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Author Topic: Lets talk: Alien Breed  (Read 8953 times)

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Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #59 from previous page: November 15, 2010, 03:45:35 PM »
Quote from: JJ;591937
Tought there was.  But from memory Franko has PPC not GPU.


GPU isn't used as the rendering is entirely software driven (note there are GL ports, not sure if any are available on Amiga). The only advantage you get on RTG here is a faster bus speed and no need to do C2P.

Quote
 So will a ppc version make much difference.


Yes. Further to the above, at the default resolution of 320x200 on the PPC, even the most basic C2P routines tend to hit the chip ram "write speed" wall long before any issues caused by their lack of optimisation. However, the C2P routines used were at least as optimal as most 68K versions.

ADoomPPC was actually very playable at a variety of resolutions higher than the default 320x200 on my BlizzPPC. The determining factor was more to do with whether or not the current column being rendered would fit comfortably in the cache.
 
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Do the PPC ports have support for AGA


ADoomPPC certainly does.
int p; // A
 

Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #60 on: November 15, 2010, 04:40:56 PM »
If anybody is interested, I found my old AB3D 2 mod. Not sure it is complete, but here it is regardless:
http://extropia.co.uk/projects/KarlosTKG.lzx

Extract it somewhere (it creates KarlosTKG as a directory), put a copy of your tkg executable from your original game in there and run it from the KarlosTKG icon, which should set up all the assigns.

What you get are slightly modified / reskinned levels (a few new secret areas here and there), reworked weapon models (alas some of the animations are too fast in UAE), new monsters, effects etc.

I was rather pleased with the models (reworked the shotgun, assualt rifle has ejecting brass, muzzle flash, grenade launcher has rotating circular clip, also added a chain gun), making them with the provided editors was a complete bitch.

Due to extra models, sprites and textures, I think it may need more RAM than the original. It has never been tested with less than 68040 / 16MB. For some reason, the mod really does not like the RTG patch and will crash fairly quickly.

Have fun, all bug reports to /dev/null :D
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Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #61 on: November 15, 2010, 09:14:43 PM »
Some screenshots added to gallery (click for gallery entry)
int p; // A
 

Offline odin

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Re: Lets talk: Alien Breed
« Reply #62 on: November 15, 2010, 09:45:06 PM »
Quote from: actung_bab;591329
l have to agree but new alien breed impact looks really promising it be on xbox360
and psx 3
yes love alien breed special edtion my fav amiga game


I was talking about Impact [and Evolution], although the PC versions.

Offline Franko

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Re: Lets talk: Alien Breed
« Reply #63 on: November 15, 2010, 10:39:49 PM »
Quote from: Karlos;591964
If anybody is interested, I found my old AB3D 2 mod. Not sure it is complete, but here it is regardless:
http://extropia.co.uk/projects/KarlosTKG.lzx


Just tried to download your file but all I got was a window full of text... :(

Someone once told me here how to get round this but now I can't remember how... :(
 

Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #64 on: November 15, 2010, 11:14:54 PM »
Quote from: Franko;592045
Just tried to download your file but all I got was a window full of text... :(

Someone once told me here how to get round this but now I can't remember how... :(


Try right-click and "save as", or whatever your browser's equivalent is...
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Offline Franko

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Re: Lets talk: Alien Breed
« Reply #65 on: November 15, 2010, 11:20:21 PM »
Quote from: Karlos;592072
Try right-click and "save as", or whatever your browser's equivalent is...


That did the trick... Cheers Karlos... :)

Just need to dig out AB3D 2 now (for some reason I don't seem to have it installed on my HD just AB3D 1)...

It'll be nice to try out new levels someone else has created as when you make your own there's not much point in playing them, as you already know all the secrets... :)
 

Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #66 on: November 15, 2010, 11:24:29 PM »
Quote from: Franko;592076
That did the trick... Cheers Karlos... :)

Just need to dig out AB3D 2 now (for some reason I don't seem to have it installed on my HD just AB3D 1)...

It'll be nice to try out new levels someone else has created as when you make your own there's not much point in playing them, as you already know all the secrets... :)


I didn't really make new levels, just modified/reskinned a few of them :)
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Offline Franko

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Re: Lets talk: Alien Breed
« Reply #67 on: November 15, 2010, 11:31:13 PM »
Quote from: Karlos;592079
I didn't really make new levels, just modified/reskinned a few of them :)


That'll do for me... :)
 

Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #68 on: November 16, 2010, 12:53:21 AM »
Quote from: Franko;592085
That'll do for me... :)

A few more images in the gallery:


A few unused assets from the TKG source have been included and if you know your FPS games, you should recognise various textures that have been borrowed (with various degrees of modification) from Doom, Doom 2, Quake and even Quake 2 :)
« Last Edit: November 16, 2010, 01:49:31 AM by Karlos »
int p; // A
 

Offline Franko

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Re: Lets talk: Alien Breed
« Reply #69 on: November 16, 2010, 01:38:29 AM »
@ Karlos

Gonna give it a try tomorrow, need to finish of a few other things first, cos I know once I start playing it again with your new update every other project will get put on hold until I discover all it's secrets... :)
 

Offline Karlos

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Re: Lets talk: Alien Breed
« Reply #70 on: November 16, 2010, 01:41:41 AM »
Quote from: Franko;592111
@ Karlos

Gonna give it a try tomorrow, need to finish of a few other things first, cos I know once I start playing it again with your new update every other project will get put on hold until I discover all it's secrets... :)

You might want to use TKGTurboPatch with it as it will certainly help speed up the game a bit.

I actually had a mechanism to switch data files in the current installation by using various assign add / remove so that I could have multiple sets of levels / data. My original goal with that was to recreate the original AB3D 1 as one set, have a "revamped" AB3D 2 as a second and a collection of death match levels. Unfortunately, I've no idea what state all of that was in, so all I have included is the AB3D 2 only stuff, but you should certainly notice plenty of little differences from the original AB3D 2 (it's probably even less stable for a start LOL!)...
« Last Edit: November 16, 2010, 01:46:15 AM by Karlos »
int p; // A
 

Offline Franko

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Re: Lets talk: Alien Breed
« Reply #71 on: November 16, 2010, 01:43:17 AM »
Just downloaded cheers... :)
 

Offline mailman

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Re: Lets talk: Alien Breed
« Reply #72 on: November 16, 2010, 12:48:27 PM »
Quote from: XDelusion;591292
:(

Well the Wii port has one advantage then.


Original version with backing up is not the same ;)
 

Offline mailman

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Re: Lets talk: Alien Breed
« Reply #73 on: November 16, 2010, 12:51:22 PM »
Quote from: fishy_fiz;591929
@Franko

Might be worth trying a different port of 2 of Doom. There's a big difference in speed between some of the Amiga versions. ADoom seems to be a favorite for 68k (not sure if theres a ppc version though).


There is PPC version of ADoom.

Some ports (eg. DoomAttack) have settings to enable suitable c2p conversion. He may be running the game on fast CPU but uses some not suitable c2p mode thus making everything slower/jerky.
 

Offline jj

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Re: Lets talk: Alien Breed
« Reply #74 on: November 16, 2010, 01:08:58 PM »
Never owned the second one, sure does look pretty good
“We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw

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