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Amiga computer related discussion => Amiga Gaming => Topic started by: XDelusion on May 19, 2012, 02:59:34 AM

Title: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on May 19, 2012, 02:59:34 AM
Fish came up with the idea while discussing BOOM in Nova's BOOM 68k thread.

He was inspired by the idea behind the Alien Breed Quake project, but felt it would feel more at home on a DOOM based engine.

Of course such a project would need to be created for a reasonably advanced DOOM source engine and BOOM for the moment, seems to fit the bill the best. While it does lack some of Alien Breed 3D 1 and 2's features, the majority of them can be emulated. Unless of course a more advanced engine were somehow ported, though how well many of them would carry over to 68k is beyond my knowledge. Such a venture may be limited to next gen machines if things were to go that way, but for the moment my focus is on basic BOOM compatibility unless Fish should manage to port something more exotic, in which case I will not be able to resist the urge to not take advantage of the extra features. ;)

Anyhow, I have aN 11 year experience in DOOM editing, and have been playing DOOM and DOOM source ports, mods, TC's, etc. since DOOM was a demo on floppy. For which case I can not help but be excited about the possibility of recreating, or better yet, creating a new Alien Breed FPS!

I have spent the past decade steadily cracking away at my Star Wars TC (long story), but would love to take a break and work on another project that is not so demanding. It'll give me a good break, plus help me think in new ways, which is important when trying to keep a game interesting and fresh as you progress through the levels.

I don't believe I am the world's best mapper, but I do believe I have the know how and experience to contribute something worth while. Likewise with everything I've learned over the past decade, I can pretty well utilize every feature that BOOM based source ports bring to the table and more. On top of the built in features, I've a pretty good knowledge of BOOM and Vanilla based DOOM bugs which can be used to work in the mapper's advantage.



If anyone has any input they would like to share about the project, DOOM in general, Source Ports, editing, contributing, etc. Please feel free to rant.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on May 19, 2012, 03:10:31 AM
Fish, this engine might just be what you want. I "think" (if it's still fairly light weight like Legacy) it would work on a Natami or suped up 4000/1200 just fine.

The only thing I think a non PPC or X86 Amiga would not be able to pull off, are the real 3D floors, and the scripting events, but there are alternatives.

Other than that it does feature Free Look, Jump, and a plethora of other features.

http://remood.org/standard/index.php?page=news&guid=none

My other thought goes back to PrBOOM or better yet PrBOOM Plus (BOOM GL ON CRACK!!!!!), but I've no idea how well they would transfer to 68k.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: fishy_fiz on May 19, 2012, 10:36:53 AM
I guess ultimately something that also runs on Boom would be ideal. While my main "classic" amiga is my amithlon box I'd very much like to have it run well on a real amiga too. Loses its appeal a little (to me at least) otherwise. If I wanted to make an AB3d mod that require something resembling modern hardware I dont think Id be using the Doom engine :) Wanting it to run well on a real classic also helps with not losing sight of the original plan as well, and helps avoid feature creep.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on May 19, 2012, 11:41:54 AM
Quote from: fishy_fiz;693572
I guess ultimately something that also runs on Boom would be ideal. While my main "classic" amiga is my amithlon box I'd very much like to have it run well on a real amiga too. Loses its appeal a little (to me at least) otherwise. If I wanted to make an AB3d mod that require something resembling modern hardware I dont think Id be using the Doom engine :) Wanting it to run well on a real classic also helps with not losing sight of the original plan as well, and helps avoid feature creep.


My thoughts exactly! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Abu the monkey on May 19, 2012, 12:49:34 PM
I like the sound of this :)

good luck guys...
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 07, 2012, 12:54:54 AM
I was hoping that I would have a small demo to upload, or a video, but at the last minute I ran into a few issues, so it's going to be a day or two longer (fingers crossed).

For what ever reason, despite the fact that I have been through the source files of AB3D II a million times, there are a couple textures I've yet to locate, and I'm finding it utterly difficult to track down all the sounds.

I found scores of them, but ironically NOTHING for that Red Alien that shows up at the very beginning of both AB3D games. Irony of ironies!!!

My next thought was to record my self playing Alien Breed 3D under WinUAE, but alas, I can't get the video capture part figured out, and I can't find a part that just saves to sound. Though I suppose I can run my audio output into another computer and capture that way, which is what I plan on doing tonight.

