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Re: My Amiga Projects
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Posted on: 2022/12/30 21:12
#121
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Just popping in
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Adding the possibility to quit on mouseclick is the work of a few minutes. To get the environment to make all codecs and stuff for ffmpeg compile would be massive work instead. I am from the old times used to Amiga developers helping esch other out. Nothing to do with “slaves”. The recent OS 4 games work i did was not payed either and it is much more work than reacting on mousebutton.
What I could offer is a beta version of Heretic 2 for OS4.
But maybe the time were Amiga developers helped each other out are gone.
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Re: My Amiga Projects
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Posted on: 2022/12/29 20:33
#122
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Just popping in
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@Rob: The Heretic II Port is in the meanwhile in pretty good shape. There are some "issues" which need fixing, but the main issues are the not yet working GL4ES Renderer (MiniGL Renderer works fine) and that Software renderer is currently fullscreen-only.
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Re: My Amiga Projects
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Posted on: 2022/12/29 13:03
#123
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Just popping in
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I was more looking of him adding the mouseclick thing in a special version ;) i was not looking for compiling myselves.
As to the „no text output“ i have a solution now.
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Re: My Amiga Projects
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Posted on: 2022/12/29 11:29
#124
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Just popping in
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I see. Still would be nice to be able to abort video play not only on keypress but also mousebutton press.
The text output i managed to remove by calling it with >nil: *>nil: in the game. The second one is for stderr appearently.
Next thing i will be working on is the gl4es renderer.
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Re: My Amiga Projects
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Posted on: 2022/12/27 12:51
#125
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Just popping in
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@ddni: Well that other 3D game is not yet ready for Betatesting. Early Betatest is running for Heretic 2 OS4, but right now only for a small list of testers as it is still a very early Beta version. Recent updates: Heretic 2: Early Betaversion running, GL Renderer running (though right now only the MiniGL Renderer, the GL4ES Renderer does not work yet). No changes in the other projects. @Liveforit: Are you the guy who did the mplayer-liveforit mplayer port ? If yes, I would have a request. I could use a version which does not output any text (even with >nil: the current version outputs some text) and which additionally to pressing a key also aborts when pressing the left mousebutton. Could you compile such a version ? Reason for this: I would like to use mplayer for Intro replay for Heretic 2 (then I can "bury" the smacker dll which has some issues and this would definitely save me some time ^^) and for the unnamed 3D game. Do I assume right that when I use -vo sdl it should run on any hardware ? Thanks (of course the Video Replay should not be limited to Radeon HD/RX). Feel free to contact me at tirionareonwe@gmail.com. Best regards, Steffen
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My Amiga Projects
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Posted on: 2022/12/23 13:11
#126
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Just popping in
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Hi!
Here a little summary of my current Amiga Games projects:
Quake 2
The new Update is nearly done (new features: Mods work again, GL4ES Renderer - software and MiniGL Renderers also still exist, Ogg Vorbis Sound, CD Audio Sound, Full AmigaInput Support, support for 3 Quake2 Levelpacks). Still some issues with the sound, hopefully soon fixed.
Heretic 2
An actual non-Tutorial real game level started today the first time OS4 native. GL Renderer still missing, software renderer still flawed, and a range of minor bugs which should be easy to fix but will not allow it to be called even a Betaversion. One major bug has been workarounded, which probably needs a "real fix" somewhen along Beta->full version.
Unnamed 3D Game
Stable Betaversion, but as no Betatesting yet one can't say what still goes wrong.
Several Mods for non-Quake 2 Games
Still at a very early stage. Not a priority right now.
Current main focus is on finishing Q2 and on H2.
Steffen Haeuser/MagicSN
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Re: AmigaOS port of libsmb2
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Posted on: 2022/12/13 13:25
#127
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Just popping in
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@salass00
Is there a project to copy files over SMB using this lib ? This is something I really could use.
Anyways, sounds good!
Steffen
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Re: Wipeout2097 progress
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Posted on: 2022/12/11 12:25
#128
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Just popping in
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>What I intend to say is for Visual Studio there are plugins to >cross compile for OS4. Again - crosscompiling does not have ANY advantage over using a native compiler asides from that you do not need a physical Amiga for it. Myselves I use for my ports a Cross-Compiler based on cygwin on a Windows system (and transfer executables for testing to my physical Amiga x1000 then). But no matter what compiler you use - as to the matter of porting it is exactly the same effort, no matter if you use a cross compiler or a native compiler. >About OpenGL there are also PSX sources to look inside, for sure >there's not any DirectX API inside there. Adapting PSX Sources would be more work than adapting Direct3D sources probably... Sure, all possible. But that sort of effort you usually don't do, if there is no chance on a license. Once a license exists - different story There is actually a huge list of what games are available in source code (commercial games I mean). I found it always annoying they do not split the list by games leaked and games non-leaked. Makes working myselves through the list pretty tedious read.
