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Old 13 April 2023, 08:59   #2061
vroom6sri
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It's a team effort.

If you go into fullscreen (F10) and repeat the same test, how is it?
I'll see if I get time later today to test it.
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Old 13 April 2023, 10:43   #2062
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After I fix my my refactoring mess up, I'm going to look at the CHEESEY code that was removed. It has a trick that may be useful. It scales the textures down to 1/4 the size and still applies them correctly to the walls.

This means it ought to be possible to devise a method for mip mapping, which could be a way to speed up the rendering of more distant surfaces.
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Old 13 April 2023, 12:15   #2063
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Cool
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Old 13 April 2023, 12:27   #2064
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I've followed the dual wield UAE instances with the IO ports set to IPC Master and IPC Slave, both checked to direct only but no dice for me. The game waits indefinitely. I'm presuming this is a complication of my Wine setup.
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Old 13 April 2023, 12:41   #2065
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I found a slightly different way to test the generality of the code by just inverting the pointers then block copying the affected player 2 state over the player 1. This allowed me to reproduce the "unable to move" issue first but in single player. I've made the changes I'd missed before and it began to work, so I'm going to push those. Would be cool to get a legit test if you can find a moment.
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Old 13 April 2023, 12:52   #2066
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I think I added a different bug too - you can choose all the weapons even though you don't have any ammo ...

Fixed. Schoolboy error, got lea N(ax), ay conflated with move.l N(ax),ay

Last edited by Karlos; 13 April 2023 at 13:10.
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Old 13 April 2023, 14:00   #2067
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Pushed. Just the player falling code to do now.
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Old 13 April 2023, 14:24   #2068
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Quote:
Originally Posted by Karlos View Post

If you go into fullscreen (F10) and repeat the same test, how is it?
Repeating the same spin-around-on-the-spot tests in full screen I get these results:

FIRST ROOM
6.2-6.7 FPS rising to 7.2-8.4 FPS when enabling the simplified walls.

IN FRONT OF THE BIG RED DOOR
5.6-5.9 FPS rising to 6.5-6.8 FPS when enabling the simplified walls.
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Old 13 April 2023, 14:28   #2069
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Are you able to do a similar test with the whdload build? You need to press numeric pad enter to go to fullscreen. It doesn't have a simple wall lighting option.
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Old 13 April 2023, 14:38   #2070
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Pushed. Just the player falling code to do now.
Done and finished. I just need to see if I can retest 2 player mode.
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Old 13 April 2023, 15:36   #2071
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Are you able to do a similar test with the whdload build? You need to press numeric pad enter to go to fullscreen. It doesn't have a simple wall lighting option.
Sorry I think I might be missing something here - I don't think (my copy of) the WHDload version of AB3D2 has an FPS counter does it?
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Old 13 April 2023, 15:41   #2072
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Sorry I think I might be missing something here - I don't think (my copy of) the WHDload version of AB3D2 has an FPS counter does it?
I thought it has one? Amipal used it for comparison in his video. Maybe your install slave is out of date?
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Old 13 April 2023, 15:44   #2073
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Sorry, been a busy day.

I will endeavour to test the 2 player this evening
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Old 13 April 2023, 15:51   #2074
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The fps counter for the whdload version might be set using an icon tool type?
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Old 13 April 2023, 17:14   #2075
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Since version 1, I think......

Set in tootypes:
- CUSTOM1=1 for unlimited energy/ammos, F9 skip level (save position will
be disabled)
- CUSTOM2=1 for FPS display (only for 4MB version)
- CUSTOM3=1 to lock look up/down mouse moves
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Old 13 April 2023, 18:19   #2076
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Would be cool to get a legit test if you can find a moment
just played through a 2 player death match in level A and all seems to be working correctly
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Old 13 April 2023, 18:26   #2077
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Since version 1, I think......

Set in tootypes:
- CUSTOM1=1 for unlimited energy/ammos, F9 skip level (save position will
be disabled)
- CUSTOM2=1 for FPS display (only for 4MB version)
- CUSTOM3=1 to lock look up/down mouse moves
I've got Version 1 but the custom types are different to above and none are for FPS. Can anyone share with me a full copy of a newer version WHDload so I can just unpack it and run it please?
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Old 13 April 2023, 18:32   #2078
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I just added an experimental crosshair and have discovered something I suspected previously: the weapon aim is significantly exaggerated relative to the view. That is to say, as you look up, your shots go further and further above the crosshair, and as you look down, they go further and further below it.

I can't decide if this is a bug or not. It could be intentional in order to make the most use of vertical aim when you only have a limited amount of look up and down space.
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Old 13 April 2023, 18:38   #2079
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Quote:
Originally Posted by vroom6sri View Post
I've got Version 1 but the custom types are different to above and none are for FPS. Can anyone share with me a full copy of a newer version WHDload so I can just unpack it and run it please?
Is it not just a case of setting CUSTOM2=1 ?
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Old 13 April 2023, 18:41   #2080
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I've got Version 1 but the custom types are different to above and none are for FPS. Can anyone share with me a full copy of a newer version WHDload so I can just unpack it and run it please?
in The Zone!
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