Audio and missing textures aside, I have found the majority of the resources used in these games. I have also managed to create a new default palette for BOOM which is 98% identical of that in the original game.

I am polishing off the Red Alien enemy and went ahead and created a few new frames for him to make him a bit more animated when, walking, attacking and dying. All that is left t do for him is to adjust his moving speed and sync that with the speed of the frame cycles. Well that and to get that damned audio in there. Grrr!!

As for the levels, I have not done much, as I'd really prefer to have my resources prepared before I go heavy into the mapping end of things, so thus far all I have done is the very opening to the first map of Alien Breed 3D. Seeing as the maps in Alien Breed 3D II totally suck, I won't be bothering with them, only the enemies, and textures which I will use for creating new levels to take place after AB3D's original 16. On that note, hopefully when I have the resource pack ready and available, perhaps a few of you could chip in and and help with the mapping? :)


As for mimicking game behavior, I will say that there will be no crouching, unless that feature can somehow be added into BOOM (please God please!!!), but there are always work arounds for that that will not detract from the game play so I have no worries there.

Also you will be able to go into the water, and it will present a little friction while you are in it, but you will not be able to see into it from above, nor above it when under it, though it is fully possible to change the color lighting to that it truly looks like you are under.

At the end of stage three there is a room where you fight some flying enemies from below the water. To compensate for the fact that you can't see them from below the water, I will simply have to raise the floor up a wee bit so that the player's view point is raised high enough to see what's out there.

Player foot steps and water splashing effects will be lost, as DOOM and BOOM never implemented those features, but I will be doing other things with the audio to inject a little ambiance and therefore atmosphere that was not in the game originally, but would really help to bring it alive without straying to far from the feel of the original experience.

There was much more I wanted to say, but I'm having a brain fart so I will report later when my small demo is ready.

There will not be a whole lot to look at yet, but I can assure you that what little there is took me DAYS of trial and error and do and redo in order to accomplish. The palette being the largest pain in the arse of them all, not to mention locating all those resources in the mess that is the sources, then converting all them into a format that the BOOM engine will play friendly with.

Until next time...
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: amiman99 on June 07, 2012, 01:43:45 AM
For your sound problem, you could use WinUAE and Fraps http://www.fraps.com/download.php for your video recordings, or use windows sound recorder. Just start sound recorder, press record, then start the emulator.

I will PM you an interesting link...
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 07, 2012, 02:57:55 AM
Thankx for the link, cool stuff!

BTW, for those who don't know much about how games are made.

You would find it utterly hilarious in regards to how many corners Team 17 cut in order to make the Alien Breed 3D series work. They went over board in the over use of the same textures, and the enemies lack the number of frames that their DOOM counter parts use, not to mention a few other things...

Things which I have to patch up and improve upon at that.

On the other hand, some of the features they added in that were not present in vanilla DOOm are really quite impressive, though sadly, the levels in AB3D II really suck for the most part, they are very uninterested compared to those found in the first AB3D, which I must say do happen to be a fun and interesting set of maps.

The only real draw back to AB3D (which is why I feel a remake is needed) is the very small display screen in which you are forced to play. The lack of Mouse support, the fact that if you play it with a joypad that you can only use 1 button (need those strafing buttons guys!!!), and last but not least, the horrible, HORRIBLE resolution in which you must play. A character on the other side of a small room can be very hard to see sometimes, so even if you end up playing this TC I'm working on in BOOM on classic Amiga, it will still look a LOT better than it did in it's original format, though when PrBOOM Plus is complete for AROS (and hopefully later MorphOS and OS 4), you'll be able to enjoy this puppy in beautiful OpenGL, which is my preferred way of playing it! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Hattig on June 07, 2012, 08:34:36 AM
I'll look forward to seeing this progress - I hope it goes well.

I think it would be great to see comparison screenshots between the original and your Doom mod, just so we can appreciate the difference higher resolution makes.

