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Research into PPQuake

PPQuake Research

PPQuake aka "ppQuake" is an open source project by Peter Pawlowski circa 2000 that extends GLQuake to add support for 3DNow! graphics technology by AMD.

Research requested by Charles Johnson aka "Radeux" who has performed his own research (see references).

Files

Unknown.

Known versions:

  • 0.41

Guesses:

  • ppq.zip
  • ppq041.zip
  • ppquake.zip
  • ppquake041.zip

Homepages

Possible homepages (no hard evidence, yet)

Author

Peter Pawlowski, aka Piotr Pawłowski, aka "PP", aka "pp666"

Contact:

A developer of Winamp, worked for Nullsoft.

Author of foobar2000:

References

Known mentions/discussions of PPQuake.

Translated:

There's also ppQuake, which is a slightly improved glquake, but it has 3dnow support! (I checked, it gives an FPS boost) More details:

PPQuake v0.41 (c) 2000 Peter Pawlowski piotrpw@polbox.com Based on glQuake source code by id Software. Most important changes from original glQuake:

  • KickAss 3DNow! (tm) support - PPQuake will fail to run on a non-3DNow! CPU. If you use an emulator, run with -nocpuid to ignore CPUID results.
  • vid_restart command - for now it just restarts whole program and tries to save/reload game if needed - pretty lame but better than nothing
  • video menu works (see also: vid_restart)
  • some variables are stored in windows registry because they're needed before config.cfg is loaded
  • default console width is equal to screen width
  • primary sound buffer is on by default, you can disable it by -noprimarysound
  • gl_no8bit variable; nonzero value causes all textures to be loaded as 16-bit (takes effect after restarting)
  • cool Quake2-like smooth model animation (3DNow! powered) - you can disable/enable it with gl_interpolate; models weren't designed for it and some of them (like nailguns) look crappy. Movement interpolation still doesn't work in multiplayer mode.
  • weap_cur command - prints current weapon number
  • weap_int command - syntax: "weap_int x y" where x is weapon number returned by weap_cur and y is interpolation switch; these settings aren't stored anywhere so put it in some autoexec.cfg to see what you want; type "weap_int x" to see current interpolation state of given weapon.
  • gl_fog - 0 is off, positive values ​​control density; based on id's experimantal code with a few modifications (GL_EXP instead of GL_LINEAR); probably won't work with most MiniGLs (but works with 3Dfx's one); use gl_fog_r, gl_fog_g and gl_fog_b to change color
  • gl_waterwarp variable - nonzero value enables water warping effects; changes take effect after reloading a level.
  • $%^*@! dedicated server works
  • gl_foggywater (experimantal) - disables water transparency and adds some new special effects underwater.
  • Winamp control commands - wa_play, wa_enqueue, wa_open, wa_next, wa_prev, wa_stop, wa_pause; Winamp needs to be run before ppQuake.
  • ModPlug player controls - mp_play, mp_enqueue, mp_stop, etc.
  • Tons of tweaks in particle system - use r_particles_density to change amount of particles.
  • A piece of hack that gets rid of lame jump tables in opengl32.dll - use gl_hack command to activate it. Be careful, it might cause very bad crashes. gl_hack command always displays number of functions fixed unless it fails to fix anything.

Known problems:

  • windowed mode isn't in the menu yet and might have some lame side effects
  • bad things happen when PPQuake loses focus - don't try to alt-esc or alt-tab
  • Weapon model conversion occasionally messes up; if after installing a new mod weapons look crappy in it, delete glquake directories in id1 directory and in mod's main directory. (this one comes from the original glQuake)

I got it here: http://pp666.cjb.net/

Translated:

"Is there a mod for 3DNow!? I want maximum FPS!"

Yes, there is one for 3DNow! I think it's called PPQuake. I don't think there's anything special about it other than being optimized for 3DNow! But I have it in my collection at home – not here .
This mod has been discussed before. Take a look here:
http://forum.ixbt.com/0025/003024.html#5

...PPQuake This version of Quake has a very high level of optimization for 3dnow!

...There is GLQuake port that uses 3Dnow, but where to get PPQuake now? [...] I got in touch with Peter Pawlowski, he said he wiped his sources years ago. Also said it might be hiding on some old drives, not a very good chance though. Lets keep our fingers crossed and maybe he will deliver some PPQuake to us. [...] He said he no longer has any of his PPQuake stuff stored any where. We gotta start searching oldschool users on FB or something. I really wanna try PPQuake out.

Someone has ppquake? I have old amd k6-2+ machine with 3dnow and i would like to try it out and use.

I am on the hunt for ppquake an old sourceport with heavy 3dnow! optimization. Anyone have any leads?

There is Quake1 build with 3DNow support, its name is PPQuake, just it has been lost so far.

Other Software (circa 2000-2001)

Other software released by Peter Pawlowski at or around the same time.

This line of research may offer leads, e.g. mirrors.

A good list of software (files to search for) is listed on this mirror

Software:

Angles of Research

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