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Re: Wings Remastered
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@Templario
Quote:
Already the game is available?

Are you kidding?
Please refer to the development diary for more information.

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Re: Wings Remastered
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Not too shy to talk


@magnetic
Quote:
Daytona you still around?

Yes, yes, from time to time

@Srtest
Thanks for checking!
However, all those different sound issues are no game-specific problem.
And although the symptoms may be similar the sound-issue on system A may have a completely different source than a sound-issue on system B.
It's best to report such issues to Hyperion or AEon directly. Or let's open up a different thread here for this kind of stuff.

Anyway, I investigated on the sound-issue on that Peg-2 RV250 system, could narrow it down somewhat, but unfortunately found no solution so far

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Re: Wings Remastered
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Not too shy to talk


@trixie
Yes, most likely. And after all the current number of presales, although not being what we hoped for, is pretty good nevertheless.

@Cass
Don't worry. PM sent.

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Re: Wings Remastered
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Not too shy to talk


@magnetic
Quote:
The one button support would be great as the traditional Atari style jostyicks typically only have 1 button! And yes I was trying the old fire button and down to drop the bombs lol.

Yes, is (optionally) working that way now.

Quote:
How many boxed copies left? I want to order one after holidays.

Great!
Not so great (at least from my perspective ): lots of boxes left. Since some days presales seem to have stopped completely.
Check out the dev-diary-link in my signature. On that page you'll find a link to the preorder-page too.

@all german readers
Speaking of that dev-diary page: I just kept my promise and made it bilingual, you can switch to german by clicking on the coresponding icon located at the top-right of the page.

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Re: Wings Remastered
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Not too shy to talk


@shadowsun
@Hans

Thanks for the input
It's too early to really say for sure which part is the culprit here.
However, from first experiments it looks like it's caused by the gfx-card / -driver. And alas it doesn't seem to be caused neither by hw-locking nor command buffer size or things like that (those were the things I checked first, have to test more though), although the symptoms are similar to what you'd get when locking the hw for too long.

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Re: Wings Remastered
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Not too shy to talk


@magnetic
Quote:
YES that youtube vid shows the bug! Its beyond annoying. Hopefully if you fix it the developers can fix the driver in the os as well.

I'm not fixing anything in the game here, I'm trying to fix it inside the driver.
However: while I was able to somehow narrow the circumstances under which it happens, I have no idea right now why this effect really happens and how to fix it. I found ways how to avoid it to 90% (at the cost of reduced quality) but that's no solution of course.

@magnetic
@Raziel
Quote:
Catweasel driver support more than 1 button

While I think Raziel is right and it supports more than 1 button I guess it would be a good idea to add support for single-button-joysticks to the game. After all it should adapt to the Amiga as good as possible and I'd still like to support single-button-joysticks. As you can read in the dev diary I just added an additional controls-option that doesn't exist in the original Wings Remastered. It allows you to drop a bomb by holding fire and pulling back, if you want to, the way it was back in Wings OCS.

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Re: Wings Remastered
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Not too shy to talk


@magnetic
Thanks

That "high pitch squeal" issue is most likely a known Pegasos-2-plus-Warp3D-problem I am about to start to investigate just now.
No joke: 10 minutes ago a Peg2 with a bunch of Radeons arrived over here, lent by Evillord himself, so that I have a chance to find and fix the driver issue that's causing that problem (or, maybe more likely: to find and build a workaround for that hardware-issue triggered by the driver).
Check out this recording here which illustrates the problem. Is it more or less the same as yours?

Quote:
From what I understand its a one button game, but I cant figure out how to drop bombs.

No, in the bombing sequences you have 2 fire-buttons, one for the bombs (default assignment B) and one for the machine gun to fight enemy airplanes (which don't appear in that demo ). Somewhere in the options menu you can map this to whatever key / button you want.

MorphOS-demo: be aware that, depending on your setup, you may see all-black 3D models and some fog-color issue. That's due to a driver bug in MorphOS that has been fixed already (but not published yet AFAIK), thanks to bigfoot.

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Re: Wings Remastered
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Not too shy to talk


@Marko
@Joeled
@pepe
@Hans
@Elwood
@lazi
Thanks for your support

@trixie
No, there's no deadline. But when it's sold out it's sold out.

@lazi
My own hiscore / update / download server stats all indicate that it looks somewhat like 50% AOS4, 47% MorphOS and 3% AROS when it comes to potential customer distribution among systems.
But yes, I also thought / hoped that with all forces united and with such a title those 300 would have been possible. Well, at least more than 50% of it.
But well, people can only spend that much money. And we have x-mas which already creates a hole in the avg. portemonaie. And it's of course not the only current Amiga game project around. Most likely even the Defender Of The Crown campaign running in parallel reduced the number of Wings preorders. And the campaign itself was certainly not optimal, for example nobody thought about putting an ad in the last AmigaFuture issue.
So there are many unknown variables here, I guess you cannot derive the market size just by looking at this campaign.