I hope you don't need to re-do the wall/floor textures in a higher resolution for the PrBoom versions!
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 06:50:59 AM
Heh, well since my last post, I got really bold and decided to complete map one which in turn means I need/want to have both enemies and all textures present for the demonstration. Needless to say, I screwed something up in this undertaking and have broken compatability with the Amiga port of BOOM.
So, what I think I'm going to do is release a video of my current work via PrBOOM Plus. That way you all an get a glimpse of map 1 recreated for the BOOM engine, using what textures, sprites, sounds, and behaviors I have completed this far.
Likewise this will not be a finished version of the map, as I still have a little detailing I'd like to do in order to bring it out of 1994 a little bit.

On that note, I can not believe how horribly Team 17 left their textures misaligned!!!
That aside, a little extra detailing would go a long way. Some of the rooms are just square an the tops of buildings, rock walls and the like are always plateu shaped. Yuck yuck yuck!

So yes, more mapping, more resource and behavior prepping, and a bit of bug finding so I can restore compatability with boom. :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 08:18:18 PM
http://www.mediafire.com/download.php?47c4hjyfq8h89eo


This demonstration is only meant as an early proof of concept. There is much work that has to be done so not everything looks, sounds, or behaves 100% as it would in the original Alien Breed 3D.

Also, when designing the maps I use PrBOOM Plus in GL mode, so when you play this in BOOM on a real Amiga you will probably notice that the lighting is horribly low. This will be resolved in the future, so in the mean time it is preferred that you test this with PrBOOM Plus in GL mode or in Hi-Res software mode otherwise you more than likely will not be able to see a thing once you enter the building.


Changed:

ABout 70% of the textures from map01 are present, though I would still like to do a bit of tweaking to the palette. In some cases I could not find the original texture in the AB3DII sources on Aminet, so I created a replacement, or am using temporary textures as a filler.

Some of the audio has been included, though as you will notice, some samples have a "popping" sound when they play. I have no idea why this is as the popping sound is not present in the originals, but hopefully I'll be able to work that out over time.

I have created and added a few new frames to the Red Alien, this way when he attacks his mouth will actually move up and down. Also when he dies there are a few additional death frames, though at the moment the frames change at such a rate that you probably will not notice them right now.



I am not finished with the Barrels, but as you should be able to see, I am trying to mimick the behavior of the barrel explosions from AB3D in that they go through a total of three explosions as opposed to the single explosion in standard DOOM.



As you will notice, BOOM does not support floor transparency, so you are not able to see what is beneath or above water, though when you enter the water you will notice that the physics do change to emulate the feeling of being under water. Later on I will work on the color map so that everything will appear blue when under water as well.



3D platforms have yet to be added, but they should be fully doable.


There is probably more I should note here, but at the moment I am again having a brain fart....

MUST SLEEP!!!!!!


You can find PrBOOM Plus here:

http://prboom-plus.sourceforge.net/

Though sadly, we do not have it for any of the next gen Amiga OS's yet. Though I do know that BSzili has been working towards getting that and or Odamex working on AROS, so we should be able to enjoy this on there soon enough!!! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Karlos on June 08, 2012, 09:00:03 PM
Quote from: XDelusion;695543
I was hoping that I would have a small demo to upload, or a video, but at the last minute I ran into a few issues, so it's going to be a day or two longer (fingers crossed).

For what ever reason, despite the fact that I have been through the source files of AB3D II a million times, there are a couple textures I've yet to locate, and I'm finding it utterly difficult to track down all the sounds.


I'm sure I have all the game assets somewhere and several I created for my AB3D2 mod.

Quote

I found scores of them, but ironically NOTHING for that Red Alien that shows up at the very beginning of both AB3D games. Irony of ironies!!!


Definitely got that guy, I remember trying to create a lightmapped version of him for the AB3D2 engine but he almost always ended up looking black with the odd specular highlight.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Havie on June 08, 2012, 09:20:38 PM
I'm obviously being stupid but how does the wad work with prboom?  I select AB3D wad from the menu but when I play the game I still start on the normal doom map. Help!
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 09:55:18 PM
Quote from: Karlos;695739
I'm sure I have all the game assets somewhere and several I created for my AB3D2 mod.



Definitely got that guy, I remember trying to create a lightmapped version of him for the AB3D2 engine but he almost always ended up looking black with the odd specular highlight.



I got the red alien, I was just missing a couple minor bits and pieces for him as well as a couple textures. Nothing I can't recreate by hand I don't think, though I would be happy to have a look at your resources should you decide to upload them! :)

P.S. look at my post above your lat post. I've uploaded a demo.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 09:56:35 PM
Quote from: Havie;695747
I'm obviously being stupid but how does the wad work with prboom?  I select AB3D wad from the menu but when I play the game I still start on the normal doom map. Help!