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Re: Wipeout2097 progress
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Posted on: 2022/12/11 10:53
#129
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Just popping in
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@Flash:
>About Wipeout from Windows sources (it's visual studio project) >should be not very hard, for an experienced programmer, make an >Amiga version via cross compiler.
It does not matter if a Cross-Compiler or a native compiler is used. You probably misunderstand what a Cross-Compiler does.
All it does is that you can compile code which ALREADY HAS BEEN PORTED to AmigaOS on a PC. So for example you can compile on one machine and test on another machine, and if your current exe crashes you don't need to start the editor and everything again.
It does NOT convert Windows APIs into Amiga APIs as I assume from your comment you think.
Also without checking the code of Wipeout (I didn't, as it is probably leaked, not much interest for me) it is hard to say how hard to port it is. This mainly depends on what 3D API was used. For example if Direct3D was used it would be very hard to port. While if OpenGL was used (but with such an old game I doubt this) it might be much easier.
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Re: Wipeout2097 progress
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Posted on: 2022/12/10 7:29
#130
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Just popping in
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@RobQuote: Rob wrote:@TheMagicSN
Pegasos II cannot see anything the other side of PCI-PCIe bus but Sam440 abd recently A1 XE have been proven to work with Southern Islands cards. Sailor's tests on A1 showed that some ops are slower compared to the AGP Radeon 9000 due to the PCIe cards only working in a 33Mhz slot but when you run Warp3D Nova code it really shines.
Ah i see. Didn’t know that. Anyways for Wipeout no problem. If enough for Sin will be seen assuming the license problem will be fixed, i would still assume those systems should be fine. Quote: Quote:As I understand in post #42 Wipeout code is now opensourced.
Wipout is the prequel to Wipout 2097 which was ported to Amiga. If it's possible a port would be welcome.
Still a real opensource release would be needed for this. Quote: I managed to track down Paul Lesurf on Facebook and asked if VP still have the rights to publish 2097 for Amiga. It would be great if people could buy it again and if they still have source code it could be a bonus. Hopefully he'll reply, even if it's bad news.
I see. Thumbs crossed ;) Quote: @TheMagicSN
The post says the Windows version is also included but it's not worth looking at when you could end up in Son'y cross hairs.
[/quote] Exactly. Leaks are useless for us. MagicSN
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Re: Wipeout2097 progress
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Posted on: 2022/12/9 19:07
#131
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Just popping in
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@flash
I was not sure if your earlier post was regarding Wipeout or Sin. My comments were mostly regarding Sin.
As to Wipeout being opensource i am not sure if this twitterpost leads to an authentic opensource release or a leaked source. Anybody knows who this „Forest of Illusion“ person is?
Also if it is psx source code building an Amiga port from it might be not trivial.
BSzili, you have been told by whom?
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Re: Wipeout2097 progress
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Posted on: 2022/12/9 14:19
#132
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Just popping in
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Hi!
@BSzili:
I really doubt such licences have an "expiry date" despite people bringing this up on forums again and again. Though in case of Sin I am not sure if an Amiga licence was included back then or if it was only Linux licence with a chance for Amiga licence "later".
But I do not believe the "licence timed out" argument no matter for what game.
@Rob:
>I guess Ben is the person to talk to about SIN and potentially >other games Hyperion got licenses for.
Correct.
@Flash:
>I really don't think there will be any issue with licence. It's >open sourced so anyone could make a port to AmigaOS or any other >machine.
On which game was this referring to ? Wipeout ? Is this open sourced now ? Sin definitely isn't.
>If you released a first port years ago you could go quite easily >for a second new port from scratch. >If you'll decide for a go please let also old AmigaNG systems >like A1/Peg2/Sam boards to enjoy the game.
As to Sin - well if the license situation can be resolved I will complete my Sin port (for Hyperion) from "really many years ago".
As to A1/Peg2/Sam:
Depends on Speed. I remember back then the game (Sin) ran too slow. I have no doubt it will run fast enough for x1000/x5000, on the others I do not know. I cannot remember if the "too slow" was only old Classic Amigas + PPC Accelerators or if it was fast enough on A1 800 MHz back then or if it was too slow for both (but I suspect it was only for the Classic Amigas + PPC too slow - they still were a factor back then). As I said I only remember "it was too slow on some hardware", cannot remember exactly which was the limit.
