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Old 07 March 2024, 23:31   #4261
abu_the_monkey
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that's better, the floor isn't wonky

[ Show youtube player ]

moved the call to the 'path' routine to the backspace key (as there aren't many not used in the dev build) so it can be used anywhere in a level.

no actual feed back for average fps during the rotation but a start
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Old 07 March 2024, 23:35   #4262
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Quote:
Originally Posted by abu_the_monkey View Post
that's better, the floor isn't wonky

[ Show youtube player ]

moved the call to the 'path' routine to the backspace key (as there aren't many not used in the dev build) so it can be used anywhere in a level.

no actual feed back for average fps during the rotation but a start
Neat. Like the quake time refresh. Looks like the Indomitable has been stripped. I keep forgetting what the original bridge looks like.

Last edited by Karlos; 07 March 2024 at 23:42.
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Old 16 March 2024, 20:31   #4263
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Hi guys, are the aiming bug and crosshair still on your list?
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Old 16 March 2024, 22:12   #4264
abu_the_monkey
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Originally Posted by coachman View Post
Hi guys, are the aiming bug and crosshair still on your list?
yes, still on the todo list.
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Old 16 March 2024, 23:51   #4265
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I took a break from the engine side to spend a bit more time reworking my mod. I don't have time to do both and barely any to do either
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Old 24 March 2024, 20:51   #4266
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I think they may be scattered amongst the thread, but would it be possible to have a quick run down on what keyboard controls there are within the game currently? (inc any keyboard keys for screen size and quality etc).

Thank you
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Old 25 March 2024, 11:23   #4267
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Originally Posted by AlphaAmiga View Post
I think they may be scattered amongst the thread, but would it be possible to have a quick run down on what keyboard controls there are within the game currently? (inc any keyboard keys for screen size and quality etc).

Thank you
Movement, weapon cycling and action keys are user definable. Just check the customise input menu to see/edit those.

The non-changeable keys are

Esc: Quit Level
TAB: Toggle Auto Map
F1 / F2 Zoom Auto Map (only when map is active)
F3 : Cycle audio options
F4 : Toggle dynamic lights
F5 : Unused (reserved)
F6 : Toggle render quality
F7 : Cycle Frame Limit Cap
F8 : Toggle simplified lighting (use AB3D1 style wall shading)
F9 : Cycle pixelmode but currently limited to 1x1 and 1x2
F10 : Toggle full v 2/3 screen size

K : Use keyboard control
M : Use mouse control. Repeated selection switches between normal and inverted mouselook
J : Use joystick control

Numeric Pad +/- : Adjust display vertical margin

When the Auto Map is active:
Numeric Pad digits 1,2,3,4,6,7,8,9: Scroll map in the implied direction
Numeric Pad 5: Centres map on player
Numeric Pad Enter: Toggle green / transparent Map render

When the Auto Map is inactive:
Numeric Pad 1, 2, 3: Adjust Brightness offset (1 decreases, 2 defaults, 3 increases)
Numeric Pad 4, 5, 6: Adjust Contrast (4 decreases, 5 defaults, 6 increases)
Numeric Pad 7, 8, 9: Adjust Gamma (7 decreases, 8 defaults 9 increases)
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Old 26 March 2024, 19:45   #4268
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Hi Karlos, I found that the updated tkg_c refuses to load positions from boot.dat files. It loads the level, displays initial view and then immediately freezes the whole system. Tried both with your mod and in the original ab3d2 folder.

Edit: The crash happens in WinUAE 5.0.0, WB+KS 3.1, CPU 68040, JIT, fastest possible. After switching off JIT and setting more compatible option, cycle exact 68040 at 40 MHz, the problem disappears and loading of the saved games from boot.dat works fine (but the game is quite slow with this setting). Previous tkg_c versions including that with experimental gamma correction using F5 key do not show this issue.

Last edited by coachman; 26 March 2024 at 20:49.
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Old 26 March 2024, 21:21   #4269
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There have been no changes to the loading os saved position data, except capping of ammo counts on my mod.

This sounds like like an issue with the emulation if it works in non JIT. FWIW, I run it with JIT enabled. You neglect to mention if you are using AGA or RTG modes. Perhaps there's an issue there.

Last edited by Karlos; 26 March 2024 at 21:30.
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Old 26 March 2024, 22:20   #4270
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I can not reproduce this issue.
however, I have noticed that the bug in AGA screenmodes when quitting a level and restarting freezes the game when running it at 50fps but works fine when throttling it back to 25.

@coachman
can you try setting the engine to 25fps (F7 cycles the options) and see if this helps.
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Old 26 March 2024, 22:26   #4271
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I'm presently unable to progress the engine or my mod for the moment as there is no time.