Put all three WAD files in the same directory as your BOOM executable.

Right click on the BOOM icon, and add in the WAD files through there.

Scroll down and you'll see what you need to do.

P.S. I forgot to include the separate BEX file for BOOM. Rather I injected it into the AB3D.WAD file as that's how PRBOOM Plus handles them. I'll upload the BEX shortly.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Havie on June 08, 2012, 10:33:04 PM
Quote from: XDelusion;695750
Put all three WAD files in the same directory as your BOOM executable.
 
Right click on the BOOM icon, and add in the WAD files through there.
 
Scroll down and you'll see what you need to do.
 
P.S. I forgot to include the separate BEX file for BOOM. Rather I injected it into the AB3D.WAD file as that's how PRBOOM Plus handles them. I'll upload the BEX shortly.

Sorry = I right click on glboom or prboom and I can't see an option to add wad, If I use the menu I do get AB3D screen and some changed baddies but map is still doom1.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 10:37:30 PM
Bex file uploaded:

http://www.mediafire.com/?o7n5cfzzfhn3vco

Like the three WAD files, you will load this up in BOOM's Icon Info under the BEX section.

Sorry about that.

BTW, you NEED this file in order for the Red Alien to act correctly. Without it he is very very slow! Also the Barrels will now explode correctly too. ;)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 08, 2012, 10:59:45 PM
For comparison's sake, here is a youtube video of the original Alien Breed 3D.

http://youtu.be/AJjQopEx2D0
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 09, 2012, 12:04:12 AM
Quote from: Havie;695752
Sorry = I right click on glboom or prboom and I can't see an option to add wad, If I use the menu I do get AB3D screen and some changed baddies but map is still doom1.


Sorry, I meant you have to right click the BOOM icon and go into it's info.

From there you can make the changes you need.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Havie on June 09, 2012, 08:09:22 AM
Sorry - I'm on the dark side and am trying to run your wad on a pc. Not sure my Amiga 1200 with 030 could do it justice?
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 09, 2012, 06:03:53 PM
Quote from: Havie;695785
Sorry - I'm on the dark side and am trying to run your wad on a pc. Not sure my Amiga 1200 with 030 could do it justice?


Actually no, I believe you at least need an 040...

...and a basic understanding of Icon Info. ;)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 09, 2012, 06:05:42 PM
Last night upload was a train wreck. The maps were too dark in standard BOOM, and there were way too many files.

So here I have uploaded things again, this time 1 WAD file and 1 Bex (for those using standard BOOM).

Aside of lighting I have tweaked a few other things within the map to make it a wee bit closer to the original.

http://www.mediafire.com/?7818645rfaacb0m

Also, I believe I broke support for DOOM 2, so use FreeDOOM instead. Woops. :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: odin on June 10, 2012, 02:33:58 AM
Just had a play around with this in PRBoom on an XP64 machine and it looks most promising! Keep on converting and chipping away at it, XDelusion =).

Here's a quick FRAPped video running in PRBoom with the Freedoom WAD:
http://www.youtube.com/watch?v=ni131ZgwgAk
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on June 10, 2012, 06:34:34 AM
New version seems to work on in BOOM 68k now, looking good :)

keeping it real (http://www.youtube.com/watch?v=-SrUXVmZkzI&feature=youtu.be)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: cgutjahr on June 10, 2012, 03:00:44 PM
AB3D did a lot of things DOOM engine couldn't handle, how much of that is covered by using BOOM? The only thing I see mentioned here is not being able to look through water.

What about real 3D levels (with floors directly on top of each other)? If the AB3D level size is a problem for Quake (see the other AB3D project), isn't it very likely also a problem for Doom/BOOM?
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 10, 2012, 10:33:45 PM
Quote from: cgutjahr;695918
AB3D did a lot of things DOOM engine couldn't handle, how much of that is covered by using BOOM? The only thing I see mentioned here is not being able to look through water.

What about real 3D levels (with floors directly on top of each other)? If the AB3D level size is a problem for Quake (see the other AB3D project), isn't it very likely also a problem for Doom/BOOM?

