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Old 01 November 2022, 21:16   #121
BSzili
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Interesting, thanks for testing. There's probably some timing issue with that particular KTRL pad that confuses lowlevel.library.
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Old 02 November 2022, 08:14   #122
Reynolds
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Maybe it was discussed earlier, but did anyone tried out the WOS exe? How it goes?
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Old 03 November 2022, 06:56   #123
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In case Hedeon won't pop in here, this thread is the best place to get info about the WarpOS version:
https://eab.abime.net/showthread.php?t=76633
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Old 25 November 2022, 08:01   #124
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A new version is out on Aminet with a lot of bugfixes merged from upstream. There's also joystick support for the menus, and some performance improvements.
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Old 25 November 2022, 14:30   #125
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Nice update, especially the native Amiga resolutions support though I can't imagine it will run very well at these higher resolutions.
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Old 25 November 2022, 17:53   #126
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The only useful resolution is probably 320x256. The rest I added to test how much increasing the vertical/horizontal resolution affects the performance.
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Old 25 November 2022, 18:50   #127
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Quote:
Originally Posted by BSzili View Post
The only useful resolution is probably 320x256. The rest I added to test how much increasing the vertical/horizontal resolution affects the performance.
I don't know.. on pistorm it is VERY playable in 640x400 and voxels enabled...

[ Show youtube player ]

EDIT: Ah you mean NATIVE amiga resolutions, sorry
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Old 25 November 2022, 18:58   #128
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Quote:
Originally Posted by tomcat666 View Post
I don't know.. on pistorm it is VERY playable in 640x400 and voxels enabled...

[ Show youtube player ]
That is very impressive
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Old 25 November 2022, 22:05   #129
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Great game, thanks!
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Old 26 November 2022, 11:18   #130
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Quote:
Originally Posted by tomcat666 View Post
I don't know.. on pistorm it is VERY playable in 640x400 and voxels enabled...

[ Show youtube player ]

EDIT: Ah you mean NATIVE amiga resolutions, sorry
The latest version might even go faster than this with Emu68, I was mainly talking about 68060 accelerators. I just reached the point where the game won't likely dip into single digits in action heavy sequences.
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Old 26 November 2022, 14:54   #131
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Sizzlard? That sounds like I'm cooking something greasy Anyway, I know nothing about AMMX, but the complete source code is available, so if someone is interested they can modify it.
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Old 28 November 2022, 16:56   #132
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Doesn't seem to like a Vampire V1200, crashes on "initialize engine". Where can i get the original version, so i can play it again?
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Old 28 November 2022, 17:23   #133
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The "original version" is no more, it always gets overwritten when a new version is uploaded. Could you send me a screenshot of the crash?
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Old 28 November 2022, 19:09   #134
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The "original version" is no more, it always gets overwritten when a new version is uploaded. Could you send me a screenshot of the crash?
sure thing, happy to help
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Old 28 November 2022, 20:03   #135
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Thanks, this guru looks like a division by zero. I think I already fixed this for Exhumed, but I uploaded the Blood update before the fix. I'll send you a test exe via PM until I the new version is out.
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Old 08 December 2022, 07:42   #136
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A new version is out on Aminet. It fixes a division by zero in the 040 version, and improves the overall sound mixer performance. This allowed for the increase of simultaneous voices to enable 3D positional audio. I changed the defaults for this, but if you already have NBLOOD.CFG set NumVoices = 16 and Doppler = 1. The 3D Audio (Doppler) can also be toggled in the Options menu, but NumVoices can only be increased in the CFG. This is important to avoid sound effects getting cut off.

Last edited by BSzili; 08 December 2022 at 18:04. Reason: fixed some typos
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Old 08 December 2022, 08:01   #137
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Confirmed on Pistorm / Emu68. No more crashi crashi.
Sound also ok with 16 voices / Doppler 1

Thanks :-)
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Old 16 December 2022, 06:27   #138
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There was a bug in 1.7 that always reset the player state between levels. While it's a nice challenge to start each map with the pitchfork only, this is fixed in the new version. It was caused by the interplay of an inlined memcpy and some other compiler optimization. Nothing a volatile can't fix, but later I'll try to make a small test case to help fix it in the compiler itself, as this could cause issues in other places as well.
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Old 27 October 2023, 14:56   #139
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Is there a way to specify the folder with the music in your ports? Or do they always have to be in the same folder as the exe and data files?
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Old 27 October 2023, 21:10   #140
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They have to be in the same directory as the game executable.
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