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Author Topic: Doom & AB3D  (Read 2801 times)

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Offline ruffneckTopic starter

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Doom & AB3D
« on: March 13, 2003, 01:33:35 AM »
I played Doom today in 320x200 resolution and to be honest, it was ugly, compared to 640x480+ or in GL on PC. i remember it looked much better;)
there's no point in this post, but does the original AlienBreed 3D support resolutions higher than those in the game? i mean if it's possible to display AB3D textures like in 320x240 fullscreen or in original size window? of course, the game engine has to deal with that kind of stuff, but is it even possible? like if there is a new updated engine, that retargets game to gpx cards and uses miniGL, do the textures appear correct or instead of 1 big wall texture will there be 4 small mapped textures? i hope you understand what i mean.
 

Offline JoNty

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Re: Doom & AB3D
« Reply #1 on: March 13, 2003, 08:31:54 AM »
Not what you're after, but I hope it helps.

http://aminet.net/game/patch/AB3DII_RTG.lha
 

Offline XDelusion

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Re: Doom & AB3D
« Reply #2 on: March 13, 2003, 08:37:34 AM »
 I know what your saying about DOOM, the Amiga could really go for a DOOM Legacy port, not to mention ZDOOM, and JDOOM.
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs
 

Offline Panthro

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Re: Doom & AB3D
« Reply #3 on: March 13, 2003, 09:46:27 AM »
Hummm we would not mind a JDoom port.... :-)


BUT....



I would love a similar port of AB3D or AB3DII
with mouse etc. I'd prefer the first AB3D though :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D  :-D
I'd pay for it in fact!! :-o
-Panthro
 

Offline xeron

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Re: Doom & AB3D
« Reply #4 on: March 13, 2003, 10:04:29 AM »
AB3D 1 was incredibly low resolution. It made Doom look high resolution, BUT if you can get past that you'll find it is one of the most fun first person shooters ever written (especially if you use my patch to improve the controls).

AB3D 2: TKG was technically superior, but the gameplay suffered, imho.
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Offline Agafaster

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Re: Doom & AB3D
« Reply #5 on: March 13, 2003, 10:33:28 AM »
All this talk - AB3d was one of me favourite games on the Miggy !

I think I'll have a look at that patch.

AB3D fest tonight !! (After Liverpool v Celtic of course !)  :-D
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Offline Karlos

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Re: Doom & AB3D
« Reply #6 on: March 13, 2003, 10:33:47 AM »
Quote

Panthro wrote:
I'd pay for it in fact!! :-o


Ive been thinking about this for a while. It occurs to me, all we really need is an engine that can load the original maps. What I'd like to see is something like this

1) Map converter tool that converts the old maps into a more efficient BSP format. Support addional features for the lighting souch as point colour and brightness, allow batch retexturing (with 15-bit textures etc). Supporting BSP maps would allow new map creation tools that cater for more realistic environments.

2) Replace sprites with models, except for spherically symmetrical things like plasma bolts etc. Perhaps support something like the md2 format for baddies...

3) An engine using Warp3D with proper x/y/z rotational view, AHI for sound, maybe something like the soundserver used in the doom ports. But drop the awful 8kHz fx, and support a decent multichannel mod format ;-)

4) An update to the originhal game link idea. Perhaps a scripting language. Ensure that all objects can have timed custom 'think' routines and collision events (basically like QuakeC).

:-D
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Offline bloodline

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Re: Doom & AB3D
« Reply #7 on: March 13, 2003, 11:21:12 AM »
I just want to point out that on my latest AROS CD-ROM you can now play the three demo levels of doom...

http://www.ahsodit.com/aros/index.html

The only problem is that ir runs so fast, it's hard to control, I suggest running a few graphics demos at the same time to slow things down a bit.

Be prepared for Quake....

Offline ruffneckTopic starter

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Re: Doom & AB3D
« Reply #8 on: March 13, 2003, 02:53:01 PM »
Actually Team17 advertised that with AB3DII there is option to play original AB3D levels as well. Pitty the final game was released unfinished. Ticklys patch is pretty useful.
There is AB3D demo hack in aminet by Peter McGavin, what runs on ECS Amigas too and is multitasking.
I would pay for updated AB3D as well...
 

Offline Karlos

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Re: Doom & AB3D
« Reply #9 on: March 13, 2003, 04:57:03 PM »
I really enjoyed both AB3D games. TKG was seriously moody and tense, for all it's flaws. I spent ages creating mods but never got round to uploading anything ;-)

I dunno about anybody else, but I found the RTG patch pretty flaky...
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Offline xeron

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Re: Doom & AB3D
« Reply #10 on: March 13, 2003, 05:07:05 PM »
Quote

I  dunno about anybody else, but I found the RTG patch pretty flaky


Having routed through a disassembly of AB3D, and the actual sources of both AB3D and AB3D II, its amazing it works at all :-D There is some seriously bad coding practices in there (no offence to the AB3D dev team though; they did make a great game).

Incidentally, the WHDLoad installer for AB3D fixes a few bugs and lets you quit back to the OS. I'm going to send the source of my patch to the author of the WHDLoad installer this evening in the hope that he will integrate them.
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Offline rubjonny

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Re: Doom & AB3D
« Reply #11 on: March 13, 2003, 05:59:47 PM »
Yes please do :)

I played, completed and loved both games to death, the only reason I upgraded to an 030 then an 060 was to play these games as they were meant to be :)  Shame TKG was still slow on the 060 :(

I even updated all the 2D pickups to 3D, shame Aminet wouldn't let me upload it for some reason all those years ago. :(
Cheers,

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Offline dezignersrepublic

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Re: Doom & AB3D
« Reply #12 on: March 19, 2003, 11:24:48 PM »
I remember seeing some screenshots of AB3d1 in Amiga format which had the 1x1 pixel patch installed and the graphics looked amazing.  I think the atmosphere in ab3d was way better than the sequel.

I have asked this question before but no -one seemed to know the whereabouts of this patch, so does anyone know now???
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Offline Panthro

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Re: Doom & AB3D
« Reply #13 on: March 20, 2003, 08:07:23 AM »
I could never get my miggy to run AB3D levels in
the AB3D-II engine but was told it's possible any
clue guys??? :-?

@rubjonny

Sounds cool please upload asap
I would love total 3D patches to AB3D
(especially on A1 :-D )


P.S. Team17 I think there is a hint here some where ;-)
-Panthro
 

Offline Karlos

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Re: Doom & AB3D
« Reply #14 on: March 20, 2003, 09:32:54 AM »
Quote

dezignersrepublic wrote:
I remember seeing some screenshots of AB3d1 in Amiga format which had the 1x1 pixel patch installed and the graphics looked amazing.  I think the atmosphere in ab3d was way better than the sequel.

I have asked this question before but no -one seemed to know the whereabouts of this patch, so does anyone know now???


I still have that AF somewhere. It wasn't the original game, unfortunatelty, lust the levels. They were shots of the early TKG engine before the code changed beyond the point where the original levels could be loaded.
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