First off, thankx! Anything you see out of place in this or upcoming demos, please feel free to critique or ask about. I can use an extra set of eyes for things like this.

No ducking unless this feature is later added to the Amiga port of BOOM. This can be pulled of with ZDOOM and GzDOOM amongst others, but until the Amiga port of BOOM supports it, I will not be supporting it.

3D Floors are totally doable. It's a hack in reality, but I can do it. You'll be seeing one example of that when I finish off the textures, sounds, and sprites needed for map one. After that I will move on to map 2 which features a 3D floor right off the bat.

Room above room will be totally doable, but again with a hack that the player won't notice anyhow.

Um... I had a mental list of things that I could not do, but I can't think of any more items at the moment, though I do recall that none of them should really have any major impact upon the game.

On that note I will be able to add features to Alien Breed that the old AB engine could not do, though I think I'll be saving those features for the post map 16 maps as I want to keep the first 16 levels as true to form as possible.



If you would like an example (though not fully completed and ready) of what the BOOM engine adds to the DOOM sources that AB could do, but classic DOOM could not; go to the room in map 1 with the pool of water.

The water is scrolling on the surface as it does in AB3D. You can jump into the water just like AB3D, and the water slows down your character. Again just like AB3D. The only thing I have not gotten around to adding yet is the blue fog effect that you would see in AB3D while submerged in water. Also I'd like to adjust the lighting in that section as well as replace the water texture with something with a lighter blue. The one from FreeDOOM that I am currently using just doesn't fit in.

Anyhow, the details will speak for them selves in the days ahead.

Oh, and I don't see why I should have issues with the maps being too big. I'm really surprised that Quake is.

Who's working on that project anyhow?
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 10, 2012, 10:50:15 PM
Quote from: odin;695872
Just had a play around with this in PRBoom on an XP64 machine and it looks most promising! Keep on converting and chipping away at it, XDelusion =).

Here's a quick FRAPped video running in PRBoom with the Freedoom WAD:
http://www.youtube.com/watch?v=ni131ZgwgAk


Hey, cool, first I saw that NovaCoder posted a video, and then you! Thank you, that made me feel good!

Though watching it it made me want to push on and improve upon it. Also I noticed that in the port of PrBOOM that textures showed up as missing in places where they do not on other ports. Strange.

Can you give me a link to the download you used, I want to see if it's a problem on my end, or in the engine itself. Thankx!
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: odin on June 11, 2012, 01:16:43 AM
You're welcome =).

I used prboom-2.5.0-win32.zip from http://sourceforge.net/projects/prboom/files/prboom%20stable/2.5.0/ on a Windows XP 64-bit Professional machine. I was using the glboom executable.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Karlos on June 11, 2012, 07:42:59 PM
Quote from: XDelusion;695960
First off, thankx! Anything you see out of place in this or upcoming demos, please feel free to critique or ask about. I can use an extra set of eyes for things like this.

No ducking unless this feature is later added to the Amiga port of BOOM. This can be pulled of with ZDOOM and GzDOOM amongst others, but until the Amiga port of BOOM supports it, I will not be supporting it.

3D Floors are totally doable. It's a hack in reality, but I can do it. You'll be seeing one example of that when I finish off the textures, sounds, and sprites needed for map one. After that I will move on to map 2 which features a 3D floor right off the bat.

Room above room will be totally doable, but again with a hack that the player won't notice anyhow.

Um... I had a mental list of things that I could not do, but I can't think of any more items at the moment, though I do recall that none of them should really have any major impact upon the game.

On that note I will be able to add features to Alien Breed that the old AB engine could not do, though I think I'll be saving those features for the post map 16 maps as I want to keep the first 16 levels as true to form as possible.



If you would like an example (though not fully completed and ready) of what the BOOM engine adds to the DOOM sources that AB could do, but classic DOOM could not; go to the room in map 1 with the pool of water.

The water is scrolling on the surface as it does in AB3D. You can jump into the water just like AB3D, and the water slows down your character. Again just like AB3D. The only thing I have not gotten around to adding yet is the blue fog effect that you would see in AB3D while submerged in water. Also I'd like to adjust the lighting in that section as well as replace the water texture with something with a lighter blue. The one from FreeDOOM that I am currently using just doesn't fit in.