If a port will be done (which depends on license situation) it will not be done for a specific hardware. It will be for AmigaOS 4. And there will be a MiniGL Renderer, and a GL4ES renderer (I do not think software renderer will make much sense on Sin, see my remarks about Speed above) - assuming I will be doing the port. Q2 GL4ES Renderer was done pretty fast recently (and BTW with around 70% speedup compared to the MiniGL Renderer). I needed no long time to do the GL4ES renderer.
Remember also we now have much better graphics boards than "back then". Back then we had Permedia 2. Now we have RadeonHD/RadeonRX, independent if x1000 or A1/Peg/Sam (I assume they can use them too, right ?). This should make a difference.
Best regards, Steffen
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Re: Wipeout2097 progress
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Posted on: 2022/12/6 5:46
#133
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Just popping in
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With Wipeout - i suspect less of a licence problem but that it was not a Hyperion game. WO was published by Digital Images If i remember correctly , Developed i think if i do not remember wrong by Sam Jordan (Warpup author also). I think he left Amiga long ago. Licence issues would surprise me. Normally such licences are just to the OS used. Which version of AmigaOS does not matter. Of course i have not seen this specific licence so no idea what they wrote in the licence - but my suspicion is that the issue is the people who have the source code of wo2097 for Amiga left Amiga long ago.
Sin -!f licence permits i could do a port. I was one of the two people who were doing the linux version for Hyperion. Could be it was only licensed for Linux, I am not sure. I know Hyperion still got my source code of it.
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Re: Amiga games Quake 2 and Battle Squadron
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Posted on: 2022/12/3 18:13
#134
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Just popping in
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As to Quake 2 i am currently preparing an update.
Features:
- mods work again, currently i have installers for 18 mods Plus 3 level packs - more mods will come later but focussing On the update now - ogg vorbis music playback added - full AmigaInput support added - several bugfixes - hopefully cd audio fixed (working on that right now) - hopefully gles renderer (still on my todo list) additional To the old style minigl renderer
Best regards, Steffen
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Re: libjpeg.so problem
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Posted on: 2022/11/29 6:37
#135
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Just popping in
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Note that it does not crash with the version from os4depot. I was the software author of the software which kas tested where the problem was originally noticed. In the meanwhile i statically link the software so it does not crash if the Dynamic libjpeg version from CD is installed.
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Re: Quake 2 and Heretic 2 OS 4 Updates
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Posted on: 2022/11/25 5:24
#136
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Just popping in
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That explains it. I was wondering “were is the engine source in this source“. Thanks.
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Re: Quake 2 and Heretic 2 OS 4 Updates
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Posted on: 2022/11/24 14:06
#137
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Just popping in
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I meant a linux port with source code where the missing parts are included ;)
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Re: Quake 2 and Heretic 2 OS 4 Updates
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Posted on: 2022/11/24 7:59
#138
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Just popping in
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Hi!
I might have a look at FAKK during the Christmas holidays, depending how far I come with Q2+H2.
Still what wonders me is that I could not find the renderer in the source code, neither the special OS specific stuff (possibly the ones from Q3 port could be used as it is the same engine ? Or starting off with them, and modifying them as needed ?)
Do you know if there is a Linux port of it ?
Thanks for the Link.
Best regards, Steffen
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Re: Quake 2 and Heretic 2 OS 4 Updates
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Posted on: 2022/11/24 5:15
#139
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Just popping in
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H2 OS4 native yesterday came till actually showing the loading screen. So some progress ;)
Q2 native AmigaInput support now fully working.
Cannot promise H2 OS4 native will be finished till Christmas but if i should guess i think i will have it finished till then ;)
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Re: Quake 2 and Heretic 2 OS 4 Updates
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Posted on: 2022/11/22 10:05
#140
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Just popping in
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Hi! I just checked those alternative Q2 Ports. Both are done as monolithic exe's so cannot support Mods. Regardless of which compiler is used. Basically they compiled the game.so/game.dll into the main exe, and so it cannot be exchanged. If they provided me with the source-code (either as full source or as diff-files) of the enhancements they did I could integrate them into the mod-enabled port. My email is tirionareonwe@gmail.com. But if someone can tell me what email to write to, I can contact them too. BTW: Gamepad/Joystick support I added in the meanwhile (through AmigaInput) myselves (it's still a bit Beta, but just sent a release candidate to my betatesters). EDIT: (No idea why this post came twice). Anyways, I just sent HunoPPC an email, found his email address. Best regards, Steffen
Edited by TheMagicSN on 2022/11/22 10:56:26
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