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#1061 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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I mean 105MHz 060 is kinda wild. I remember when the Czubatech 100MHz 060 cards came out for the Atari Falcon. Pure top-shelf stuff back then, that was.
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#1062 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Quote:
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#1063 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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Quote:
So I do have a 100MHz 060 + RTG in my A4000 but I do feel base clock 060 + AGA is a reasonable minimum spec for something thats still playable. (KK Altair: ”Hold my beer”) |
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#1064 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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#1065 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,091
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#1066 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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#1067 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,091
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#1068 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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KarlosTKG now on GitHub
Quote:
First release was not that good. Then the Akki Laukanen patch fixed the c2p but its never been great. Im getting slightly better fps from your mod, but it can vary of course. But since there is a chance to make some clever optimizations while rebuilding levels you do have the chance to actually improve on the original not only in looks, which you have by some margin ;-) but also (probably) performance. That being said, you should focus on the fun stuff. Optimizing levels aint ;-) |
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#1069 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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#1070 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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Howdy,
just make sure your folders look like this: Your Quake Dir with the .exe /id1/maps put the "map.bsp" here so that its in the "maps" folder. in Root folder (where the exe is) also make sure there is a folder named "wads" Place the "TKG.wad" there. Final step, pull down the console in Quake, type "map eX_TKG-A_beta1_q1" without the qotes and press Enter |
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#1071 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Something about the scale of the quake map feels off. I can't put my finger on it exactly, but everything seems smaller.
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#1072 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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Lol ye, I got some of the textures from the Amiga Format TKG Sources CD, but its a mess and I couldn't find more than a few of them. The rest are photographed off the screen with my phone, then pimped up in Photoshop using Neural filters to make them look less horrible ;-)
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#1073 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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Quote:
For the purpose of comparing rendering speed on real hardware though, it doesnt really matter |
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#1074 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Quote:
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#1075 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,091
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Quote:
![]() Renamed it to id1 and after merging it's fine! Nice job, though as mentioned the scale is a little off. Does work though. |
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#1076 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Quote:
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#1077 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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#1078 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Regarding (some of) the PVS problems in Level A, for the low spec version I met the problem half way by doing a manual BSP.
Segmenting both zones in half like this creates a plane which means that prevents the the rendering of wrong part of the big room from the smaller one and vice versa. Where the big room is visible from the smaller one, the existing clips code handles it properly. It might be a challenge to add this fix to the high spec version because I think level A is out of zones. |
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#1079 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Maybe it actually uses fixed point precision for placement of objects at a more granular scale than the overall coordinates?
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#1080 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,466
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Quote:
Now I just have to redo all the control point associations because for whatever reason, despite zones actually containing an ID value, this always gets shot to shit when making any changes like thus. |
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