Note that player settings (a new thing, not related to game saves) are only saved on a clean exit. If in doubt, delete the settings file. There have been some potentially breaking changes to the structure of that file but it's generally designed to just ignore any parts it doesn't recognise and overwrite the file, so it shouldn't cause any crashes. Still, assumptions and all that...
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Old 27 March 2024, 15:28   #4272
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@abu_the_monkey
Bingo, you got it. The bug appears in AGA mode with the default FPS setting. The FPS counter at the freeze showed 57. When FPS is limited either by F7 setting, or by a weak CPU, there is no problem.
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Old 27 March 2024, 20:50   #4273
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We should raise an issue on the repo if this is reproducible.
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Old 27 March 2024, 21:03   #4274
abu_the_monkey
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Quote:
Originally Posted by Karlos View Post
We should raise an issue on the repo if this is reproducible.
I believe it is here

Code:
				IFD BUILD_WITH_C
				;tst.w	_Vid_isRTG
				;bne.s	.skipChangeScreen
				bra.s .skipChangeScreen
				ENDIF

				IFNE	DISPLAYMSGPORT_HACK
				;empty Vid_DisplayMsgPort_l and set Vid_ScreenBufferIndex_w to 0
				;so the starting point is the same every time
.clrMsgPort:
				move.l	Vid_DisplayMsgPort_l,a0
				CALLEXEC GetMsg
				tst.l	d0
				bne.s	.clrMsgPort
				ENDC

				clr.w	Vid_ScreenBufferIndex_w

.tryAgain:
				move.l	Vid_ScreenBuffers_vl,a1
				move.l	Vid_MainScreen_l,a0
				CALLINT	ChangeScreenBuffer
				tst.l	d0
				beq.s	.tryAgain

				clr.b	Vid_WaitForDisplayMsg_b

.skipChangeScreen:
just skipping the hack I put in for the asm version when we build with C seems to work for me.

edit: spoke too soon, now it stalls with the frame rate capped less than 50fps lol.

edit2: I am now thinking that the DisplayMsgPort should be cleared when quitting back to the main menu rather than just before starting a new level?

Last edited by abu_the_monkey; 28 March 2024 at 00:23.
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Old 27 March 2024, 21:30   #4275
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Quote:
Originally Posted by Karlos View Post
Movement, weapon cycling and action keys are user definable. Just check the customise input menu to see/edit those.

The non-changeable keys are

Esc: Quit Level
TAB: Toggle Auto Map
F1 / F2 Zoom Auto Map (only when map is active)
F3 : Cycle audio options
F4 : Toggle dynamic lights
F5 : Unused (reserved)
F6 : Toggle render quality
F7 : Cycle Frame Limit Cap
F8 : Toggle simplified lighting (use AB3D1 style wall shading)
F9 : Cycle pixelmode but currently limited to 1x1 and 1x2
F10 : Toggle full v 2/3 screen size

K : Use keyboard control
M : Use mouse control. Repeated selection switches between normal and inverted mouselook
J : Use joystick control

Numeric Pad +/- : Adjust display vertical margin

When the Auto Map is active:
Numeric Pad digits 1,2,3,4,6,7,8,9: Scroll map in the implied direction
Numeric Pad 5: Centres map on player
Numeric Pad Enter: Toggle green / transparent Map render

When the Auto Map is inactive:
Numeric Pad 1, 2, 3: Adjust Brightness offset (1 decreases, 2 defaults, 3 increases)
Numeric Pad 4, 5, 6: Adjust Contrast (4 decreases, 5 defaults, 6 increases)
Numeric Pad 7, 8, 9: Adjust Gamma (7 decreases, 8 defaults 9 increases)
Thank you very much !
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Old 28 March 2024, 14:14   #4276
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It would be useful to put this list of keys in a readme file to include in the game archive
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Old 28 March 2024, 14:22   #4277
Karlos
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Quote:
Originally Posted by samo79 View Post
It would be useful to put this list of keys in a readme file to include in the game archive
There isn't a a game archive yet. It's all just on GitHub at the moment.
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Old 28 March 2024, 14:23   #4278
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Quote:
Originally Posted by abu_the_monkey View Post
edit2: I am now thinking that the DisplayMsgPort should be cleared when quitting back to the main menu rather than just before starting a new level?
I'm a bit out of the engine headspace at the moment. All I can suggest is trying it just now
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Old 28 March 2024, 20:51   #4279
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Quote:
Originally Posted by Karlos View Post
I'm a bit out of the engine headspace at the moment. All I can suggest is trying it just now
I have added the DisplayMsgPort to be cleared on level exit.

can someone test it on real hardware (and with pistorm) and in winuae @50fps to be sure it works and there are no 'new' issues in both AGA and RTG screens please.

@Karlos
I have opened a PR as it works for me, but, best to wait for some feed back. Especially on 'real' hardware I guess.

Last edited by abu_the_monkey; 14 May 2024 at 21:43.
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Old 29 March 2024, 03:52   #4280
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Quote:
Originally Posted by Karlos View Post
There isn't a a game archive yet. It's all just on GitHub at the moment.
Yep, maybe for now even as a plain readme in github repo
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