Do these newer doom engines do stuff like smooth shading between the vertices in a sector? Both AB3D and AB3D2 used this (the latter much moreso) to create some nice faux lighting effects.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 11, 2012, 07:47:44 PM
The resolution is too low in AB3D I for me to notice, but I certainly see it in II...

beautiful stuff!

I'm not really sure if DOOM/BOOM has that specific thing or not. If it does, I probably use it and just don't know the name of it. :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on June 12, 2012, 02:58:17 PM
Nothing really new here as I was feeling lazy and burned out this week's end, but here's a little something.

http://www.mediafire.com/?kvn4nphu4vmdwfx

A new enemy which is almost complete though I still need to work out a couple things with him yet, BEX being one, height and frames be the others.

Some of the textures have been replaced, but not many. A few small tweaks to the maps, etc.

Nothing much really.

Prolly the next thing I'll do is go back and try to correct the palette. It's still a bit of a mess. It don't show so much in GL mode, but it looks a mess in software mode.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: AndyFC on June 13, 2012, 11:24:26 AM
Odin, how did you get it working in Windows please?

I've downloaded the latest PRBOOM, copied the DOOM1 Shareware WAD into the same directory, added lines into the .cfg file to point to the AB3D.WAD and .BEX files, but when I try to launch I get R_InitTextures: 1118 erros.
Thank you
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Vulture on June 13, 2012, 12:03:22 PM
@XDelusion

Just to say thx for your work man, I hope you find the time to complete it at some point! It's been a dream to have AB3D on a newer engine. It's possibly the most engaging FPS shooter I've ever played.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: odin on June 13, 2012, 05:56:50 PM
@AndyFC:
I used this wad: http://savannah.nongnu.org/download/freedoom/freedoom-iwad/freedoom-iwad-latest.zip

Maybe that's the difference? I added AB3D.wad and .bex through the PRBoom menu interface ingame, but that shouldn't make any difference really. That also just adds it to the .cfg.

I presume you copied the AB3D files to the same directory the PRBoom (or GL PRboom) exe is in?
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: AndyFC on June 13, 2012, 06:17:09 PM
That worked! Thank you very much for that.

The work so far looks great! I have this game on CD32 Disc and thought it was excellent when I played. Never got very far in it though.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: Abu the monkey on June 24, 2012, 09:43:34 AM
@XDelusion

Hi chap. don't know if your still in need of the sound fx from ab3d but just in case I have uploaded them here:
http://www.mediafire.com/?bmy3mass2o505
have a good one.:)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 10, 2013, 10:13:14 PM
Quote from: Abu the monkey;697771
@XDelusion

Hi chap. don't know if your still in need of the sound fx from ab3d but just in case I have uploaded them here:
http://www.mediafire.com/?bmy3mass2o505
have a good one.:)



I just saw this, thank you Abu! I was able to download them all but stwitch1.wav.



I will have more updates on the project coming soon...

...I've been away from it for a while, got some new ideas...
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on January 10, 2013, 10:50:27 PM
Hiya my friend,

After you finished doing a TC for DOOM you could try your hand a doing one for Quake 2, the Quake 2 engine should be more than up the job.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 10, 2013, 11:17:29 PM
Quote from: NovaCoder;722037
Hiya my friend,

After you finished doing a TC for DOOM you could try your hand a doing one for Quake 2, the Quake 2 engine should be more than up the job.


When we last talked, I had discovered some limitations within BOOM that prevented me from pulling off my "grand vision". In order to accomplish half of what I had intended, that being a nearly full DOOM based re-creation of the AB3D, I would need PrBOOM at the very least to be running well on the Amiga.

 Since then I have been very busy with moving, dealing with unemployment and this and that. Well now that I am done moving (yet again) and have a little spare time on my hands I have been busy trying to organize my old work and have another go at this...

...but now I have some new thoughts.

 First of them being that the Quake TC for AB3D has been revived, and as much as I would love to see AB3D recreated using an enhanced DOOM engine, I would have to say that Quake is more up to that task than standard BOOM.

 Secondly, without PrBOOM, I would be forced to remove more features that were in the original AB3D. Added to the list of features that I already would not be able to pull off, would in the end only result in a buzz kill.

