.New version here!
I have completed the work on hardware refresher to the point of playable experience but there are still some issues with performance and scrolling (see Known problems much of programmer talk).
Important:
Game folder now is /dev_hdd0/game/QUAKE2_00 ( _00 added to the end of old one). Aside from that installation and launch instructions and notes from previous release applied to this one as well.
yquake2-ps3_v0_02_pre.self.zip
This is still highly early in development version, bugs, crashes (system freezes with looping sound) still might and will occur. If you find such problems let me know here or on GitHub. By the way, Yes! I finally created own open repository to this port.
https://github.com/TooManySugar/yquake2-ps3
Notes on build:
- Game folder now is /dev_hdd0/game/QUAKE2_00
- First version of hardware refresher running on PS3, based on OpenGL3 refresher of Yamagi Quake 2;
- "developer" cvar set to 1, game prints a lot of information in console and log;
- Built with HUNK_TRACK, all hunk memory allocations is tracked and printed to console and log;
- Fixed sounds shutdown on long rendering frames (bug fix);
- No annoying sound looping on game loading (bug fix).
Known problems:
- Performance - on some scenes framerate could drop below 10 fps. It fully related to how Quake 2's engine draws world - it splits world model into separate faces and draws them separately, which leads to up to 20k draw calls for simple triangles. PS3 can draw with ease objects with hundreds of thousands triangles I've tested it. If someone more experienced with RSX programming knows how to overcome this, help will be much appreciated;
- Scroll surfaces not scrolling - on surfaces with scrolling textures scroll not applied, I believe it's conveyor belts and something else. Quite complicated bug of corruption of Model Matrix in some shaders by setting scroll and overbrightbits uniform consts in others. Choosing between the correct geometry of important objects and texture animation on rare objects, I chose the first one. Also, help much appreciated.
I've planned to introduce pkg building release, allowing to create .pkg with all required contents ('.pak's, music) on user's PCs (linux/windows). This aims to remove reliance on mmCM (or such tool) to install and launch game without distributing copyrighted files with pkg. But just before writing this release notes I found out that built that way pkg's EBOOT.bin can't start game or load save on real hardware (but game with demoscene works). For now my primary focus to fix it for proper v0.02 release with "prepkg" archive.
PAK files need to be in lowercase. Maybe external files/folders too?
Video playback is supported. Place them in a folder named video. Standard Quake 2 videos go in baseq2. Other mods/add-ons go in their respective folders.
Zaero was a planned commercial addon that got canceled but was later released for free. According to one list it's the best Quake 2 mod. Unfortunately, it needs a little editing to get it to run on PS3...
1. Download it here and extract it.
2. You need a PAK editor, I recommend Pakscape.
3. Open the PAK and extract the video folder, then delete it from the PAK.
4. (optional) Extract default.cfg, then delete it from the PAK. (can't edit configs if they're inside a PAK)
5. (optional) Delete the saves and scrnshot folders from the PAK. (saves ~18 MB)
6. Save the PAK.
7. Move the extracted videos to the external video folder.
8. zlogo.cin is corrupt, either delete it or rename it so it doesn't play.
EDIT - it turns out that leaving the video folder in the PAK is the right thing to do, zlogo.cin plays when left inside the PAK.
However, this mod does not work right. There are certain enemies and items (including a required keycard) that do not spawn. This is evident by the log file, and by watching the demo and playthroughs on YouTube.
Quake 2 mods, unlike its predecessor and sequel, are written for specific platforms (Windows, Linux, Mac). If you see a mod with a DLL file it almost certainly won't work correctly on the Linux-like PS3. (see here) Even Linux mods don't work on PS3 (SO files are the Linux equivalent of a DLL). Ground Zero, The Reckoning, and mods without a DLL/SO should be fine.
Do you guys know if this PS3 port works online?
Every mod has an "executable", in PC they are DLLs. The DLLs contains how the mod works, determines how the objects interact, how the new weapons work, variables, entities, etc. Its like an engine.
@JediKnight007 Please, give some feedback. Does performance improved on your side? Also, videos should play now. The changes are not big, you can just take EBOOT.BIN from archive and replace old one with it
I just want to mention that mods dont work now. I get a black screen when selecting new game and then go to mods, and if i press something on controller sound outputs but there is just black picture. The game itself works but mods don't display.
I actually ended up deleting most of the mods I had lying around (needed the space), but the one I tried worked. Don't remember which one, but I know it was one of the official mission packs.
EDIT - it was The Reckoning. Even this "official" mod doesn't work right, there are enemies that are supposed to spawn in the first level, but they don't.

set s_initsound 0
set r_vsync "0"
set fov "90"
set cl_showfps "1"
bind DP_UP "timedemo 1; echo !!! timedemo on"
bind DP_DOWN "timedemo 0; echo !!! timedemo off"
bind DP_RIGHT "map demo1.dm2"
bind DP_LEFT "echo !!! test"
bind SHOULDR_LEFT "echo !!! running autoexec again...; exec autoexec.cfg"
bind SHOULDR_RIGHT "map base1"
unbind TRIG_LEFT
unbind TRIG_RIGHT