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#541 |
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will do
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#542 |
Alien Bleed
Join Date: Aug 2022
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#543 |
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I now get the option for high/low spec but the visuals are the same. all vector objects for pickups (well in the first couple of rooms at least)
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#544 |
Alien Bleed
Join Date: Aug 2022
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Did you extract over something? Make sure there isn't a test.lnk in the Includes directory. It should exist in HighSpec/Includes and LowSpec/Includes respectively.
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#545 |
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that's most likely it. off to check now. go go gadget file review!
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#546 |
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The first simple pickups you'll find are the health and shotgun boxes. The blaster ammo is still vector because it's actually the same object as the one in your hand.
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#547 |
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yep that was it
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#548 | |
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Quote:
Is there many people running this with 060 processor on AGA only machine or are most running RTG? I'm able to play @Karlos version of the mod and it is playable, few options needs tweaked to get it running a little better, but the original with the executable runs a lot better for me and I am over clocking quite a bit. Running at 100mhz the other day. |
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#549 | |
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Quote:
It's inevitable that the original game will run faster simply because it has less geometry, fewer textures and fewer objects. However, it is clear that the proliferation of vector models in some of my levels were adding a lot of overhead, even after I spent a lot of time eliminating expensive division operations in the renderer. Last edited by Karlos; 10 June 2023 at 19:48. |
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#550 |
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#551 |
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some interesting colour combinations I imagine
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#552 |
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I don't understand why, at all. Each sprite is 32 colours, those colours are all from the global palette. Only glare/shadow objects have a special palette as far as I know.
I might try re-converting the original assets, as I have done for the pickups, and seeing if that fixes anything. |
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#553 |
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What I need to do now is try and objectively measure how much improvement there has been. If any.
Although the technique appears to confuse leveled, merging several directories by assign seems to have no effect on the game, so we can make other changes too. For example now could make less detailed versions of the levels. I don't fancy having to do that, but there's a lot of stuff in there for show only. The shelves in the medical bay and the patient pod. Compare this to the positively spartan slab you wake up on in the original. Fortunately I don't think the texture variation has much impact beyond memory use. The way the textures are stored in memory, even if we used 640*128 for all 16 slots, it's only about 870K of memory. Last edited by Karlos; 10 June 2023 at 21:02. |
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#554 |
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So having played through a few levels with the 'low spec' option, I am afraid I find it does not seem to fit it with the general mood of the game.
I think it would fit into a deathmatch multi player game or if there were an 'arcade' faster paced option for individual levels. Maybe if had not played the game previously I would think differently |
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#555 | |
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Quote:
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#556 |
Alien Bleed
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More importantly, any speed improvement? You'll need to compare interpreter/cycle exact to get a remotely meaningful answer to that.
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#557 | ||
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Quote:
Quote:
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#558 | |
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Quote:
What I will have to do is take this sharding of the main AB3 assign to it's logical conclusion and start putting levels and things in there too. This does present some challenges but the DM version should probably not have a high spec version as you want the fastest experience, not the most atmospheric. |
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#559 |
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well it goes without saying that when there are a boat load of pickups on screen the bitmap version wins hands down under winuae at least.
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#560 |
Alien Bleed
Join Date: Aug 2022
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It's almost as if that's why they were bitmap in the first place or something
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