 Third, Odamex is coming along nicely and aside of being the king of the on-line DOOM experience, it keep receiving new features found in PrBOOM as well as ZDOOM, making it more and more of a better candidate to carry my work over to.
 As far as Amiga based OS' are concerned, Odamex currently only runs on AROS, though I'm sure with a little convincing, it could also find it's way over to MorphOS, and OS 4. Heck it may even be doable for classic WB on a PPC  or with an FPGA board.

 So I am thinking, would it not be more fun instead to take my current AB3D resources and use them instead to create an entirely new and fresh AB3D game for Odamex, rather than try to re-create the already advanced AB3D with a limited DOOM engine, especially considering all of BOOM's short comings without the PrBOOM features?

 That is of course not to say that BOOM is crap. BOOM is freaking awesome man, and allows for Amiga users to play so very many pWADs that have been created over the years (Community Chest 1-4, Eternal DOOM, Batman DOOM, etc.). All I am saying is that I don't quite think standard BOOM is quite as up to the task of recreating AB3D as I first thought it was.

 Onc thing I am trying to do though, now that I am just creating new levels from scratch is attempting to also bring in some new textures, and design  a couple more enemies that closer match the look and atmosphere of the original Alien Breed games before they went to 3D,the end result will hopefully come across as the perfect marriage between classic AB and AB3D.

Likewise I am really keen to the idea of adding Co-Operative support which is another feature of the classic Amiga Breed games that I really feel should be included in this new incarnation. Odamex once again would be perfect for this, and it would allow Amiga users to connect with each other and share something else Amiga related in common.
 Beyond that there is also the fact that Odamex is also on Windows, Linux, OS X, XBOX, coming to the Wii, and God knows what else. So the community to play with, and the hardware for that matter is not just limited to the Amiga community, so hopefully this will broaden the amount of people who are willing to play my piece of crap when it is finished, thus increases the amounting of people for you all to potentially co-op with. And besides, it's just cool to be able to create something that runs on my classic XBOX and on a tell-lie-vision set no less. :)

 Love it or hate it, I do believe this is the direction I am going to take for now, the upside is though that should PrBOOM become a reality on classic Amiga, PPC Amiga or FPGA Amiga, it would not require too much additional work on my end to adapt what ever levels I am creating to work on that engine, I would just have to cut a few features such as sloped floors and what not.


 That being said, please feel free to express your thoughts on my new change of plans be they supportive or against. ;)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on January 10, 2013, 11:55:49 PM
Yep I reckon a Quake TC for AB3D is the way to go if BOOM cannot do it justice, we can use AmiQuake AGA for that because it supports Quake C.   Quake looks really flexible, I've only started looking at it but Quake C  (http://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf) is really mind blowing, very clever stuff.

As I've already mentioned, another option would be to do a TC for AmiQuake 2 AGA (if I can ever get it to run fast enough!)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 11, 2013, 12:07:21 AM
Quote from: NovaCoder;722046
Yep I reckon a Quake TC for AB3D is the way to go if BOOM cannot do it justice, we can use AmiQuake AGA for that because it supports Quake C.   Quake looks really flexible, I've only started looking at it but Quake C  (http://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf) is really mind blowing, very clever stuff.

As I've already mentioned, another option would be to do a TC for AmiQuake 2 AGA (if I can ever get it to run fast enough!)


I know nothing about Quake 2 modding, nothing at all. Aside of DOOM and enhanced DOOM engines, the only other FPS engine I have ever worked with was the Unreal engine, but it has been years.

I think the Quake engine in itself has everything an AB3D TC could need.

Speaking of Quake, I just finished reading the book, Masters of DOOM. Interesting read! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on January 12, 2013, 02:16:37 AM
Thanks for the tip, BATMAN Doom (http://www.youtube.com/watch?v=5ec1oXNpfks) seems to run well on BOOM :)

I'll try some others.
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 12, 2013, 02:52:26 AM
Quote from: NovaCoder;722156
Thanks for the tip, BATMAN Doom (http://www.youtube.com/watch?v=5ec1oXNpfks) seems to run well on BOOM :)

I'll try some others.


Glad you are enjoying, I hope you had the chance to get the WolfenDOOM series while I had it on 4share a few months back.

It's a shame that DOOM Community member Jive passed away, he used to have a really nice site up dedicated to only the best of the best of BOOM and Legacy WADs.

