23 November 2022, 01:14 | #901 |
Alien Bleed
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I wouldn't bet on that. Stockpiling seems to be a game mechanic. IMO, it goes too far, I think level and ammo should have caps on them, but you definitely need most of your arsenal by the middle of the game.
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23 November 2022, 01:38 | #902 |
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I should have talked to @Girv and it wouldn't have taken that long. If you take a look at his AB3D-RTG code, I think he went through much of the same. I just didn't know... I return to the Amiga scene only in 2017 after a long time not paying _any_ attention.
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23 November 2022, 10:44 | #903 |
Alien Bleed
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A curious fact to report, I do not get this issue with JIT using either main or the local merge of abu's changes into it, provided I've set the frame limit to 25fps (or lower).
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23 November 2022, 19:13 | #904 |
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most odd.
I can get it to start every time reliably with jit and at 50fps (touch wood) if I clear out the DisplayMsgPort before the first call to ChangeScreenBuffer outside the main game loop. |
23 November 2022, 20:49 | #905 |
Alien Bleed
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More for pipper's benefit, but I see absolutely no reason not to merge your PR. I can find no new regressions that I wasn't able to reproduce from upstream.
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23 November 2022, 23:20 | #906 |
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24 November 2022, 01:55 | #907 |
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@Karlos
hope you feel better soon chap. here is a follow up from the previous video I posted [ Show youtube player ] edit: sorry the sound is squiffy, didn't notice till I uploaded it |
24 November 2022, 17:32 | #908 | |
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@abu
Quote:
By the power entrusted in me by our leader, I'm going to use my collaborator cress and merge your outstanding PR into main. You said there was a change you might want to push first for the number of VBL steps between lighting animation increments. Do you want to push those first? If not, they can go after. I prefer to merge your stuff before embarking on some more symbol renaming and dead code pruning ... |
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24 November 2022, 17:44 | #909 |
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@Karlos
Merge away, the change to lighting anim speed can wait for now. |
24 November 2022, 17:50 | #910 |
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24 November 2022, 17:56 | #911 |
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24 November 2022, 18:11 | #912 |
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25 November 2022, 15:07 | #913 |
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I've played the last build now it works perfectly and no problem to save. Amazing job, really. The game really flies now on a 68030/50mhz compared to the original version
I Wonder if it is possible to somehow enhance others 3D Amiga games like Jurassic Park (the source code is included in the latest WHDLOAD install ). |
26 November 2022, 02:59 | #914 |
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@sokolovic
Glad to hear it is working well for you now I think there are 'a few' bugs to iron out and improvements yet to be had on this project, but it is defiantly a vast improvemet on the original release from ocean/team17 |
26 November 2022, 08:17 | #915 |
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26 November 2022, 09:29 | #916 |
Alien Bleed
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My personal interests may be different. In no particular order:
Improve the code legibility/maintainability. This ultimately includes replacing non performance critical code with C. * Improve texturemapping (it's a bit fuzzy and imprecise), possibly to include mip mapping for more distant polygons. * RTG support, preferably with RGB render option * AHI support * Multichannel mod support (currently one channel only). I would then like to explore the possibility of enhancing how the game can be modded by raising the various limits defined in the gamelink format (which needs to be done very carefully to remain backwards compatible). I'd very much like to see: * (Alternative) Human readable/editable format for game link data: * More objects, aliens, vectors, bullet defs, etc. * 45 degree views for bitmap sprites * More sound effects (also a high quality mode with higher sample rate) * More than 16 floor textures * More than 32 object textures In my view new features like this become much more achievable the less dependent on assembler you are for all the mundane asset loading and management code. Last edited by Karlos; 26 November 2022 at 12:34. |
26 November 2022, 10:46 | #917 |
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Even if this plan doesn't work out, there could be enough of a learning exercise to do a rewrite
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26 November 2022, 15:52 | #918 |
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I still have some problem with playing on the resolution as the " [ " Key pushed make some buggy rendering (sorry, can't describe it in english) but it doesn't matter as the game being very smooth without using it.
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26 November 2022, 17:56 | #919 |
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@sokolovic
yes, the double width pixel mode still needs some attention. edit: comments from the dobblewidth_test version ; FIXME: how can I factor DOUBLWIDTH into the whole equation, so no ; additional branches are needed in the inner loop Last edited by abu_the_monkey; 26 November 2022 at 19:44. |
27 November 2022, 15:56 | #920 |
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Sorry but I've been looking on the github link but I can't see how you can tell what the latest build is. I'd love to try the latest version on my ACA1230/56 following what sokolovic has reported performance wise. Please can you point me in the direction of the latest build?
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