@LiveForIt
Yes, that's also true. The avg. Amigan of today is most likely no hard-core gamer (anymore ). But since this title is somewhat special I would have hoped for more. But maybe that was a bit too optimistic (see above).

@all
Thanks to all who preordered so far!
The minimum amount of 150 preorders has been reached by now which means: I'm working on the port again
However, 300 are the amount we really need to fully cover all costs, including my development costs. Since this here is a complete rewrite and no "simple" port like for example Tower57 will be, those sum up.
The 300-calculation was meant to cover about three months of full time work on this title (plus production costs plus some other Cinemaware outlays, and taxes of course).
As you may guess with 150 preorders things look different. I am not able to work full time on this title for now. Consequently it is unlikely that the Feb. 2016 release date can be achieved.
I'll do as much as I can, but I'll have to take care first that my warchest stays filled to a certain level.

Because forum work eats up my time too I decided to keep a small development diary instead of answering question X over there and talk about progress Y somewhere else.
That way you can always check out the current progress. I'll also answer (technical, gameplay related) questions there when I see some on any forum.
Just follow the link in my signature.

I'll also update the demo version from time to time, of course.

Cheers,
Daniel

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Re: Wings Remastered
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Not too shy to talk


@Elwood
Although this is probably the least important issue in the demo: it has long been fixed
Actually it wasn't Cinemaware's fault at all: it was me who was too lazy to look up the correct key / code for those special characters when I typed those language names into the locale files.
In the original game those buttons are pre-rendered, while the Amiga port uses "procedural" buttons with dynamic text on it. So I had to actually type text.
Now you can safely preorder

@nubechecorre
Great, thanks

@pepe
Soon...

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Re: Wings Remastered
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Not too shy to talk


@328gts
@prowler
@Hans
@nbache
Thanks guys

@pepe
Thanks for that vid Since it looks as if the min. funding goal is going to be reached you can expect new source material for more videos pretty soon

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Re: Wings Remastered
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Not too shy to talk


@pepe
Hi pepe, thanks a lot for trying out and recording it!
That it's slow, okay, no wonder: nothing optimized, very large uncompressed textures, etc. The next demo version will be faster
But I have to admit that I have no idea at the moment why the airplane sometimes just isn't drawn.
Anyway, considering the current demo's result on your A1200 I'm pretty positive that I can get it to run fast enough to become as playable as the original Wings was on an unextended A500


Edited by Daytona675x on 2015/11/12 9:09:03
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Re: Wings Remastered
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Not too shy to talk


@LiveForIt
Quote:
But can I suggest using WA_SizeBBottom, TRUE. The border looks more symmetric that way.

Good idea!

Quote:
Anyway, if you can add some info, about what library that does not open or what font was not found that be useful as well.

The game only uses core system libs that should be there on every properly installed OS.
And it only uses the files in the res/ folder, which of course should all exist if the game was installed properly.
Doesn't help too much to report anything here IMHO. But well, you're right: a little printf won't hurt nevertheless.

@Raziel
Quote:
Preordering in this case means i order it and pay it up front through PayPal, right?

Yes. And if it all fails due to not enough preorders you get back your money.
And thanks for preordering

Quote:
What about the USB version of that Joystick or other USB based joysticks?
I guess supporting AmigaInput would be sufficient to support those aswell?

Yes, and I already use AmigaInput So your Competition USB etc.: it's all already supported. You only have to enter the game's options menu and assign the input mappings to get it to work.

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Re: Wings Remastered
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Not too shy to talk


Thanks guys

@utri007
Quote:
There is no digital purchase option?

At least not now, it's all about the limited deluxe box. However I forwarded this and similar questions to Cinemaware and will report back as soon as I got more information.

@Hans
Quote:
I spent many hours playing the original.

I guess most of us are in the same boat here... I'll certainly get quartered (with great justice ) if the outcome isn't matching the ultra-high expectations.

@SinanSam460
Quote:
how many pre-orders do you need to complete the development ?

The last info I got is that about 300 preorders are required to cover really all costs.
It's sporty, yes. We'll see.

@Raziel
Quote:
.are you planning to support AmigaInput so we could get the perfect feeling like it were back when we played the game with the Competition Pro?

Are you kidding?! Of course there will be digital joystick support! In fact there is already: go to the options menu and set up your Competition Pro. That's the joystick I'm using myself here. You can be sure that I'll make sure that it works well with it.


Edited by Daytona675x on 2015/11/7 7:08:11
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Re: Wings Remastered
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Not too shy to talk


@lazi
Probably you are suffering from a Warp3D R200 driver bug. At least there is one that can cause such issues, ultimately leading to system freeze. I fixed this driver bug already but it is still being tested and unfortunately not available to the public yet.
The information that it is only happening inside the areas you mentioned strongly indicates this is being the case here.

