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Re: A1222 Development Thread
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Thanks!

What i would like would be
complete SPE native standard c library plus mathlib,
SDL and zlib. Best if usable in a cygwin
environment.

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Re: My Amiga Projects
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Latest Update:

H2 68k -> On the finishing line, but still not 100% done
G17 WarpOS -> Waiting for new compiler, should come soon
G17 68k -> Released
Secret Project #1 -> My Main Amiga Project currently, but sadly I cannot tell yet what it is. Massive progress, OS4 version is fully running (in the sense of an Alpha Version), and 68k version also shaping up nicely. Though this is all quite recently. Ah, and of course it is a commercial game.
Sin -> Additionally to the OS4 Beta there is now a 68k Alpha (PiStorm-only)
Secret Project #2 -> Not much going on right now

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Re: Trying to decide between buying an X5000 and an A1222+
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Please note with target midi
if you require rs232 the system to go
for (if you can get it anywhere) would
be x1000. The rs232 versions of camd
all only support x1000, not x5000 or a1222.

If you can use usb for the midi hardware you
have then x5000 will be fine too.

As to a1222 in this regards principially with
Usb should be fine too but you should get
verification that the midi software actually runs on
A1222 (the problems kas mentioned).

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Re: Gorky 17 problem with voices. SOLVED
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Mixing for G17 is done quite different depending on if 68k or OS4 version (as I mentioned I reimplemented sound code from scratch for 68k version as the method used in OS4 version caused trouble when used on some 68k OS versions - main thread could end up performance starved).

As it is 68k version uses SDL_MixAudio (inside the magicsoundsystem.dll which is OpenSource). Samples for the 68k version use always WAV and always 22050 Hz, 2 channels, but the magicsoundsystem.dll principially can handle on-the-fly conversion (just I found that on some systems this caused stutter, when music and speech output was active at the same time, so I changed the datafiles to all use the same frequency and channel number). The SDL Thread is implemented "as small as possible".

I also changed the file format for sound streaming from OGG to WAV (magicsoundsystem can actually stream normal,non AIFF WAVs - or select that you don't stream and load the whole file, Gorky17 offers both options though for a Pistorm or Vampire V4 system I would go with the default streaming setup as this loads faster, and those systems are fast enough to handle Gorky17, even if Music, speech and samples play at the same time.

OS4 version instead uses an AHI Soundthread, and communication through message ports (first Beta of 68k version used that too, but could lead to that performance starvation causing the game to "hang" in specific situations which is why I completely reimplemented the sound system from scratch).

On slower systems also the new sound system had noticably higher performance (on OS4 it does not really matter ^^ The AHI method is fine there and no trouble whatsoever).

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Re: Gorky 17 problem with voices. SOLVED
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Thanks for the info on the AHI Settings. Great that it has been resolved!

The 68k version is not available solo. The alternative would have been selling empty DVD Box+manual+USB Stick for exactly the same price. We felt leaving the OS4 version "in" felt better than delivering an "empty" box.

An update is not available due to the OS4 version was done many years ago, in 2015).

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Re: Gorky 17 problem with voices.
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I have to admit I am only the author of the 68k version (though I have the OS4 version source code as well, the OS 4 version does not compile on my setup though, OS4 version was done by Entwickler-X - for Hyperion).

I just tried out the intro sequence with my 68k version and there nothing is cut off, the samples play perfectly.

What I could imagine - the OS4 code used a method which heavily relies on message port messaging, maybe this causes some sort of problems, maybe even something depending on OS version and hardware ? (In the 68k version I completely scrapped the audio code and rewrote it from scratch, and especially completely removed the msgport based audiocode, as this caused problems with certain 68k AmigaOS versions).

The other possibility is that it might be related to language, the test I did was in the German localization (but actually the German one is one of the worst-done ones - one dialog I had to shift/rename voice files a lot to make the voice-stuff work correctly in the German version -, from the original datafiles, so I doubt the english version will have any issues which don't appear in the German version).

Programs to depack Gorky17 dat files are available on the net though only for Windows.

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Re: Gorky 17 problem with voices.
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Some of these issues are of the translation (and actually already in the PC version). Myselves I do not know of any in the english version myselves, but I know for example of one in the german translation (which I now fixed in the 68k version).

Basically the whole system works like this: the voice.dat is basically a pak file which contains a ton of ogg files (or in the 68k version wav files). For every "scene" the files for this scene are numbered starting 00, 01, 02, ... and are then played in this order, in the length of these files.

If the files present are ordered wrongly (as in the german version in the scene were this russian npc appears) then the voices play wrongly.

So it is most likely not a principial problem but one of the datafiles. Of course without knowing the exact location where you noticed this, hard to say.

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Re: Hi to all Amiga fans
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Welcome!

