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Re: "Ermentrud" adventure game: First Trailer!
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@Raziel

Quote:
And Ermentrud does display the extreme audio dropouts and slowdowns again.


Maybe something is wrong configured on your machine. Ermentrud has been extensively tested on all existing OS4 Hardware i know. No such problem occured in beta testing phase.

Something comparable what you write about Ermentrud on your Machine, occured during the testing of Freegemas on an A1 XE G4 from a tester. On all machines that Game ran fine except that A1 (horrible performance despite Compositing Renderer). After some testing/feedback cycles the tester reinstalled 4.1FE U2 and Freegemas began to run like on other systems. I wish i could tell you excatly what the problem is/was.

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Re: "Ermentrud" adventure game: First Trailer!
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@sinisrus

Quote:
Do you plan to release this new version of inga on AmigaOS4 ?


The version for AmigaOS 4 has been released some time ago. The Ermentrud executable is the INGA engine. So you can replace the game data and use it with another game.

You can download it here:

https://inutilis.itch.io/ermentrud

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Re: Odyssey 1.23 progress: r5 RC2
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Tried the RC1 and since a few of days i am using the version from OS4Depot. Works great! Thanks to all involved.

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Re: Pixy new pixel editor for amigaos4
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@sinisrus

Quote:
Is it possible for you to test with french localization ?


Switched the language to french. No difference.

I get the same stack trace like the one tekmage posted.

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Re: Pixy new pixel editor for amigaos4
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@sinisrus

- Which language English or ?
English Version of Pixy

- What machine ?
X5000 (P5020)

- Os4 or Morphos ?
OS4

- Pixy test on HD or RAM Disk?
Tried both. Launching from an SFS2 Partition lead more often to success than launching from an NGFS Partition or from RAM Disk. But this might just be a coincidence.

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Re: Pixy new pixel editor for amigaos4
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Tried the latest Version. I got it working one time but most of the time it crashes on startup. Looks promising. I like the quick browsing/applying of Filters in the Filter Manager.

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Re: Porting to AmigaOS4 thread
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@Raziel

gettext:

inter.h - L4

#if defined(__vita__) || defined(WIN32) || defined(__amigaos4__)

no dwarf errors here.

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Re: Porting to AmigaOS4 thread
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@Raziel

removing "std::" works here.

From the code snippet you've posted here i recognized you're working on a port of Freegemas.

I finished the Port two days ago :)

Resized Image

I just need some more time for QA and Release. But game is working very well so far.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel

glSnoop. But maybe this doesn't helps you much here as the output only contains the translated GLES2/W3DN calls. For additional GL4ES logging/options see gl4es/SDK/Documentation/GL4ES/USAGE.md

LIBGL_DBGSHADERCONV
LIBGL_LOGSHADERERROR

you can set them in CLI like:
setenv LIBGL_LOGSHADERERROR 1

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Re: Porting to AmigaOS4 thread
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@Raziel

Quote:
Our OpenGL is kind of v1.3 based, correct?
What features does it lack?
e.g. does it support shaders too (like ogles2?)


Quote:
MiniGL lacks frame buffer objects (FBOs) and shaders.


When building stuff targeting OpenGL 1.x/2.x you could try to use GL4ES SDK.

Depending on game/app you'll get varying results. It can become a bit challenging to get the used shaders OpenGL ES 2.0 comaptible. Sometimes this can be as easy by simply changing some GLSL specific version and syntax. Sometimes some changes to game/app code to control the modified shaders.

You can easily check shaders for compatibility (before touching the main project at all) by using the glslangvalidator cli utility.

The main downside when using GL4ES is the missing backward compatibility to MiniGL - which is imho completely relativated as newer projects are more demanding and therefore require perfomance levels which cannot be archived using (currently) available MiniGL solutions.

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Re: gcc 9 and 10 and 11
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@sTix

Quote:
If anyone would like to try 11.1.0 out, a build can be found here:


Thanks for the update! Tried compiling 2 projects. No problems.

I also tried "-flto" but it doesn't work when building natively.

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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

Try setting a 32Bit Screenmode for your Workbench Screen

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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

Quote:
Yes, i see dots, lines and ..this seems to be not ok or?


Yes than SDL2 gfx work. You could try reinstalling JFSW and ensure the SW-data you transferred to your x1000 is ok. At the moment i have no idea why you get a black screen/window. As far as i remember one of the beta testers owns an x1000. But no such problems occured.


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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

Quote:
Think so...


And you've seen something? not just black screen?

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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

Your snoopy output is comparable to mine.

sdl2benchmark works?

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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

checked your sw.log no conspicuities.

Just for curiosity. Could you try "build" inside JFShadowWarrior and report if you see something. Additionally you could run "sdl2benchmark" (can be found within SDL2 archive, test folder).

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Re: Shadow Warrior 1997 game for 68k Amigas
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@TearsOfMe

Quote:
Hello.
I have here only a back screen when i start. The Game seems to works, i can hear selecting in the menu but no Picture.
Window or Fullscreen makes no different.


Hi,

could you please post the contents of "sw.log" file.

Theres no need to list installed SObj's as JFShadowWarrior has been statically linked.

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Re: Shadow Warrior 1997 game for 68k Amigas
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@walkero

Quote:
I got a crash on first of the stages, where a train falls on you. Crashlog below, in case it helps. The good thing is that it is recoverable.


Thanks for reporting. I am able to reproduce.

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Re: Shadow Warrior 1997 game for 68k Amigas
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@walkero

Quote:
I have a couple of remarks and questions.


Ok, let's go

Quote:
It seems that the brightness in screen options doesn't change anything


Yes brightness option doesn't seems to work... and it has been reported by the beta testers as well...

Quote:
For the mouse input, I set the digital Up and Down to aim, but unfortunately I can't find a way to make it not move forward and backward. Is there a way to do it?


Do the following:

Options -> Input Menu -> Mouse Axes Setup -> Slide Y Scale to 0.0

Quote:
What does build do, in the folder?


It's the level editor

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Re: Shadow Warrior 1997 game for 68k Amigas
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