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Re: Reborn return to castle Wolfenstein
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@mufa
Now fixed
Download a new archive please.
Excuse me for this problem
Best regards
HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@All

Reborn to castle Wolfenstein final release is OUT

http://hunoppc.amiga-projects.net/con ... return-castle-wolfenstein

Good game on HD mode.

HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@NoCache

Yes no problems

HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@Spectre660

Thank you very much for this information.
I contact Hans for checking this problem on X5000.

@All
For testing your RTCW standard on your amiga

on console:
timedemo 1
demo hyperion

And post your results

Big thanks

HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@ALL

Please now update my new update of my library EGL_wrap

And download RTCW-EGL final version and RTCW-MiniGL final version

!!IMPORTANT!!
For EGL version:
Please install my library EGL_wrap version 0.7.12 minimum, download this on my site here: http://hunoppc.amiga-projects.net/
Please update your libs Warp3D NOVA , Opengles 2.0 and new radeon HD driver
Delete your OLDER install of RTCW and add just a new data on archive.
For MiniGL version:
Please update a new radeon HD driver
Delete your OLDER install of RTCW and add just a new data on archive.
!!IMPORTANT!!

For the Reborn to castle wolfenstein please waiting one day for my upload of big new HD data.

Good games and enjoy with your AmigaOS4.1

http://hunoppc.amiga-projects.net/

HunoPPC

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Re: Reborn return to castle Wolfenstein
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@khayoz

Yes it's possible, on loading a big transfert image he crashing and reboot my machine or locking ;-(.
For the moment I don't know
HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@all
Hello to all the friends
No, I did not forget you
Finally the final version of rtcw (standard version) will point his nose, this version will be for NOVA via my library and the other version will be for minigl as expected, the 2 engines will be based on the same code only the rendering will differ, are you happy
Then will be updated in final version also for reborn to castle Wolfenstein, cons we have a lot of worries about x5000 with this engine to work properly, the sam460 and x1000 are not affected but it's problematic, this is not linked with the engine code but well is the system or the drivers, I try to isolate the problem to contact the third party developers.
Get ready for the standard version and for the HD version it is still being finalized and debugged.
Have a great evening
HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@Joeled

And now check your PM
HunoPPC

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Re: Compiling EGL GLES Wrap examples
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@NoCache
hello, actually kas1e is absolutely right and you must use the same linkage as the makefiles provided in the demos, I advise to check the makefile create by codebench once initialize before continuing. soon a new update will be made with new examples to better help you. have a good day
HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@NoCache

can you put me on this post the compilation errors that I see if it is not related to an issue of include

Thanks
HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


@Joeled
I am working on the .pk3 again because I add new shaders and try to fix the problem with the x5000. yes I would try to put paks on torrent to make your life easier

HunoPPC

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Re: Reborn return to castle Wolfenstein
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Not too shy to talk


Hello thanks for this highlight of my work for your amigaNG
For the EGL_wrap examples, did you click on the SDK installer because it installs the includes and the library in your SDK
Then did you install the opengles SDK and NOVA warp3d
Thank you for giving me more information so that I can help you better
For the evolved version of rtcwNG yes it will be for MINIGL and NOVA so it will run on old and new machines
At first the single player version will be released and will follow the multiplayer version
Thank you
HunoPPC

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Re: Barony test thread
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Not too shy to talk


@kas1e
On ngfs he working fine here
Yes on sfs he double PROGDIR:PROGDIR:
It’s not an problem on your code ? On HOME unix it’s possible
Big thanks and good work
HunoPPC

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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Not too shy to talk


@kas1e

The functions wazp3d that I added in minigl are essential in my humble opinion otherwise I will not have lost my time to add all these functions.
As for wazp3d the author (alain thellier) wants to monitor the number of downloads aminet so possibility to put it in the archive, that's why there is an installer.
On the other hand how many real users of x1000 and x5000 (I am very curious) I have an idea but I would like to know the real number.
For my part I think that the greatest number of users are still on old machines with radeons 9xxx and I can say that wazp3d is useful on some games or emulators (example: pegasos2: gngeo opengl Warp3D 640x480 = 35 fps and with WaZp3D composite = 60 fps), taking advantage of the composite some programs can take off I'm sure on old cards.
I am aware that minigl is not perfect but to say that add options without optimizing it is useless and is not essential, it is not true and it would be too easy.
We can not forget the users of old machines because we have the latest generations of NG machines equipped with big cards.
Then I will end up with the users that everyone forget, WINUAE the emulation on PC, they use what? Warp3d with which card? Well no, waZp3D is essential and allows things that could not be done before, from where integration into minigl.
I understand that everyone does not have the same ideas, I also want it to advance and I'm working quite a bit right now (without making real releases) but do not go too fast and forget the whole community.
Finally I work hard on my EGL library so that all active players can make good portages.
Thank you all for moving things forward and you've re-motivated me.
I think of Daniel, Hans, kas1e, ptitseb and my all betatesters
HunoPPC

