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 91 
 on: February 21, 2018, 01:25:48 pm 
Started by adriano - Last post by adriano
Guessing if bots will like the flag going up, and what happens if the flag is returned while the platform is up...
can't answer the first (but I guess the same). second: the flagg returns always to its base station which stays always on platform... so yes, if platform is up, flagg returns up

to be clear: it remains a funny idea, but this feature goes against simplifying the map

 92 
 on: February 21, 2018, 10:14:22 am 
Started by adriano - Last post by Gig
Guessing if bots will like the flag going up, and what happens if the flag is returned while the platform is up...

 93 
 on: February 21, 2018, 09:40:23 am 
Started by adriano - Last post by adriano
Hey guys, I saw your posting theses days... after that day that someone in-game motivated to bring this project forward.... so thank you very much to all!
So what I have been doing last days? Continue developing the map with one mission: make it easier to play and nicer to look at.
In particular this means:
- new sky
- crusher easier to activate with a big arrow, so its usage is easy to understand
- flight items are placed better to be easier to reach. also they have a bigger platform to land on. they also last 2 seconds longer I think -> time tnough to get rocket+mega+quad. not sure about adding also bfg, cheb. what do the other think?
- side platforms are larger: you can jump directly on other base
- there were in total 3 platforms above flagg-> I removed one and placed yellow armor on top platform. this top platform hasn't anymore that weird auto-damage thing BUT an anticamper-rocketshooter punched
- enlarged some other area in base/near base so you have optional place to hide when carrying the flagg
- removed camper-friendly place as described by cheb
- placed a fan as jumppad
- made floating weapons more visible
- last but not least is just a funny addon which won't get to final I think: the flagg that rise up   Shocked  Grin

The viewable resumè of all this is here: https://streamable.com/s0xgp


Now I'll take some pause on mapping and continue when I have again more spare time

Cheers!

 94 
 on: February 06, 2018, 05:22:02 am 
Started by cheb - Last post by cheb
So, I was doing all sorts of tests lately... Including calculating md5 sums of function results in most of the float range (takes forever on Raspberry Pi 3)
And... and... Carmack's method was actually slower on RPi and is easily overcome by honest 1/sqrt() on SSE if you calculate 4 at once!  Shocked

1. Most of the time goes into md5 calculation
2. Array size is 8k (2048 floats) to fit in L1 cache.
3. sin() is currently not included, but is horrifically slow (15x slower that multiply)


CPU Phenom II X6 1090T 3.2GHz (linpack reports 10 GFLOPS for a single core)
  Checking CPU/compiler combo for floating point determinism...
    ..checking quick reverse square root using Carmack's method..
      ..ok, in 37 (pure 12.7) seconds (0.168 GFLOPS)
      ..md5 checksum = E1F449F174DB646E7D3075870D37BD4F
    ..checking SSE SIMD4 1/sqrt(x)..
      ..ok, in 29 (pure 5.02) seconds (0.425 GFLOPS)
      ..md5 checksum = 7BA70F1439D5E2955151CC565477E924
    ..checking 1/sqrt(x)..
      ..ok, in 42 (pure 17.5) seconds (0.122 GFLOPS)
      ..md5 checksum = 7BA70F1439D5E2955151CC565477E924
    ..checking SSE SIMD4 RSQRTPS (packed quick reverse square root)..
      ..ok, in 25 (pure 1.44) seconds (1.48 GFLOPS)
      ..md5 checksum = EF9B294032F7BA3051A1025B06EA3C96
    ..checking rsqrt (whatever implementation Chentra uses, a single-float SSE RSQRTSS on x86)..
      ..ok, in 35 (pure 10.7) seconds (0.199 GFLOPS)
      ..md5 checksum = EF9B294032F7BA3051A1025B06EA3C96
    ..checking x * Pi (typed const)..
      ..ok, in 57 (pure 9.88) seconds (0.425 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729
    ..checking x * 3.141592653589793 (inline const)..
      ..ok, in 57 (pure 9.93) seconds (0.422 GFLOPS)
      ..md5 checksum = 0FC3738303DEA3CFC8C6F7AFBF585BE6
    ..checking x * float(3.141592653589793) (inline const with type-cast)..
      ..ok, in 55 (pure 7.74) seconds (0.542 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729


    
CPU Core i5-2450M 2.50GHz (linpack reports 19 GFLOPS for a single core)
  Checking CPU/compiler combo for floating point determinism...
    ..checking quick reverse square root using Carmack's method..
      ..ok, in 40 (pure 14.6) seconds (0.146 GFLOPS)
      ..md5 checksum = E1F449F174DB646E7D3075870D37BD4F
    ..checking SSE SIMD4 1/sqrt(x)..
      ..ok, in 31 (pure 5.32) seconds (0.4 GFLOPS)
      ..md5 checksum = 7BA70F1439D5E2955151CC565477E924
    ..checking 1/sqrt(x)..
      ..ok, in 48 (pure 21.6) seconds (0.0987 GFLOPS)
      ..md5 checksum = 7BA70F1439D5E2955151CC565477E924
    ..checking SSE SIMD4 RSQRTPS (packed quick reverse square root)..
      ..ok, in 27 (pure 1.22) seconds (1.74 GFLOPS)
      ..md5 checksum = F881C03FB2C6F5BBDFF57AE5532CFFFD
    ..checking rsqrt (whatever implementation Chentra uses, a single-float SSE RSQRTSS on x86)..
      ..ok, in 32 (pure 6.88) seconds (0.309 GFLOPS)
      ..md5 checksum = F881C03FB2C6F5BBDFF57AE5532CFFFD
    ..checking x * Pi (typed const)..
      ..ok, in 57 (pure 6.3) seconds (0.665 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729
    ..checking x * 3.141592653589793 (inline const)..
      ..ok, in 57 (pure 6.79) seconds (0.618 GFLOPS)
      ..md5 checksum = 0FC3738303DEA3CFC8C6F7AFBF585BE6
    ..checking x * float(3.141592653589793) (inline const with type-cast)..
      ..ok, in 56 (pure 5.9) seconds (0.711 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729

