21 May 2017, 14:28 | #1 |
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GLHexen2 Warpos.
As requested, my "rogue" port for warpos (didn't know where to put this).
Use AHI 8 or 16 bits. Possibility to grab the left button mouse in window mode ( see readme). Still bugs and fixes to be done to the original code. DO NOT USE the "demos" to check the game as those on the original 68k package, or you will be dissapointed (are really bad done). Use original game cd paks. Edit: Removed beta2. Last edited by Cowcat; 27 May 2017 at 19:10. |
21 May 2017, 15:49 | #2 |
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Great job it seems to work so far.
I have AHI 8 bit DMA selected so hz reported is some huge number 381924892 something like that, the original Hexen 2 68k version had this same problem. 800x480 works but the heads up display looks like it's positioned 1/4 up the screen. Opening Options in the menu locks up the game. |
21 May 2017, 15:57 | #3 |
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grelbfarlk:
All screen options are better be changed from shell (-w , width, -f , etc). Those get "almost" saved & you can restart without calling a shell. Don't use DMA on ahi. Hedeon says it doesn't work well. Better (paula?) 8 bit stereo (I use fast paula 8 bit stereo++). Whatever changes on options gl parameters it's preferable to check those and then close the game & restart. Permedia users -> GL_luminance 8 bit. VooDoo users -> GL_RGBA. |
21 May 2017, 16:35 | #4 |
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Sound works fine with 8-bit Stereo ++ I used 27khz (or whatever nearest).
Runs well. Joystick doesn't work, I'm using a PSX pad with Kipper's adapter in second mouse port. In_joystick and Joystick don't seem to be recognized as variables. |
21 May 2017, 16:42 | #5 |
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using the -nomouse option makes the options menu work (strangely enough).
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21 May 2017, 17:24 | #6 |
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Seems to work ok with me with no "-nomouse" option. Even can change effects options with no problem (those shadows are wrong, again old quake stuff), but I stay away from changing screen modes/resolution/apply.....
Still a lot of bugs to fix . |
21 May 2017, 17:38 | #7 |
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The joystick support was originally written for Poseidon, and doesn't work very well with the regular lowlevel.library. It assumes that the controller types can be reliably detected upon startup. You can try to use a program like JoyPortTest to make sure the type reported by lowlevel.library is joystick/gameport and then start the game. I plan to overhaul this, but haven't got to it yet.
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21 May 2017, 17:39 | #8 |
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21 May 2017, 17:53 | #9 |
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My plan is to get rid of all mouse nonsense, so that implies changes to original code & to behave like my usual stuff with windowmode.
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22 May 2017, 15:00 | #10 |
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There is a version GLHexen2 68k?
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22 May 2017, 15:03 | #11 |
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22 May 2017, 17:48 | #12 |
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For the ones who missed it: Great job so far!
[ Show youtube player ] |
22 May 2017, 21:20 | #13 | |
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Quote:
[ Show youtube player ] |
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27 May 2017, 01:30 | #14 |
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Ups... Maybe someone is wondering where the cool effects went (hitting things = kaboom) or why the spiders are kinda sedated or when the witch is going to appear in the game. Basically the gore.
Mistery? No, big mistake !! "posix library" is missing in the binary. Wonder why all could function after all. Expect a proper next "beta". By the way all version uploaded are done with latest vbcc |
27 May 2017, 14:18 | #15 |
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Can't wait for it! :-)
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27 May 2017, 14:38 | #16 |
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I have use your port of hexen2 in my topic: FPS on amiga (topic in french)
http://www.amigafrance.com/forums/to...ier-fps-amiga/ Have you another good WarpOs/Warp3D port? Last edited by Aladin; 27 May 2017 at 16:18. |
27 May 2017, 19:16 | #17 |
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Ok. Hope that it works better
Added fog, a little bit of fix for shadows (that needs much work to be decent), no annoying mouse for fullscreen, the explosions, blabla... Do not use menu to apply changes for videomode/resolution etc. Still not a solution for this. Just do it like BlitzQuake. See readme. Last edited by Cowcat; 13 November 2017 at 13:26. |
27 May 2017, 19:18 | #18 |
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Aladin: Nice work
No more ports for today. Last edited by Cowcat; 27 May 2017 at 21:38. |
27 May 2017, 20:41 | #19 |
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Options screen now works every time.
-nomouse option still results in a mouse pointer on the screen. timedemo demo1 crashes mostly at the end, sometimes in the middle. I think some interrupt behaves badly, but not sure. It's demo1 from the AROS archive. Same behaviour with -w and -f. I now see more gore. -) Thanks for the update :-) |
27 May 2017, 21:20 | #20 |
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Hedeon: Don't use -nomouse Should not be looked as half working as before. Until I find something to cleanly separate the old code from other ports, this option doesn't work well.
You don't play with mouse ? Sometimes timedemo does something bad, but I only see the crash when closing the game (the last beta did the same). Maybe increase vertexbuffersize. There is a bug in one of the scenes: When you see the "sheep doing the jump", the game slows down because an effect keeps doing "something" as being in a loop, probably the whole level. Happens also in my testing linux version: When I was figuring out how the messages work and printing the resoults, the effect message keeps printing on screen. Of course a nowadays PC doesn't slow down at all but the effect message, weird enough, is the same when you hit a wall.... Maybe a non patched wad/pak ?? Last edited by Cowcat; 27 May 2017 at 21:32. |
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