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Re: AOTL Donations Feb 2017 Update
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@apsturk

I too wanted to thank you for your wonderful donation, it's warm to see that the community is making a lot of effort to support us.
Thank you and thank you again.
HunoPPC

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
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Not too shy to talk


I chose EGL for reasons of ports facilities and a lot of examples are easily found.
I know he would keep a compatibility but I do not have the motivation and above all time.
This library is still initially made for me to allow me in my rapid integration portages.
Look at the last great sharing SDL2 (which I donated to the good work), there was very little porting and everyone waiting games or applications, fine workmanship that is not not fully use.
I propose this library and those who will want to use the can but I focus on something else now.
thank you for your understanding
HunoPPC

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
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Not too shy to talk


@all
One small video on youtube on WIP GUI lib
https://youtu.be/ckpieAJQ430

HunoPPC

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
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Not too shy to talk


@tommysammy
Hello
No problem tommysammy, just a small test on the first time
I work on the archive and fix all small problems on GUI
Thank you
HunoPPC

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
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Not too shy to talk


@all

Hello,
I'm working on a wrapper EGL OpenGLES 2.0 that will allow us to make portages or creations easily.
The goal is easy integration into an existing engine.
Currently it works well and allows you to run almost all demos provided in OpenGLES 2.0 samples (Just 2 demos unsupported by NOVA on native functions)
This library is still in beta and is not considered stable.
It begins to allow to run a minimum OpenGLES 2.0 via EGL
I need beta testers to find potential bugs and also try to fully optimize this wrapper.
I know it is not easy to find developers and especially the time to work with. I am sure that NOVA can allow us to take off our AmigaNG I believe in strongly and I believe what I see, according to tests conducted by myself I concluded that there really the power under the hood.
Hans made a sacred work and trying to get things done but many have left the ship and no longer believe in the AmigaNG unfortunately.
If you are interested to get things contact me by mail to nouvel.hugues (AT) free.fr

All new features will be added in the future:
The key is that in the end we can do portages, creation of new games, etc .. démomaking for our machine as simply as possible without taking the head and re-learn a new library

The library supports virtually all functions of opengles.library simplifying to the maximum to avoid that complicate life
- Full keyboard support
- The joypad support (lowlevel.library) in writing yard of a sample code
- The window mode
- Full screen mode
- Limit fps (option in GUI reaction)
- Frame rate display function (option in GUI reaction)
- Selection Screen depth (option in GUI reaction)
- Vsync (option in GUI reaction)
- Iist of screen (option in GUI reaction)
- PNG Image natively with alpha
- Uncompressed TGA image with alpha
- MiniGlutES planed (for ease glut OpenGLES view)
- Sound Effects via datatype planed

You must of course have the thumb Enhancer beta test pack because I would supply my library egl_wrap, thank you for your understanding

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Re: New stuff from the French guys
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Hello,

Sorry for this long answer but I've only slept 8 hours since the beginning of the event (friday evening) and I wanted to have some reste today.

Here some answer, hoping I won't forget anything :

At the moment, FinalBurnAlpha uses OpenGL 1.0 for its rendering (when using OpenGL filter) and this is done via MiniGL. Regarding FBA, Iv'e added a new filter names BezelFX which give the impression of being in an arcade cabinet. It's been a lot of work to adpat them for FBA

Regarding speed, I'm using AltiVec (on G4/PA6-T) to speed up memcopy fonctions, which give a boost of 6-8% but I was give som advice during the Amigaterties and I think I'll be able to gain a little bit more.

In the future, I'll try to use Warp3D NOVA for rendering since shaders will allow me to add new effects and filters overlays (eg scanlines eating less cpu). Of course, older filters will still be present.

Regarding Sne9x and its GUI, I'll add new supported Roms in the future and will also use Warp3D NOVA for rendering using shaders.


As I explained this week-end during the event, NOVA is huge improvement and Hans has produce a great product that will work on Sam460 and X1000 providing they are using a supported Radeon HD (I'm using theses systems to code). I applause publicly all the work done by A-Eon and Hans because I think this work deserbes to be highlighted since it will allow our systems to get further.

In my personal view, it will take time to adapt to this new environment and be able to make good projects leveraging that power.

On my side, I'll take the time to become accostumed to thi new environment and use Warp3D NOVA for my future projects giving them new enhancements.


Thanks again to A-Eon, who made this clever choice and for allowing us to see a brighter future regarding 3D.

Amiga french Team Power
FinalBurn Alpha new effect bezelFX
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Edited by HunoPPC on 2016/4/4 17:03:58
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