    
    
    
Raspberry Pi 3:    
CPU ARMv7 rev 4 (v7l)
  x4 logical cores
  Checking CPU/compiler combo for floating point determinism...
    ..checking quick reverse square root using Carmack's method..
      ..ok, in 890 (pure 271) seconds (0.00787 GFLOPS)
      ..md5 checksum = E1F449F174DB646E7D3075870D37BD4F
    ..checking 1/sqrt(x)..
      ..ok, in 722 (pure 103) seconds (0.0206 GFLOPS)
      ..md5 checksum = 7BA70F1439D5E2955151CC565477E924
    ..checking rsqrt (whatever implementation Chentra uses, a single-float SSE RSQRTSS on x86)..
      ..ok, in 890 (pure 271) seconds (0.00787 GFLOPS)
      ..md5 checksum = E1F449F174DB646E7D3075870D37BD4F
    ..checking x * Pi (typed const)..
      ..ok, in 1294 (pure 75.6) seconds (0.0555 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729
    ..checking x * 3.141592653589793 (inline const)..
      ..ok, in 1331 (pure 112) seconds (0.0373 GFLOPS)
      ..md5 checksum = 0FC3738303DEA3CFC8C6F7AFBF585BE6
    ..checking x * float(3.141592653589793) (inline const with type-cast)..
      ..ok, in 1282 (pure 63.3) seconds (0.0662 GFLOPS)
      ..md5 checksum = 9CA6E7B818FA046C3DAE722C35196729



My translation of fast inverse square root from Wikipedia:
Code:
    // https://en.wikipedia.org/wiki/Fast_inverse_square_root
    function FastInverseSquareRoot(a: float): float; inline;
    var
      i: longint;// absolute Result; //code generator FAILS to marry SSE2 and general-purpose registers
    begin
      //Result:= a;
      i:= longint(pointer(@a)^);
      i:= $5f3759df - (i shr 1);
      Result:= float(pointer(@i)^);
      Result*= 1.5 - (a * 0.5 * Result * Result);
      Result*= 1.5 - (a * 0.5 * Result * Result);
    end;

And the faster but NOT Tdeterministic alternative I use @ x86:
Code:
    function FastInverseSquareRoot(a: float): float; inline; assembler;
    asm
      RSQRTSS xmm7, a
      MOVSS [Result], xmm7
    end['xmm7']; 

P.S. I haven't seen a x86 CPU without SSE2 since forever. You need Pentium 3 or a really ancient AMD Sempron for this code to fail.

 95 
 on: January 24, 2018, 03:33:13 pm 
Started by pelya - Last post by Gig
It's hard to have a game growing without updates (this is in general, as example it may also apply to OA as a whole)... about the android version I find that "stop firing" bug quite annoying, I think playing would be more pleasant without it.
Well, my phone is quite old and so it will never have an excellent framerate (the android sdl tech limit of not being able to stretch a lower resolution is still a problem for people like me with older hardware), however having the game always firing when I wish would make it more suitable for me. And by extension, more pleasant also for others.

 96 
 on: January 24, 2018, 11:13:12 am 
Started by pelya - Last post by pelya
Sorry, I keep postponing the update. Maybe I'll do it in two weeks or so.
To be honest, I kind of expected Android version to silently die.
There are currently 3,193 active installs, according to Google Play console, I remember when this number was around 4000 several years ago.

 97 
 on: January 19, 2018, 09:49:21 am 
Started by Gig - Last post by fromhell
considering how bad ROTT'13 turned out, i'm all unoptimistic on those games (and the whole misleading "retro fps" fad in general)

 98 
 on: January 19, 2018, 02:10:06 am 
Started by Gig - Last post by Gig
I accidentally found this interview with Dave Oshry, responsible for the Rise Of The Triad reboot, which is working on two "retro" shooter games, Dusk and Amid Evil (the article includes videos about the two titles): http://fandom.wikia.com/articles/rise-of-the-triad-rebooter-staying-retro

Any thoughts?

 99 
 on: January 18, 2018, 05:27:31 pm 
Started by pelya - Last post by Gig
Pelya, what about that update which should have fixed the "continous fire stops working" bug, added the ability to log UPnP client (for debugging nat) and IIRC an option to disable the "tap virtual joystick to jump" feature?

I was playing online against anorher human player, but the "stops firing" bug was REALLY annoying... I'm using firstperson with "tap to shoot" mode.

 100 
 on: January 18, 2018, 01:59:15 am 
Started by cheb - Last post by cheb
Quote
That'd mean upping the poly budget for mouth and eyelids,
No, no! The *entire head* is replaced with a camera-aligned sprite billboard!

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