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Old 13 January 2013, 11:18   #81
Bamiga2002
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I thought that WAS a download link
When you gonna release it?
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Old 14 January 2013, 13:24   #82
NovaCoder
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Originally Posted by Bamiga2002 View Post
I thought that WAS a download link
When you gonna release it?
It's on AmiNet of course, been there for ages

If you liked the last video I did, you're going to love this one -> [ Show youtube player ]


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Old 14 January 2013, 14:40   #83
TCD
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Thanks for the heads-up about Back To Saturn Good new levels that
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Old 14 January 2013, 15:08   #84
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How about porting Ultima Underworld I,II to 68K?
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Old 14 January 2013, 17:59   #85
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How about porting Ultima Underworld I,II to 68K?
Or port DosBox, might be easier

Last edited by NovaCoder; 14 January 2013 at 23:14.
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Old 14 January 2013, 20:13   #86
roy bates
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i know this sounds like a silly question(very really)but anyway,do you think halflife could be ported to the amiga?

isent it an adaptation/iteration of the quake engine?
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Old 14 January 2013, 20:21   #87
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Valve settled on a concept for a horror-themed 3D action game using the Quake engine licensed from id Software. Valve eventually modified the engine a great deal, notably adding skeletal animation and Direct3D support a developer stated in a PC Accelerator magazine preview that seventy percent of the engine code was rewritten.
GoldSrc (the Half-Life engine) isn't open source like Quake 1 and 2 are now IIRC.
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Old 14 January 2013, 20:23   #88
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GoldSrc (the Half-Life engine) isn't open source like Quake 1 and 2 are now IIRC.

ahh,ok thanks.
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Old 14 January 2013, 23:39   #89
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ahh,ok thanks.
Bummer hugh?

Next to DOOM, Half-Life is my favorite FPS series.
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Old 17 January 2013, 13:12   #90
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Dropping by to leave some Kudos, just tested Boom AGA on my A1200 060/66 was shocked to see how smooth it was running back to Saturn TC. I was expecting it to stutter along.

Nice work
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Old 17 January 2013, 13:52   #91
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Thanks Steve, glad you like my work

Let's see how an overclocked 060 goes with Quake 2 AGA
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Old 17 January 2013, 20:05   #92
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Thanks Steve, glad you like my work

Let's see how an overclocked 060 goes with Quake 2 AGA

hmm.. on my 060@75 Hmz with Voodoo III Q2 is barely playable. Maybe 10-12 fps average, with lags when there is a lot of objects on screen. I don't know what is the poing of AGA version.

I'd like a decent Duke 3d port though.
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Old 18 January 2013, 00:05   #93
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hmm.. on my 060@75 Hmz with Voodoo III Q2 is barely playable. Maybe 10-12 fps average, with lags when there is a lot of objects on screen. I don't know what is the poing of AGA version.
If I can't get it running at a playable speed on my own A1200 then I won't release it, same deal as all of my ports.

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I'd like a decent Duke 3d port though.
So would I, but I don't have the time for any more Amiga coding.
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Old 20 March 2013, 23:02   #94
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I tried Quake2Doom with ADoom v1.3 and 1.4 but both versions freezes in the first level of the 2nd chapter. can it be fixed somehow? (It means the 4th or 5th level) It's so bad, as I really like this TC, I think it is the best so far... dunno if Boom can handle it, so will give a try, but can be some special thing in any TC which can not be handled by an Amiga port?
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Old 21 March 2013, 01:42   #95
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BOOM AGA supports the most total conversions, give it a go

Check out [ Show youtube player ]


Last edited by NovaCoder; 21 March 2013 at 03:03.
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Old 03 March 2014, 20:05   #96
Michael
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BOOM AGA supports the most total conversions, give it a go

Check out [ Show youtube player ]

For gods sake, why your ports are missing RTG support ? If the original ADOOOM had the code there, and all conversion had RTG support before AGA C2P, why, why, why, you are not supporting it? It's just such a pain when you have a GFX card on a SVGA monitor.
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Old 04 March 2014, 02:56   #97
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For gods sake, why your ports are missing RTG support ? If the original ADOOOM had the code there, and all conversion had RTG support before AGA C2P, why, why, why, you are not supporting it? It's just such a pain when you have a GFX card on a SVGA monitor.
Because I'm underpaid and overworked

The BOOM source code is available on AmiNet, should only take you 5 mins to add RTG support if you really want it

My new [ Show youtube player ] will use both RTG and AHI and my old [ Show youtube player ] already supports RTG with Paula.
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Old 04 March 2014, 04:04   #98
Michael
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That's much, much better news!

Why so many different versions of the DOOM engine ?!

Anybody willing to update Duke3D ? A proper PPC version and W3D support version for 68K/PPC will be very nice for the classic.
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Old 04 March 2014, 04:21   #99
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That's much, much better news!

Why so many different versions of the DOOM engine ?!
BOOM was my first DOOM port, and it turned out very well

ZDOOM was an attempt at porting a more modern DOOM port to 68k, it didn't really turn out too good because of stupid Endian and compiler issues.

Odamex compiled a lot cleaner than ZDOOM and it should be the most advanced 68k port (if I can ever finish it).


Quote:
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Anybody willing to update Duke3D ? A proper PPC version and W3D support version for 68K/PPC will be very nice for the classic.
I've got an updated version of [ Show youtube player ] on my HD, just don't have the time to finish it
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Old 04 March 2014, 04:47   #100
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a little off topic, but could we expect from you by exemple : megadrive or snes or pcengine emulators. Some have source code available. Or why not finally a good atari st ste emulator for the amiga ???
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