22 September 2023, 00:48 | #3261 |
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22 September 2023, 00:50 | #3262 |
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@samo79
If using UAE, I recommend using one of the RTG builds anyway. Most of the new features are being written in C and haven't had a full assembler-only version written yet. |
22 September 2023, 00:50 | #3263 |
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22 September 2023, 00:52 | #3264 |
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I'm building and running in UAE, on a minimalist 3.9bb2 with just RTG emulated on top. Never ran into this, even though the drives are mounted directories on the host filesystem.
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22 September 2023, 00:55 | #3265 |
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The weapon glitch is reproducible with the t17 binary. There are lots of glitches with polygon model rendering. Just add it to the list.
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22 September 2023, 00:56 | #3266 | |
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Quote:
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22 September 2023, 00:57 | #3267 |
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I got a reproducible "full bright" sector lightup in level N a few rimes today. I think it correlates with the presence of multiple enemies with torches.
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22 September 2023, 00:58 | #3268 |
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it could just be some dumb ass patch I am running or something.
the system is a copy of what I run on my real A4000 (when it runs ) |
22 September 2023, 00:59 | #3269 | |
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Quote:
[ Show youtube player ] Around 3 mins 20s in .. |
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22 September 2023, 01:19 | #3270 | |
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Quote:
By the way, is there a method to quit the game trasparently by turning back to Workbench? Perhaps a Quit game option in menu could be added |
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22 September 2023, 01:20 | #3271 |
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try the '*' on the numeric keypad
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22 September 2023, 12:05 | #3272 | |
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22 September 2023, 12:59 | #3273 | |
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AB3D2 has a precomputed lookup of brightness variations for each palette colour, each mapped back to the nearest colour in the palette for that variation. This is used for all the fancy Gouraud shading, glare, smoke and the water surface. The closest you could get to tinting would be to use the additive transparency routines that you see on the blue plasma bolts. It's pretty hit and miss though. The solution to this, and some of the other problems, is to go for an RGB render buffer, which is now a possibility thanks to having RTG support. However, it will almost certainly slow down the game on real hardware (apart from PiStorm no doubt) to be shovelling around 32-bit pixels, or even 16-bit ones. It also requires a pretty major rewrite of almost every rendering function to support. |
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22 September 2023, 19:36 | #3274 |
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There might be a fairly simple way to improve the water appearance. Since it uses the glare/shadow code, we might be able to bias it so that anything viewed through the surface is darkened. The actual highlights look too bright anyway.
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23 September 2023, 01:46 | #3275 |
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that could be a good compromise
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25 September 2023, 09:48 | #3276 |
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Hi Guys, can a new build be found somewhere, please?
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25 September 2023, 10:47 | #3277 |
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I tend to push the latest beta builds to the redesign branch of my mod. You can get them directly from here
https://github.com/0xABADCAFE/karlos...esign/Game/bin |
25 September 2023, 11:46 | #3278 |
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Great, thank you!
Btw. what's the way to run it on RTG? Is any special trick needed (icon-tooltype, etc.)? Last edited by Jacques; 25 September 2023 at 11:54. |
25 September 2023, 12:18 | #3279 |
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Use the tkg_c binary in place of your regular binary. It will open a screen requester. Be sure to choose an 8 bit mode thats as close to 320*256 as possible. Note that it does srill support AGA too.
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25 September 2023, 12:45 | #3280 |
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Will do, thanks again! For hints and all the great work of the Team behind it
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