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Re: My Amiga Projects
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Recent Update:

G17 68k -> Final version delivered to Publisher
H2 68k -> Maybe Final version delivered to Betatesters but we definitely will still need 4+ weeks in Testing
G17 WarpOS -> compiles, but compiler makes trouble, on hold till I might get a new compiler (this might actually happen, I should know more in early July - WarpOS Version definitely won't be on the 68k version, but if it works out will be made available to buyers of the 68k version)
Current focus: On a new commercial game project, intended for release for OS4, PiStorm and Vampire (possibly also WarpOS, but that one will definitely need a more recent compiler), 060 and with some luck 040 might also be possible, but too early to say
Sin: After that new project

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Re: Some news on Quake 2 Update
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Note new gog version now also
includes the highres movie files which can be converted into
a format usable by the port by the script i included
with the port.

Steam Version might also be an option but steam is
not usable from web only from a pc app

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Re: Some news on Quake 2 Update
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The non-classic version appearently works too but
1) they deliver in form of a windows exe which you can only
depack if you have a pc
2) if i remember right the data you need is in some subdirectory,
app/ or something like that cannot remember so when the installer
asks you where the gog data is you will have to indicate this directory
3) not sure, i think location of ogg vorbis files might
have changed, you might need to copy those manually
4) whole archive is huge, you do not need to transfer all to the amiga,
Pak files from rerelease version can be skipped (pak files from
classic version needed which are also included, they are in
The directory were the installer expects them), as well
as anything related to n64 version

Bottom line - you need to work out which directory will be the
Data directory it asks for but asides from that it should
be fine

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Re: My Amiga Projects
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Recent update:

H2 68k and g17 68k:

Doing hopefully final release
candidate this week. Note as
Betatesters need time for testing
there will probably be a distance of
a few weeks between the two releases.

Sin: not much news

Two „secret projects“: one of them will
get the next focus. Once i get it working
maybe the secret may end.

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Re: Some news on Quake 2 Update
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Thanks for the feedback and good you found a solution.
Yes every q2 addon has it’s own config.cfg which is where
renderer, keyboard controls and all other is set.

I wonder that software renderer did not work on
xatrix. I think i tested software renderer for all
addons on qemu. Possible though i only tested the software
renderer on the main game on real hardware. Maybe
it behaved differently there. I guess there is no
real os4 hardware (at least not non-classic) without
3d hardware.

Good you found a solution.

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Re: Some news on Quake 2 Update
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What happens if you abort the movie early? And if i
understand right the base game and ground zero addon
work fine?

Is this 68k or os4 version?

And started from workbench or shell (if shell how
much stack?)

You might send me a filelist if your xatrix directory to
tirionareonwe@gmail.com if nothing else helps
(List xatrix opt a >ram:list.txt or something like that).

Best regards,
Steffen

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Re: My Amiga Projects
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@liveforit

Sounds interesting. Also what joerg said

I am just sort of new of coming back to 68k coding.

Note my 68k port („sort of final beta with maybe a
view changes still upcoming, mostly concerning
Installer and intro video replay“) of Heretic2 and
another 68k title (not Sin, sorry) will be presented
at ARC24 on 25th. I expect h2 68k to be buyable
„Before summer“. The other game is also quite far
in development already.

Note this non-named 68k title is not related to my
two „secret projects“ (which are 68k and os4 both,
each of them).

That was the ads ;)

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Re: My Amiga Projects
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@davec555

GrimReaper ;)

The stack trace is great also
that on most crashes it does
not just reboot. On 68k no
stacktrace and often instant reboot…

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Re: My Amiga Projects
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Hi!

Update to my projects:

Sin: No change since last time sadly. Still in works:
Heretic 2 68k: I expect this to be out still first half of 2024, this was the main project the last few weeks
Quake 2: Out for 68k and OS4
Two secret projects: They will be in the focus now actually, or one of them will. Both for OS4 and 68k. Currently mainly work on OS4 version is done.

There is one more project for 68k where I wonder on the feasibility, but would be something for "start of coding end of the year".

(So you see I am jumping to and fro between 68k and OS 4... I usually start with OS4 - ways better debug possibilities - and port back to 68k later in project). Want to support both platforms longterm (as to 68k mainly PiStorm and Vampire is interesting, but looking for other 68k options on the two secret projects)

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Re: Heretic II Multiplayer Event on 27th April 2024
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@MartinW

They will get the updated so file
From me or Alinea. As these were not too many
sales outside alinea sales i suspect they should be able to send the
update to their customers.

Alternatively for people who do not want to
wait for it send me evidence of the sale
(Copy of your order) and i can send you the
archive (it is not a big file). Offer not
limited to customers of Retro Passion.

My Email is tirionareonwe@gmail.com

Best regards,
Steffen

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Re: Heretic II Multiplayer Event on 27th April 2024
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By the way, it seems like I overlooked a few broken models/skins (had a bit of a faulty installation, now properly installed since yesterday).

