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Old 04 September 2013, 02:17   #41
NovaCoder
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Thanks, more bugs to fix

You guys are going to keep me busy!

I'll have a look at the save game bugs you've noticed.

The problem with input control being laggy is just down to CPU speed, it polls the controls once per game-loop and it works fine on my 060. I'm not sure what can be done to help with an 030.

Most of the other bugs that were raised before have been fixed now.

I'm thinking about adding the change screen size option back in to help performance on slower 030's.

I'll probably release another BETA next week.
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Old 04 September 2013, 08:24   #42
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Nova, on my 030 the speed is excellent, it's way faster than with Doom !

Adding the screen resizing is a fine idea, but it works really nicely on full screen.

I think i will do a video of the game running on my A1230 this will give you a good idea of how it's actually running.
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Old 04 September 2013, 08:38   #43
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Is there an FPS counter that can be enabled? That'd help with simple speed comparisons.
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Old 04 September 2013, 09:15   #44
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Doom is running at 15 fps on my 030. wolf3D running something like 25-30fps.
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Old 04 September 2013, 09:32   #45
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Cool! How can you tell? Is there already an FPS option?

What 1230 have you got? Is it the 56mhz one?
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Old 04 September 2013, 10:19   #46
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Nope, no FPS counter in my code. I normally don't bother with 030 ports as they are a waste of CPU cycles.

Yes a video of how it runs on your ACA will be nice
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Old 04 September 2013, 10:22   #47
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I have a blizzard IV 030 board. And wolf runs very well.

Another thing is that i have finally been able to move, but it's mouse only on amiga, and i remember well that on PC with the cursor keys it was possible to move 360°.

the sound is awesome, i have tried the gattling gun, and it has a smashing sound yeahhh
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Old 04 September 2013, 10:55   #48
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Screen size option would be great for slower 030's and even the ACA1220.
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Old 04 September 2013, 13:07   #49
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Hi Nova! Looking forward to the full release.

Will this port take advantage of an FPU?

This is my accelerator card - http://amiga.resource.cx/exp/dkb1240
I have the 030@50mhz edition with a 68882 FPU@50 MHz and 128mb of ram!

From reading others comments here, i presume it should run quiet nicely on my A1200

Great Work so far!

Edit- Actually would it be ok if i could test the latest beta Nova? Do you just need an email addy pm'd to you?

Last edited by hansel75; 04 September 2013 at 13:12. Reason: Another Query!
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Old 04 September 2013, 13:32   #50
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Yep sure, just PM your email.

I've done the most important fix, I've given it a new sexy icon.

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Old 04 September 2013, 13:53   #51
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Quote:
Originally Posted by NovaCoder View Post
Yep sure, just PM your email.

I've done the most important fix, I've given it a new sexy icon.

Pm sent mate! Cool about the sexy icon, should make it go faster lol

So about the FPU, will the port take advantage of one or is it all cpu based?
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Old 04 September 2013, 14:23   #52
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Hiya,

No it's the same as the DOOM engine, the FPU wouldn't help so I won't be compiling for it.

I think the first game that really needed an FPU was Quake and even that still has some fixed-point maths in the code
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Old 05 September 2013, 14:57   #53
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Hi Nova, thanks for sending the 2nd beta to try out!

I just had a 1/2hr play on it on my A1200, and it seems stable and ran really nicely

This is what i tried and can confirm in your beta2 port so far on my system-

I was able to configure the controls to my liking and the controls worked fine, strafe worked ok as well.
The only thing that was a little awkward at times was lining up the enemy with your sights, as it felt a little choppy and hard to accurately aim.
But this was using the keyboard and could be from the lower fps you get with an 030, the mouse did feel better for fine aiming though.

Saving and loading a game works ok, i tried this a few times and when i died i was able to reload my save no probs, i didn't have any overwrite bug.
Also i think the time was working ok, although i am unsure as to what the original bug was.

Sfx seemed fine to me, they may of been a bit quite compared to the volume of other amiga stuff, but in saying that it is late here and i had the volume down quite low so not totally sure about this.
Also the door closing sfx seems to work ok!

