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Old 16 April 2024, 09:50   #1181
BigD
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Thanks!
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Old 05 May 2024, 15:10   #1182
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@Karlos

Wow! Your up to 20MB+ for your Redux Zip now! You have been busy! Are the experimental new blue wall used now? They look cool which level are they on?
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Old 05 May 2024, 16:03   #1183
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@Karlos

Wow! Your up to 20MB+ for your Redux Zip now! You have been busy! Are the experimental new blue wall used now? They look cool which level are they on?
It's because of all the editor assets. I should probably start adding some sort of .lha file that can be independently downloaded, rather than the whole repo.

The blue accented quake style walls are in level C, which is being converted into the maintenance section of the orbital station.

Last edited by Karlos; 05 May 2024 at 16:11.
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Old Yesterday, 13:17   #1184
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@Karlos

Is everything alright Karlos? We've not heard from you for a while! Are you taking a break from modding AB3D2 at the moment? I'm interested in demoing the game again this summer. Are there any updates incoming (2-player play)?
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Old Yesterday, 13:53   #1185
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@Karlos

Is everything alright Karlos? We've not heard from you for a while! Are you taking a break from modding AB3D2 at the moment? I'm interested in demoing the game again this summer. Are there any updates incoming (2-player play)?
I'm overwhelmed with work and stuff. My most recent activity has been around code again, I revisited Akiko to see if it could help on 030 accelerated CD32, but the results are leaning towards no. There's also a new sound engine I started but unable to find time for that.

Generally there's only ever time to work on one thing at a time, either code or modding but rarely both except where adding features to support modding is the deal.
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Old Yesterday, 15:06   #1186
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Generally there's only ever time to work on one thing at a time, either code or modding but rarely both except where adding features to support modding is the deal.
That's understandable. I'm copying your latest 21MB package from late May to a Zip Disk to mess around with at KickStart 02. It's 40MB once unpacked! Remind me which bits I need to update!

...I would have happily tested your Akiko work with a 030/50 cpu on the CD32 but if it doesn't add many FPS then I guess it's a no go?
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Old Yesterday, 15:19   #1187
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We don't know how it compares on 030/50 because the only testing was on 030/70.

It wasn't a TKG build we tested it was a purely synthetic benchmark.

The only parts of the archive you need to play is the Game subdirectory. You can disregard the Editor subdirectory
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Old Yesterday, 17:11   #1188
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@Karlos

It's much more manageable with just the game folder! Just 13.8MB now! Cheers!

...still taking a while copying to Zip Disk likes it's 1996!

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Old Yesterday, 17:43   #1189
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Maybe I should split the repo into two. One for the game directory and one for all the editor and assets. The problem is there's a bit of an overlap between assets and game data, e.g. the level files.

Maybe I just need a makefile or something to export a game archive from it.
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Old Yesterday, 20:06   #1190
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That's understandable. I'm copying your latest 21MB package from late May to a Zip Disk to mess around with at KickStart 02. It's 40MB once unpacked! Remind me which bits I need to update!

...I would have happily tested your Akiko work with a 030/50 cpu on the CD32 but if it doesn't add many FPS then I guess it's a no go?
@BigD

If you have the ability to test on a cd32 with an 030@50mhz the thread is here

https://eab.abime.net/showthread.php?t=117632

would be interesting to see the results of the test.
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Old Yesterday, 22:54   #1191
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Maybe I just need a makefile or something to export a game archive from it.
I think that’s the way forward. If you’d include that with the engine source repo, this could lead to an automated “daily build” package of the whole thing.
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Old Yesterday, 23:40   #1192
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That sounds like DevOps talk to me. Burn the heretic

Right now I'd settle for just getting a bit of time to myself to do anything but it's proving elusive
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