These also need to be deleted:

(I just uploaded an H2_Big_Data_Fix.lha with an update of the script to Aminet. Additionally, I am working on an update of the large archive, designed so that it can be installed over an existing installation without having to completely reinstall H2. I'm also integrating fixes for the balr Maps, which Paul Gagnon from H2 Vault sent me yesterday - seems they forgot some textures in a few newer maps), this will be Update 1.2.0, it's worth checking the readme before downloading to see if it's already the new version. And I hope Alinea makes the binary update available next week.

delete base/players/male/oberon.m8
delete base/players/male/oberondmg.m8
delete base/players/male/oberon_i.m8
delete base/players/male/thug.m8
delete base/players/male/thug1.m8
delete base/players/male/thugdark.m8
delete base/players/male/thugdarkdmg.m8
delete base/players/male/thugoom.m8
delete base/players/male/thugoomdmg.m8
delete base/players/male/tinker2.m8
delete base/players/male/tinker2dmg.m8
delete base/players/male/tinker2_i.m8
delete base/players/male/titanb.m8
delete base/players/male/titanj.m8
delete base/players/male/titank.m8
delete base/players/male/titanl.m8
delete base/players/male/titant.m8
delete base/skins/oberon.m8
delete base/skins/oberondmg.m8
delete base/skins/oberon_i.m8
delete base/skins/OGLE.m8
delete base/skins/ogleDmg.m8
delete base/skins/OGLE_I.m8
delete base/skins/ti.m8
delete base/skins/ti2.m8
delete base/skins/ti2dmg.m8
delete base/skins/ti3.m8
delete base/skins/ti3dmg.m8
delete base/skins/tidmg.m8
delete base/skins/tinker2.m8
delete base/skins/tinker2dmg.m8
delete base/skins/tinker2_i.m8
delete base/skins/titanb.m8
delete base/skins/titanium.m8
delete base/skins/titaniumdmg.m8
delete base/skins/titanj.m8
delete base/skins/titank.m8
delete base/skins/titanl.m8
delete base/skins/titant.m8
delete "base/skins/Tontoreblack (1).m8"
delete "base/skins/TontoreblackDmg (2).m8"
delete base/skins/tonyatest.m8
delete "base/skins/nude chicken.m8"

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Re: Heretic II Multiplayer Event on 27th April 2024
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Different solution than another huge file - a scriptfile which delets the broken models (I also uploaded this to Aminet). I will also fix the huge file, but you do not need to redownload this, just running the scriptfile once is enough (and the new quake2.so is needed of course which I sent yesterday to Alinea for release).

This is the script:

delete base/players/male/gandhig.m8
delete base/players/male/gandhigdmg.m8
delete base/players/male/gandhig_i.m8
delete base/players/male/utsoldier.m8
delete base/players/male/utsoldierdmg.m8
delete base/players/male/utsoldier_i.m8
delete base/players/female/velvet.m8
delete base/players/female/velvetdmg.m8
delete base/players/female/velvetp1.m8
delete base/players/female/velvetp1dmg.m8
delete base/players/female/velvetp2.m8
delete base/players/female/velvetp2dmg.m8
delete base/players/female/velvet_i.m8
delete base/players/female/unseenhand.m8
delete base/players/female/unseenhanddmg.m8
delete base/players/female/unseenhand_i.m8
delete base/players/female/unseenfem.m8
delete base/players/female/unseenfemdmg.m8
delete base/players/female/unseenfem_i.m8
delete base/players/female/darkelfw.jpg
delete base/players/female/darkelfw.m8
delete base/players/female/darkelfwdmg.m8
delete base/players/female/darkelfw_i.m8
delete base/skins/female/darkelfw.jpg
delete base/skins/female/darkelfw.m8
delete base/skins/female/darkelfwdmg.m8
delete base/skins/female/darkelfw_i.m8
delete base/skins/female/velvet.m8
delete base/skins/female/velvetdmg.m8
delete base/skins/female/velvetp1.m8
delete base/skins/female/velvetp1dmg.m8
delete base/skins/female/velvetp2.m8
delete base/skins/female/velvetp2dmg.m8
delete base/skins/female/velvet_i.m8
delete base/skins/female/unseenfem.m8
delete base/skins/female/unseenfemdmg.m8
delete base/skins/female/unseenfem_i.m8
delete base/skins/female/unseenhand.m8
delete base/skins/female/unseenhanddmg.m8
delete base/skins/female/unseenhand_i.m8
delete base/skins/male/utsoldier.m8
delete base/skins/male/utsoldierdmg.m8
delete base/skins/male/utsoldier_i.m8
delete base/skins/male/gandhig.m8
delete base/skins/male/gandhigdmg.m8
delete base/skins/male/gandhig_i.m8

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