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#3261 |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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#3262 |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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@samo79
If using UAE, I recommend using one of the RTG builds anyway. Most of the new features are being written in C and haven't had a full assembler-only version written yet. |
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#3263 |
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Join Date: Oct 2020
Location: Bicester
Posts: 1,517
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#3264 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,917
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I'm building and running in UAE, on a minimalist 3.9bb2 with just RTG emulated on top. Never ran into this, even though the drives are mounted directories on the host filesystem.
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#3265 |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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The weapon glitch is reproducible with the t17 binary. There are lots of glitches with polygon model rendering. Just add it to the list.
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#3266 | |
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Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,671
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Quote:
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#3267 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,917
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I got a reproducible "full bright" sector lightup in level N a few rimes today. I think it correlates with the presence of multiple enemies with torches.
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#3268 |
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Join Date: Oct 2020
Location: Bicester
Posts: 1,517
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it could just be some dumb ass patch I am running or something.
the system is a copy of what I run on my real A4000 (when it runs ![]() |
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#3269 | |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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Quote:
[ Show youtube player ] Around 3 mins 20s in .. |
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#3270 | |
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Join Date: Nov 2018
Location: Italy
Posts: 124
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Quote:
By the way, is there a method to quit the game trasparently by turning back to Workbench? Perhaps a Quit game option in menu could be added |
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#3271 |
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Join Date: Oct 2020
Location: Bicester
Posts: 1,517
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try the '*' on the numeric keypad
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#3272 | |
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Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,671
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Quote:
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#3273 | |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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Quote:
AB3D2 has a precomputed lookup of brightness variations for each palette colour, each mapped back to the nearest colour in the palette for that variation. This is used for all the fancy Gouraud shading, glare, smoke and the water surface. The closest you could get to tinting would be to use the additive transparency routines that you see on the blue plasma bolts. It's pretty hit and miss though. The solution to this, and some of the other problems, is to go for an RGB render buffer, which is now a possibility thanks to having RTG support. However, it will almost certainly slow down the game on real hardware (apart from PiStorm no doubt) to be shovelling around 32-bit pixels, or even 16-bit ones. It also requires a pretty major rewrite of almost every rendering function to support. |
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#3274 |
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Join Date: Aug 2022
Location: UK
Posts: 2,917
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There might be a fairly simple way to improve the water appearance. Since it uses the glare/shadow code, we might be able to bias it so that anything viewed through the surface is darkened. The actual highlights look too bright anyway.
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#3275 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 1,517
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