As for the missing sfx, i really didn't notice many but i did not play the original on pc enough to remember all the sfx anyway.
I was more of an A600+Snes dude when wolfy came out on pc in the 90's, and i only played it on friends pc's.

I can't comment on speed increases over the first beta as i didn't try beta 1.
But performance with beta 2 was really decent on my 030, there were a few areas where it would get a little choppy, especially when there was lots of treasures onscreen at once, but it's only to be expected from an 030.
If you do add a screen sizing option then i think that would help a lot for 030 users, as you have already mentioned.

I will test some more when i get time and report back if needed.
I do have a 020 A600 and the indi ecs/graffiti as well, however the indi has not been installed yet so i'm not sure if this will run on an ecs 020.
I would imagine an 030 to be the minimum requirement anyway, an 020 would most likely be to slow to be playable.
Luckily i have the A1200 for good stuff like this!

Thanks heaps Nova, looking forward to future fixes and releases.
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Old 05 September 2013, 15:44   #54
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Hiya,

Glad you liked it

Yes the sound is always a bit low when using the DOOM sound engine, I don't know why, I guess it's just a bug in the engine itself (I didn't code it).

I've still got some work to do on this, I'll try and release something in the new few days.
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Old 05 September 2013, 15:54   #55
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Same here, it plays very nicely, the sound of the doors is here cool

i have spotted a new bug : when you press [TAB] to display the map, the game crash violently.

About the sound files, could it be possible to enhance their sound level ?
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Old 05 September 2013, 23:41   #56
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I've only had a quick 5 min blast to test some of the main things I reported and can confirm that my system time was NOT reset upon exiting the beta 2 version.

Sounds were good and really couldn't notice anything missing but I too don't have much experience of the original.

Speed wise I have to say I think it might be a touch slower than the first beta. I too find it a little choppy when aiming but again I have a 42mhz 030.

Reading the comment above about the game crashing with the map key reminded me that I too had that happen in the first version but the game just hang in the map screen - nothing spectacular. I think I experienced this after I'd loaded and exited the game a few times and then on the last time had used the map a bit. I didn't notice workbench showing the memory decreasing with each load and exit though.

Incidentally, how did you know you'd got a slight speed increase with the 2nd beta? Was it a gut instinct sort of thing or something more precise? I hope you don't mind me asking and please don't take it the wrong way - I have nothing but appreciation and warm, fuzzy, positiveness for you.

Last edited by vroom6sri; 05 September 2013 at 23:47.
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Old 06 September 2013, 01:59   #57
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Hiya guys,

It shouldn't be slower but it's hard for me to tell, on my 060 it's always run a full speed anyway so I'm not going to see any minor speed differences, maybe I should have kept my beautiful little ACA 56Mhz 1230.

I optimised the code with more inlining which normally makes it quicker (unless it blows the cache!). To be honest you can't really tell what tweaks do what without a profiler (which we don't have on AmigaOS). Even FPS counters are next to useless when it comes to making small improvements to the render loop.

I can't do anything about the sound volume level, easiest fix is to just turn your speakers up

I'll have look at that auto map bug, it's never crashed on mine though?

Don't forget you can hold the SHIFT key to run, if that helps with the speed I guess I could make it an 'always on' option.

I'm going to make the directional keys STRAFE automatically with the next release (as a ToolType option), this will only be used when the mouse is enabled.

Nobody has mentioned the new ICON yet, I think it looks sexy but maybe that's just me

I'll upload the next BETA directly to this thread, it seems lots of people are interested in testing this port.

Last edited by NovaCoder; 06 September 2013 at 02:04.
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Old 06 September 2013, 07:30   #58
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yes you're right, a lot of us are very pleased with this port
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Old 06 September 2013, 14:27   #59
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Ok had a few glasses of red so I'm calling it a night but we do now have a screen resize option

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Old 06 September 2013, 15:03   #60
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Awesome

Next up ECS version?
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