14 June 2012, 07:42 | #61 |
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do you think it would be worth doing a version in 040 code it wouldent matter then what patches you have would it?
i wonder if thats why clickboom did it this way for quake(no 060 support) |
14 June 2012, 19:33 | #62 |
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So, the answer aDoom : 22.7 fps
For Boom it's around 5 fps |
14 June 2012, 20:22 | #63 |
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with boom its nowhere near that slow on any of mine gibs.
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14 June 2012, 21:02 | #64 |
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If I set the screen like in this video
[ Show youtube player ]
Boom with my 68060@66MHz is slower than aDoom (Indivision ECS/ACA630@28MHz) |
14 June 2012, 21:24 | #65 |
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what you got running in your system gibs?
i know i cant compare mine to yours but,you should be getting at least 15-20fps in an aga mode. EDIT ive had a look and a few have said its slow on theres,maybe theres is something to compare on all your systems. Last edited by roy bates; 14 June 2012 at 21:50. |
14 June 2012, 23:03 | #66 |
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Nothing...I have the original startup-sequence.
Disabled the user-startup. Still slow. |
15 June 2012, 01:57 | #67 |
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Yep very strange, gibs.
1) What OS are you running? I'm running 3.9 myself. 2) Are you using Blizkick or similar to stick your OS into FASTRAM? 3) What's your HD transfer rate like? Send me your Blizzard 060 and I'll see if I can get BOOM to run faster for you |
15 June 2012, 02:05 | #68 |
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15 June 2012, 13:17 | #69 |
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1/ Running WB 3.1
2/ I have a multi startup setup. I did with blizkick and without. 3/ something like 1880 k/s @RetroFan My chip is low (600k) when I use the original startup. But when I use my tuned startup-sequence, I have 1.3MB left in 1024x768. Anyway I have also tried with a low resolution. Same issue. I prefer to use my own install than ClassicWB. |
21 June 2012, 20:21 | #70 |
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Nova: Do you think that it would be possible to add in PrBOOM's Sky Transfer support without it hitting up resources too much?
If you need a wad with an example of this I can upload one. |
22 June 2012, 03:02 | #71 |
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Cool stick in the Zone and I'll take a look when I get the time....
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22 June 2012, 22:45 | #72 |
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Alrighty! I am not quite sure how to upload to The Zone as of yet, so I uploaded it to Media Fire.
http://www..com/?a71gldo70212ssy Included is the example WAD, MBF for DOSbox, and the MBF source. I included MBF because that is the first source port to feature the Sky Transfer linedef. As you will be able to see in the example, the first room you walk into has the standard DOOM II sky, but the second room has a different sky all together. It's really easy to pull off in one's maps, though I'm not sure how easy it will be to implement in your source port, especially where system resources are concerned. Thank you for having a look! |
23 June 2012, 19:36 | #73 |
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Last night, while experimenting with various DOOM engines. I came across my old WolfenDOOM collection.
WolfenDOOM was a re-creation of the original Wolfenstein, as well as Spear of Destiny. The creator(s) then went on to produce some very good quality sequels, some of which even take place in space! Originally these needed a custom BOOM based EXE, but apparently someone came along and made a fix for these so that they could work with BOOM. I have not fully tested them, but I do believe that I now have Wolfenstein and Spear fixed so they should be perfectly fine under BOOM. If you find any bugs, please let me know, thankx! Wolfenstein: http://www..com/?va5168c4te5gkbc Spear of Destiny: http://www..com/?mel33zoqmtckc1s |
24 June 2012, 23:37 | #74 |
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I here by bring you more Wolfenstein goodness, adapted to work well with BOOM.
On top of that, I have uploaded HacX which is the Total Conversion to kill all total conversion on DOOM II. You have GOT to see this in action! Amazing game! Though keep in mind that not all the levels were completed, though the majority of it is there, and there are people out there hard at work to finish what they found in the original designer's notes. Enjoy!!! HacX http://www..com/?jkyg5q6e01a0f8j WolfenDOOM: Second Encounter http://www..com/?dw7bhgfv6cw6gwl WolfenDOOM: Treasure Hunt http://www..com/?6lelh014l8wy842 WolfenDOOM: The Portal http://www..com/?ag9mba6dawpuyie WolfenDOOM: Escape from Totenhaus http://www..com/?t29ukwqqo8lsau0 |
27 June 2012, 07:48 | #75 |
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@Gibs. A couple of suggestions. Maybe not enough chip ram. Try boot into a 640x256 8 color wb. Also some 66 mhz '060's were not "full" 060's, the FPU or MMU might not be functioning?
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29 June 2012, 23:08 | #76 |
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Dunno what I'm doing wrong, but I got my 80Mhz 060 back in the mail and BOOM stutters like mad on it.
I'm set to: Aga NTSC 020 or 040 (060 crashes it). |
05 July 2012, 22:14 | #77 |
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Speed issue resolved. Turns out I was using an old copy by mistake. They all claim to be compiled on the same date...
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30 August 2012, 17:41 | #78 |
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Anyone tried Community Chest 3 wad? It seems to be little too much for Amigas CPU . Btw. do i need "file=wad/nrftl.wad" specified when I use a custom wad? Could you give me some info how for example are the tooltypes to be modified when you use a custom wad? In case the info is also needed by others here.
Thanks |
30 August 2012, 22:31 | #79 |
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Hiya
Chuck all wads and any 'bex' files in the BOOM root directory then set the tooltypes to them (eg file1=AB3D.wad, file2=ABMap01.wad, deh1=AB3D.bex) Also make sure you check the readme that comes with the WAD files as sometimes you need a specific version of DOOM for it to work. My 060 runs 'Suspended In Dusk' pretty well and that is meant to be one of the more demanding WAD's [ Show youtube player ] Last edited by NovaCoder; 31 August 2012 at 01:24. |
13 January 2013, 10:03 | #80 |
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I've been playing around with this port recently, it was fast before but I found the some of the total conversions were a little too much for it so I decided to make it 060 only.
I also thought I could improve the mouse controls to make it a little smoother to play. It now runs even better -> [ Show youtube player ] Now I just need to find the time to try some new total conversions |
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