At moment no, but if it works over morphos, then no shaders, then its possible.
@Mrodfr Quote:
this is great to see good feedback from original opensource game authors. I really would like to know their reactions when you said that the post will be for an Amiga computer...
Some developers fo some games are very friendly and in high interest about all of this, some are "only curios". Some are help much, some just start to help, and then when they heard about that minigl can have bugs, GDB not works as expected, they a bit loose interest. For example, that what i have in the last answers about AssaultCube:
Quote:
I have some bad feeling that this will be a basically unfixable bug somewhere between AC, OpenGL, graphics driver and graphics card
And because the same code works fine on win32 opengl realisation and on unix realisation (mesa) - all of this always make think that problems in the MiniGL.
So, one of authors of AssaulCube, already trying to "give up", without trying to found what cause the problem, and in general he right : for what he need to boring about our minigl and os problems ? I of course still try to do something, but ..
@all Some more screenshots of EPiar (editor mode). Game looks pretty interesting (some kind of actions/stratregy/economical mix, like Elite maybe), but for now its luck documentation and alt, so, its will be not very easy to understand how to play.
With all those automake, autoconf + jam. I just tryed yesterday to do all configuring steps on cygwin, and then build on os4, but have "sorry, you need to use JAM as well for building" (need to spend some time for understanding how avoid all of this).
@all Good progress with AssaultCube: I add some ugly-extended functions to our MiniGL, and it works somehow, there is a video of actual multiplayer in action.
Still there is some bugs and freezes and crashes, but i already trying to kick some asses with multiplaer
Was suggested few pages ago, and AfxGroup already have it ported (but its slow, will need fast enough machine), and he say that will release it after next os4-update (where some warp3d fixes will have place).
@all
A bit bad news: AssaultCube use in end the same glReadPixels with GL_DEPTH_COMPONENT, as in Cube1, which mean, that again that z-buffer/non-normally working-on-warp3d problem is here, which in end give us false chords and unpossible shooting :(
For now the solutions only 2:
1. fix warp3d (yeah, again)
2. write new own code, which will replace glReadPixels.
I trying to talk with some game-developers on some forums for now, about how to fix all of this, but they say "for sure it will be pretty hard". But let's hope someone will help there.
The good news ! One of assault cube developers rewrite fucntion for founding the chords for us , and now all works ! I.e. i can kill bots, chords are right, and not more "fire to the air like you fire to the wall". I hope he also will help the same way with Cube1 (there fucntions are very-the-same). Assault cube still have some problems, but i think they will not very hard.
So, soon fixed version of cube1 + assault cube (i hope).
EDIT: build and test assault_cube server - all works. I run in one console server, then run client and connect on 127.0.0.1, and all works fine (what mean, that we can run aos4 only servers later).
Quote:
9/0.Work:ac_test> ac_server logging started: console(INFO), file(INFO, "serverlog_20101116_13.50.35_local#28763.txt"), syslog(DISABLED), timestamp(DISABLED) logging local AssaultCube server (version 1103, protocol 1132/104) now.. read 58 map rotation entries from 'config/maprot.cfg' read 0 admin passwords from 'config/serverpwd.cfg' read 0 (0) blacklist entries from 'config/serverblacklist.cfg', 0 errors read 0 + 0 entries from nickname blacklist file 'config/nicknameblacklist.cfg', 0 errors dedicated server started, waiting for clients... Ctrl-C to exit looking up assault.cubers.net... WARNING: master server registration failed: failed pinging server [127.0.0.1] client connected [127.0.0.1] omega12001 logged in (default), AC: 1103|1384 Map height density information for ac_scaffold: H = 16.06 V = 158291, A = 9858 and MA = 665
Game start: deathmatch on ac_scaffold, 1 players, 8 minutes, mastermode 0, (map rev 2/9934, official, 'getmap' not prepared) Demo recording started.
Game status: deathmatch on ac_scaffold, 8 minutes remaining, open, 1 clients cn name score frag death ping role host 0 omega12001 0 0 0 48 normal 127.0.0.1
Nope at moment (just want to make cube/assault cube playable, because they rokz, so trying to boring about it).
@joeled About vega-strike there was some topics/talks back in the times. If i remember right, vega-strike use PLIB .. Anyway, that all need to test later (after all those cubes).