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#621 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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Theoretically could the explosions (or part of them) be done with sprites to give a bit more colour (palette) to them? Same for blood? Thus freeing up the main palette for textures?
I too can't wait to see this with textures made for the game, it's going to look amazing!! As for accelerators, won't the fact you've got an 020, 030 etc. be enough? |
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#622 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,702
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I think KK already mentioned that faster Amiga's and accelerator will make the game double the speed, but not above that, because of the way is programmed (to run fairly fast on A500), and there is a bottleneck with something, that is on every Amiga (maybe blitter, but I might be wrong).
It's somewhere written on previous pages. |
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#623 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,438
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#624 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,057
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Thanks @d4rk3lf
![]() I agree on dithering. Currently walls and other assets are being worked on with a new palette for a much cleaner result. Regarding modding tools: yes, a release of the tool for level design is on the way. This will come much sooner than the 'final' game. Probably once the very first demo gets released as well (but KK can confirm that). Regarding accelerators and performance. Basically the current build that I tried on my 1200 feels like it maxes out with only some extra fast. Which makes Dread the fastest, smoothest Doom like experience on vanilla 1200 machines and in full screen (I've seen or played) by FAR ![]() Another thing worth mentioning is that we found a way to double the percieved horizontal in-game resolution from 2x2 to 1x2 (with zero performance overhead). Given varying floors and foor/ceiling textures will (or could) be added in the future, the game has the potencial not only to play faster but also look way better than most fps games that came for stock 1200/cd32 back then. Stay tuned for more news on this cause this shit is super exciting! ![]() @rothers Nope, as @roondar mentioned all sprite channels are currently used for player guns. We still can use sprites above or below weapons height though. And while we cannot use them for explosions and such (because there is an overlap in-game) KK currently does use them to display extra text messages at the top of the screen. This will be explained and showcased in due time. Oh and one extra note: Currently all effects (including blood, projectiles, explosions e.t.c.) have already been remade from scratch (i.e. completely new designs which we might use in the final game as well) and do have many more colors than current ones. |
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#625 | |
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Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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#626 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,702
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@Tsak
Everything you say, sounds amazing. ![]() Looking forward to future updates. @nikosdis Here is the quote I was referring: Quote:
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#627 | |
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Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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Quote:
25fps is way faster than Doom runs on my A1200/030 50MHz. I hope and think that 25fps might be fast enough for my taste. I stated before in this thread that 30fps is kind of minimum for me but I might be wrong about that, at least running PAL 50 Hz. How cool is this!! Just with some fast RAM you will be able to play at around 25 fps on standard A1200!! Whow!! This game is soooo exiting. Can not wait to try it out on my machines ![]() Last edited by nikosidis; 10 December 2020 at 23:14. |
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#628 |
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Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,702
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When I do SysInfo, Aca500+ (default 14Mhz) is around the same speed as vanilla A1200.
Now, maybe SysInfo isn't accurate, and 2MB of Chip Ram definitely helps a lot (I only got 1MB Chip (+7MB slow) on my Amiga 500). But when I play Frontier, or Wing Commander, it feels kind of similar speed like when I was playing it on my Vanilla A1200 back in the day. |
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#629 | |
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Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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Quote:
Sure this is not everything. It might very well be possible that the games you mention run as fast on your ACA as A1200. |
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#630 | |
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Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,426
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#631 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,702
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Ahh sorry... fast...
I am a hardware noob. ![]() |
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#632 | |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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Quote:
I did mean above the gun sprite, I was more thinking blood particles and such and bits of an explosion (particle stuff), just added extras I guess which could use the sprite palette. |
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#633 |
Registered User
Join Date: Jun 2010
Location: US
Posts: 111
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I gotta say I haven't been pumped up like this about a native Amiga FPS project since the very early 1990s, when it seemed like every bedroom coder was trying to out-DOOM DOOM!
Honestly, this could compel me to get a stock A500 again, if any show up on eBay... |
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#634 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,438
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The new update looks great by the way (finally got time to watch it). Clever way of optimising the title/menu graphics for sure! Like the texture/font of the menu too
![]() As for the various dithering methods, I think all of them have their pro's and cons. Strangely, I found both 'check mark style' options to be both an improvement and a detraction from the base. Some parts looked better to me, others looked clearly worse (particularly the enemies). Looking forward to seeing your next changes, it sound rather intriguing. Also, it still does look smoother than it really is somehow. Not entirely sure why it is (all I can think of it that it's an illusion caused by the smooth animations of the gun sprites), but I'm certainly not complaining ![]() |
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#635 | ||||||||||||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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![]() ![]() [quote]Hey I have a question, hope I haven't missed the answer buried somewhere amongst the posts on here, but what kind of controls are you going to implement?[/quote} I'm open to any suggestions. ![]() ![]() Quote:
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#636 | |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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Quote:
Btw, astonishing achievement! Btw2, keep the scanline option, might come in handy on non crt screens. Maybe lighten up the pallette a bit in that mode? |
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#637 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,686
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#638 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,702
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Yeah, 1x1 would be...
![]() ![]() ![]() ![]() One very stupid question: You said that Blitter is doing C2P work, and it would be bottleneck for faster processors. Would it be impossibly hard, that game detect processor, and then just give C2P to processor, if it detects that processor is fast enough? I know you can't throw code parts just like that, and it needs to be probably rewritten completely, or even impossible, but I just ask out of curiosity. ![]() Btw, to be clear - I am all for the ultimate goal - A500 optimization as max as possible. ![]() |
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#639 |
Registered User
Join Date: Feb 2008
Location: Northampton/UK
Posts: 531
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Didn't gloom deluxe hsve different plugin engines? Or did i just make that up?
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#640 | ||
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Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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Quote:
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- adding sound FX, finishing the map and releasing the demo, - implementing modding support (to allow others making cool content for all), - implementing true varying floor/ceiling heights, - null-modem multiplayer, - ... etc ... |
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