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Wings Remastered
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Not too shy to talk


Hi guys,

as you probably know I'm working on the official port of "Wings Remastered" back to NG-Amigas.
The project's development and production shall be financed via preorders.
The first month or so I worked for free, taking the risk that it won't be financed and that it gets canceled. The result of that work is a demo version.

Now it's your turn
The demo-versions are online and preorders are being accepted.
A bigger press release is in the works but I was told to already spread the news nevertheless.

Info to the demos:

don't expect anything bug-free or even final! The code is neither optimized nor complete nor anything yet. And there are placeholders too (for example the explosions of Wings Battlefield).
Of course: I paused working on it for now and will only continue if / when there are enough pre-orders, otherwise the project will be canceled.
So the demos are a snap-shot of the current state of development.
It's about one thing: to show you that it's on a good way and to give you the opportunity to check out if and how it works on your system. It is to be expected that performance and quality will both be higher in the final version (for example regarding performance: the demo doesnt use texture-compression, the models aren't optimized yet, etc.; and for example regarding quality: no volumetric shadows yet, placeholders, missing parts, etc.).

But now to the links:

Preorder here:
http://retro.cinemaware.com/product/w ... remastered-amiga-edition/

Latest demo versions


And here are some screenshots of the AmigaOS4 Compositing version (if someone please could enlighten me via p.m. on how to make a 4x4 pictures grid out of those, thanks!)

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Have fun,
Daniel

p.s.: some known driver related issues on the different systems:
MorphOS: on some systems (Powerbook, MOS 3.9, Radeon 9700 is it I guess) the lighting is broken (all much too dark) and the fog-color is wrong (some byte-order issue)
Warp3D: depending on GPU and resolution some polygons may still vanish here and there
Compositing on SouthernIsland / R200: better don't try it...


Edited by Daytona675x on 2015/11/6 14:12:06
Edited by Daytona675x on 2015/11/7 7:29:25
Edited by Daytona675x on 2015/11/7 7:29:55
Edited by Daytona675x on 2015/11/7 7:48:08
Edited by Daytona675x on 2015/11/7 7:49:10
Edited by Daytona675x on 2015/11/7 8:03:52
Edited by Daytona675x on 2020/2/4 10:22:57
Edited by Daytona675x on 2020/2/6 9:49:18
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Re: Reading "double" values from an Intel file
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Not too shy to talk


@thellier
It should be the reverse byte-order, just like it is for other types. If you tried that and if it doesn't work then you most likely simply got a typo in your shift / OR / AND orgy.
This should do:

#define ANTI_ENDIAN_64(a) \
(((a) << 56) | \
(((a)<<40) & 0x00FF000000000000ull) | \
(((a)<<24) & 0x0000FF0000000000ull) | \
(((a)<<8) & 0x000000FF00000000ull) | \
(((a)>>8) & 0x00000000FF000000ull) | \
(((a)>>24) & 0x0000000000FF0000ull) | \
(((a)>>40) & 0x000000000000FF00ull) | \
((a) >> 56))


Or use a union of double and 8 chars and simply swap char[x] and char[7-x] (x>=0, x<4).

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Re: Battle Squadron for AmigaOS 4.X
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@all
Please click here and follow the instructions you find there.

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Re: Tower 57, pixel art Chaos Engine homage, coming to OS4
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Not too shy to talk


@HyperionMP
Quote:
We will ensure that AmigaOS 4.x is capable of running this game

Don't worry, it is already. As being said: otherwise I wouldn't have said "yes" to port it

@zz10h:
Quote:
"Dynamic split-screen" If you and Benito could do that on OS4, wonderful !

I have nothing to do with that. I am just the porting-guy. Also note that such a feature makes no difference regarding a port. From a technical point of view it is just a different way of how to compose the final picture. It doesn't make the port more complicated in any way. Is also isn't technically more demanding.

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Re: Tower 57, pixel art Chaos Engine homage, coming to OS4
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Not too shy to talk


@zzd10h
To answer your question (1), please check out [this older update] on the project's Kickstarter page: a real nice split-screen solution

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Re: Tower 57, pixel art Chaos Engine homage, coming to OS4
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Not too shy to talk


@zzd10h
Quote:
2) i know that even if the goal is reached nothing guarantee that an OS4 version will be produced (eventually, a lack in the OS could make the port impossible)

Luckily you're wrong :)
There definitely will be the promised Amiga versions if the funding succeeds. I wouldn't have said "yes" if I wasn't sure about that.
Take that as a guarantee.

Quote:
but, Daytona, do you think that the port could be easy or not ?
Easy enough for me, at least ;)

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