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Old 22 September 2007, 14:19   #41
Mad-Matt
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you cant hit the metal with rtg so you have some overhead using the rtg libs which will reduce performance. OnEscapee takes quite a hit with rtg but i guess this goes though somekind of planner 2 chunky convertion which would help .
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Old 22 September 2007, 17:06   #42
laser
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Originally Posted by Bamiga2002 View Post
What's your problem? I didn't say i *believe* in the patch, just that i wanted someone to test and post the results here. I myself haven't tried the patch ever.
ah Ok...sorry

but if you never tryed that patch don't do it....is fake....it doesn't speed up anything


bye
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Old 22 September 2007, 17:55   #43
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Originally Posted by Mad-Matt View Post
you cant hit the metal with rtg so you have some overhead using the rtg libs which will reduce performance. OnEscapee takes quite a hit with rtg but i guess this goes though somekind of planner 2 chunky convertion which would help .
RTGMaster "hits the metal" for the gfx cards it supports.
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Old 22 September 2007, 17:57   #44
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btw, I get about 20-25 fps during the game... on my computer using winuae

on my amiga 1200+apollo 1240/40mhz I remember about 10-15 fps

controlled by tkgpatch & fps display option

Bamiga2002...please post your numbers
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Old 22 September 2007, 18:08   #45
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Quote:
Originally Posted by laser View Post
btw, I get about 20-25 fps during the game... on my computer using winuae

on my amiga 1200+apollo 1240/40mhz I remember about 10-15 fps

controlled by tkgpatch & fps display option

Bamiga2002...please post your numbers
See my sig, my beloved A1200 is in parts...again...hoping to rebuild soon .
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Old 22 September 2007, 19:02   #46
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Quote:
Originally Posted by alexh View Post
RTGMaster "hits the metal" for the gfx cards it supports.
does it support any particular card ?

I just see rtgmaster as a way to unify rtg like ahi does for sound. program once for rtgmaster and it will sort out aga/p96/cgx support.
in the case of rtgmaster the app would have to be os freindly so likely some speed penalty just for that, thenthe hit with rtgmaster using the relevent hardware driver api. Im not aware of a particular card where rtgmaster will control it itself.

often wished a particular game would demand cgx4 for its hardware acceleration features instead of relying on rtgmaster which only uses cgx3 features.
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Old 22 September 2007, 19:25   #47
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Originally Posted by laser View Post
but if you never tryed that patch don't do it....is fake....it doesn't speed up anything.
Laser, do me a favour and shut your stupid trap. You don't don't know jack shit about anything as you have so ably demonstrated in many of your pathetic posts on this board.

The patch isn't fake and makes a huge difference in speed as I have already stated! Now shut the fuck up you idiot!
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Old 22 September 2007, 21:19   #48
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Laser, do me a favour and shut your stupid trap. You don't don't know jack shit about anything as you have so ably demonstrated in many of your pathetic posts on this board.

The patch isn't fake and makes a huge difference in speed as I have already stated! Now shut the fuck up you idiot!
ATTENTION ATTENTION moderators insults here

btw,
mmmmm...Steve I see that you are not an english gentleman
please check the link:

http://members.cox.net/dr.manners/index.html
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Old 23 September 2007, 12:06   #49
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does it support any particular card ?
RTFM mate, it supports many cards directly and also supports P96 and CGX.
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Old 23 September 2007, 14:39   #50
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so basicaly thats a no then, it does onlt use the api and doesnt support a direct mode
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Old 25 September 2007, 13:31   #51
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@laser:

Are you aware of the fact, that you can switch to fullscreen using the Enter-Key? What do your FPS-values refer to? Fullscreen?
I have no clue how fast it is on a Peecee, but on a real Amiga, the RTG-Version is definitely the fastest possible.
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Old 21 July 2008, 12:30   #52
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How do you display fps in AB3D2?
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Old 17 November 2010, 17:21   #53
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What you get are slightly modified / reskinned levels (a few new secret areas here and there), reworked weapon models (alas some of the animations are too fast in UAE), new monsters, effects etc.

I was rather pleased with the models (reworked the shotgun, assualt rifle has ejecting brass, muzzle flash, grenade launcher has rotating circular clip, also added a chain gun), making them with the provided editors was a complete bitch.

Due to extra models, sprites and textures, I think it may need more RAM than the original. It has never been tested with less than 68040 / 16MB. For some reason, the mod really does not like the RTG patch and will crash fairly quickly


http://www.amiga.org/forums/showthre...t=55224&page=5
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Old 10 May 2021, 15:44   #54
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Also I had some problems getting the damn thing to run at 320x240. For some reason it kept telling me that it wouldn't accept that resolution and then only allowed me to select 640x480. How utterly annoying!

And I have a problem to run it with Warp 1260's RTG Picasso 96 modes. Anything different than 640x480 and picture taking left-top quarte of the screen produces broken, greenish picture.
A real shame RTG version is so buggy.
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Old 13 May 2021, 03:19   #55
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And I have a problem to run it with Warp 1260's RTG Picasso 96 modes. Anything different than 640x480 and picture taking left-top quarte of the screen produces broken, greenish picture.
A real shame RTG version is so buggy.
Because of how the game renders, the patches have to render on aligned boundaries, and it might be causing some issues with the drivers for the Warp 1260.

It ran great on my CSPPC/CVPPC combo but everything was off-center (and it would occasionally crash).

Still the speedup from avoiding having to touch the chipmem bus was totally worth it.
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Old 13 May 2021, 11:22   #56
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Off-center would be no problem, all green artifacted screen not so much.
Is an author of RTG version known to the community (no information on Aminet)? Maybe there would be still sources available?
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Old 13 May 2021, 21:27   #57
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As I have just got a V1200 a couple of weeks ago, this thread inspired me to revisit the game (I played it on my 040 40mhz when it was originally released but never got on with it as it was too slow). Using the WHDload version with the speed up patch makes it feel like a different game and more like the original. Small screen I get 39 fps most of the time and full screen I get half that at 19 fps. Frame rate drops a bit in places but if feels fast and smooth.

Interestingly, you can use the old C2P engine (pressF10) and this reduces the fps by half and feels bad, so the turbo patch is great.

Next, I need to see if the RTG patch works? I'll install on WinUAE for convenience and the copy to my real 1200. I have a sneaky idea that it won't work as I haven't heard anyone doing this but we shall see. Might be perfect fodder for my new capture card that I found in a charity shop at the weekend.
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Old 14 May 2021, 09:58   #58
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Didn't team 17 release the source code for both games? or was it only AB3D? Might be worth looking at what improvements can be made in the code itself.
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Old 14 May 2021, 15:57   #59
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Quote:
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How do you display fps in AB3D2?
IIRC the original exe doesn't shows any fps values, but does with a patch. Have to check. Interested in this topic really.
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Old 06 July 2021, 11:56   #60
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RTG patch for AB3D2 would be a legendary feat but it seems to be an impossible task.

Runs great on A3000/060/CV64 3D/scsi-HD

[ Show youtube player ]
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