@Daniel With latest one i run about 10 times testgl, then Cube run/exit few times, then Q3 sdl1 version, then Q3 sdl2 version, then cube few times, then testgl 5-7 times,then again q3 sdl2 version,then again q3 sdl1 version, then cube,cube,testgl (10 times) and bllbalbalabllba : works !
What is interesting to know, is was then this issue there was for some time ? I mean, why i got that crashes and with version frmo precompiled_bins.7z, while thos eextensions parts was touched after ? Or , memory overwriten was there all the time way before 2.23 and 2.22 ?
Also , maybe those "instability" issue with libtxc_dxtn wasn't libtxc_dxtn in end ? Maybe worth to try to bring it back and test all stuff again with latest sources ?
@Capehill Tried 3 instances of "testgl" at the same time, and iconify one , then another, and running 4st instance lockup os. I.e. not one by one and exit, but one, iconfiy, another instance, etc, and then lockup.
@Raziel Nothing has changed. What I said here is still valid. It's still almost done When will it be fully done? I can't say.
My motivation on this thing is low (which is what happens if you massively underestimate the workload and a project takes muuuuuuuch longer than you thought), I have other things to do too, I want to do other things too, and I'm not married to Wings (last not least because I didn't ask or take any preorder-$ so far; I'll ask for my share once it is fully done). Occasionally I work on it, but not too often. However, some weeks ago (4.1.2020) new demo versions were published. Those reflect the current dev state. Feel free to give those a try:
Also please note that asking the same question over and over again at different places won't change anything at all and won't speed things up neither. Sorry, but that's how it is and it is as it is. So once and for all, there are two options:
1. wait until it's done. And it's done when it's done and when I say that it's done. But yes: some day it will be done. Simply because I don't trash a game that's almost done 2. cancel your preorder at Cinemaware Retro (and no, I'm not in touch with them) if you don't want to wait.
And if you're worried what I'd do in the theoretical case that I don't get my share for whatever theoretical reasons: I'd certainly not trash the game...
Edited by Daytona675x on 2020/2/4 10:09:40 Edited by Daytona675x on 2020/2/6 9:43:33
@mufa Unfortunately that's "normal". The game requires true Warp3D classic, therefore no Polaris support. It does not use MiniGL. However, adding a MiniGL render path shouldn't be too hard, after all that's pretty much identical to the OpenGL render path which is already inside for other platforms. So, if the classic W3D driver situation on Polaris doesn't improve, I will likely come up with that which in combination with MiniGL4GL4ES would support your Polaris. But right now: bad luck with that setup
@mufa You are lucky Last night I wrote a quick'n dirty MiniGL render path for Wings. At least here it works with the latest MiniGL4GL4ES, so with a bit of luck this should do on your Polaris Grab it here.
Note: as being said - quick'n dirty, especially in combination with MGL4GL4ES which by itself is a dirty hack... So don't expect it to work 100% flawlessly and don't expect it to be too stable, especially if not running after clean boot or running for a 2nd time.
Also note that non-Polaris users should better stick to the classic Warp3D version. With the current drivers the manually optimized classic W3D render path is usually significantly faster.
@Daytona675x Excuseme, but I don't understand you, I understand that you isn't very motivate with the develop of Wings, but why you started other projects of Cinemaware or why you got pre-orders? this I don't understand, you didn't see where did you go? or only you though that Cinemaware was going to hire you then leave you lying while you continue accepting pre-order and CInemaware got our money and you only got problems with the Amiga users that we appreciated your work, before of Cinemaware's fraud. Sorry but I put my money in Wings and if I know these problems I didn't have spend my money for nothing.
@Templario I suppose you didn't understand what I wrote here and here. No offense, but maybe an english speaking spanish friend of yours can translate it to you? I really don't know how to explain the situation more clear and detailed. Also note that I never worked on any other Cinemaware projects.
@khayoz @328gts @samo79 Thanks, be my guest As you can see it's really almost done. Some bugs to be fixed and a handful of gameplay details missing.
@all Somebody uploaded the demo to MorphOS Storage. I know that this was with good intentions. However, please don't upload those in-dev demos anywhere else. I want to be able to quickly ( = in a minute) replace all of those ( = centralized on my server) as soon as I fix / add sth. Such external additional uploads will only result in potentially soon outdated versions floating around, causing more trouble than anything. Yes, the game has an online-update mechanism but for this to work I have to prepare update packages, version everything correctly and tell the update-server - all extra work I'd like to skip / not care about with those demos
@Templario For not having read my explanations at all you have a bit too many half-baked semi-quotations in your previous comment, but well, I guess I don't have to understand everything or everybody
@all The MorphOS demo has been updated. Thanks to Ernst Eiswürfel, who notified me that I had forgotten to remove an old, now contra-productive "some-GPUs-have-wrong-fog-color-bug"-patch which eventually resulted in pink dogfight fog. The respective bug has been fixed in MorphOS long ago but in the demo-build the patch was still active
@Daytona675x No, you haven't understand to all people or everybody and neither all people understand you. In my case I'm interestd for MorphOS version that I preordered, this is not the forum but this is the reason for that I not read your post, and in other sites you haven't given these explanations.