Here are a few more worth checking out, my 1200 is not hooked up atm, so I can not test all these my self, but they should in theory run fine...


This one is recent and "should" run fine with BOOM to the best of my knowledge...

http://onemandoom.blogspot.com/2013/01/back-to-saturn-x-e1-get-out-of-my.html

Download Link: btsx_e1.wad

http://www.best-ever.org/wads/



I'm sure you have played HacX right? Right? No really, RIGHT?!?! Play HacX, then play it some more, then when you are done, pet the cat and return to play more.

http://drnostromo.com/hacx/




This one to me is amongst the BEST EVER MegaWADs ever created. It is packed full of "where do I go next moments" as you have to pay attention to detail as there are many hidden passage ways you must discover to move on, but man, I tell you, this pWAD is an experience to behold!!! Kind of a pain without free look, but then again it wasn't designed with free look in mind. (can that easily be added to BOOM?)


http://www.teamtnt.com/ixet.htm



As mentioned before, you can not pass up the Community Chest series. They just get better and better!

http://www.doomworld.com/idgames/index.php?search=1&field=filename&word=cchest&sort=time&order=asc&page=1



There are so many to choose from, DOOMWorld is your friend...

too bad I'm banned for life. ;)

http://www.doomworld.com/idgames/
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on January 14, 2013, 11:54:01 AM
Back to Saturn X E1 - Part 1 (http://www.youtube.com/watch?v=8qR7dN4Jj_0)

Back to Saturn X E1 - Part 2 (http://www.youtube.com/watch?v=ZUfVeqEk-Nw)


:)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 14, 2013, 04:26:28 PM
My Amiga is calling to be set back up now! Impressive!!!
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 14, 2013, 10:36:55 PM
I was just re-reading the link I had sent you above about Saturn X and I somehow over read the part that this is HUB based, meaning it will only work with ZDOOM based ports like Odamex.

What this means is that though it is surprisingly running on BOOM, you shouldn't be able to complete any levels. Still yet, I'm surprised it is running and so well! + 2 for your port of BOOM!!!! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on January 14, 2013, 11:10:57 PM
Yep I saw that it needed to run on ZDOOM and shouldn't even work with BOOM.  I'll have to upload a video of it running on my A1200 to the DOOM forum, that will give them something to smile about ;)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on January 14, 2013, 11:22:45 PM
Ha ha, hopefully they will realize how significant that is!

Tell everyone I said hello and I miss them, ha ha! :)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on February 01, 2013, 05:35:52 PM
Things have changed...  

Odamex screen shot.

(http://www.amiga.org/forums/picture.php?albumid=175&pictureid=1008)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on February 02, 2013, 12:53:23 AM
And another, same room, different vantage point.

(http://www.amiga.org/forums/picture.php?albumid=175&pictureid=1009)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: NovaCoder on February 02, 2013, 03:22:58 AM
Looking good, what engine is that using?

I've been looking at engines again recently, I think ZDoom is the best one out there for us (if anyone wants to do a 68k port).
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on February 02, 2013, 03:39:03 AM
Quote from: NovaCoder;724996
Looking good, what engine is that using?

I've been looking at engines again recently, I think ZDoom is the best one out there for us (if anyone wants to do a 68k port).

Thank you, I'm targeting Odamex since it is portable and powerful as far as features go. Currently only AROS has a port of Odamex, but I'm sure it is only a matter of time before other Amiga based OS' have ports too.

Odamex is based upon ZDOOM 1.22 and 1.23 beta as well as the mapping elements of MBF and BOOM, not to mention strong on-line support.

odamex.net

As for porting ZDOOM, first off, that would be the absolute bomb if possible, though I do not know that the 68K Amiga could benefit from it much because once you started using scripts, translucent windows, 3D floors, thoughsands of NODES, and this and that, everything would come screaming to a halt. Besides the AUDIO library that modern ZDOOM uses is closed source. :/
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: XDelusion on February 15, 2013, 02:17:00 AM
This is a screen shot of my most recent map in progress under DOOM Builder 2:

(http://www.amiga.org/forums/picture.php?albumid=175&pictureid=1054)
Title: Re: Alien Breed TC for BOOM based DOOM Engines & Such.
Post by: odin on April 03, 2018, 10:02:58 PM
@XDelusion: did you ever progress with your project?