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AuthorTopic: Alien breed 3d II ported to another platform  (Read 8031 times)

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Offline Karlos

Re: Alien breed 3d II ported to another platform
« Reply #30 on: April 17, 2011, 01:03:53 PM »
I preferred the tense "sudden death" atmosphere that pervaded the AlienBreed-derived "doom clones" to doom itself, though the Doom games were enormous fun regardless.

It's a shame the sourcecode for AB3D2 wasn't a bit cleaner. I can't criticise Andy Clitheroe too harshly over it, he was pretty much working on the engine single-handedly.

As I discovered one summer, some of the editors were a bigger challenge than the game itself :D The object and animation editors were particularly fussy, but nevertheless I managed to make a custom mod:

http://www.amiga.org/gallery/images/810/1_montage1_256.png
http://www.amiga.org/gallery/images/810/1_montage2_256.png

Building the custom weapon models and animations was fiddly. Unfortunately, the animation just uses a set number of frames, so on faster machines (read emulation), the animation becomes far too fast: for example, it's hard to see the grenade clip rotating as the launcher recoils. Pity the engine doesn't have built in tweening but what can you do?
int p; // A
 

Offline LaserBack

Re: Alien breed 3d II ported to another platform
« Reply #31 on: April 17, 2011, 08:46:58 PM »
Quote from: alexh;632094
Are you sure you're in 1:1 full screen mode? I can get higher frame rates if I don't use 1:1 full screen mode.

Once the game starts you need to press ENTER on the numeric keypad and press () on numeric keypad (which you have to specially MAP in WinUAE) to switch between 1:1 1:2 2:2 modes

I'm using a MUCH later version of WinUAE so I'll try 1.6.0

[Edit: Hmmm cannot seem to get ENTER on the numeric keypad to work on 1.6.0]

BTW: Instead of saying "benchmark x is a big joke" why not recommend something else?



what kind of keyboard are you using?
maybe you are doing something wrong or you have an old winuae config which is wrong or is in conflict
I do not need to config anything on winuae for numeric ENTER to work
btw, tested again and the minimum fps I get is 20 sometimes when there enemies shooting
 

Offline alexh

Re: Alien breed 3d II ported to another platform
« Reply #32 on: April 17, 2011, 08:57:10 PM »
USB. Numeric ENTER works fine for me in the newer version of WinUAE, doesn't want to work in 1.6.0 but it doesn't matter.

() numeric keys (to change modes) are not mapped in either version of WinUAE
 

Offline LaserBack

Re: Alien breed 3d II ported to another platform
« Reply #33 on: April 18, 2011, 04:41:49 AM »
Quote from: alexh;632193
USB. Numeric ENTER works fine for me in the newer version of WinUAE, doesn't want to work in 1.6.0 but it doesn't matter.

() numeric keys (to change modes) are not mapped in either version of WinUAE


I can imagine now why numeric ENTER not works there
it seems you have not a joystick connected
if there are no joy by default winuae maps numeric keys and numeric ENTER as amiga joystick
connect a joystick or change config on port 1 to none
 

Offline Abu the monkey

Re: Alien breed 3d II ported to another platform
« Reply #34 on: April 18, 2011, 01:36:19 PM »
just so you know, the Alienbreed3d convert to Quake, or "Qbreed" is an on going project I am working on in my spare time (what little i have). the current download on aminet contains the maps for level A and B (B does not have proper lighting) and can be found in game/data

Regards

Abu
 

Offline LaserBack

Re: Alien breed 3d II ported to another platform
« Reply #35 on: April 19, 2011, 08:50:25 AM »
Quote from: Abu the monkey;632278
just so you know, the Alienbreed3d convert to Quake, or "Qbreed" is an on going project I am working on in my spare time (what little i have). the current download on aminet contains the maps for level A and B (B does not have proper lighting) and can be found in game/data

Regards

Abu


ah good work !!
I mentioned on a previous post in this thread about qBreed
however I could not post a link because I did not remember where I got that
btw, it is possible convert the full game AB3D2 to the quake engine?
 

Offline Abu the monkey

Re: Alien breed 3d II ported to another platform
« Reply #36 on: April 19, 2011, 05:19:24 PM »
John Grivin wrote the level converter I am using, they do not support the AB3dII level format out of the box, but, I do have the source code for them and may take a look, if I get the time.

Regards,

Abu
 

Offline Alpyre

Re: Alien breed 3d II ported to another platform
« Reply #37 on: September 13, 2016, 08:23:15 PM »
And somebody does this: :insane:

http://forum.zdoom.org/viewtopic.php?t=49786

 

Offline F1Lupo

Re: Alien breed 3d II ported to another platform
« Reply #38 on: September 13, 2016, 09:48:16 PM »
@ Alpyre

so when can we play it on our miggies:hammer:
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Offline ferrellsl

Re: Alien breed 3d II ported to another platform
« Reply #39 on: September 13, 2016, 10:40:29 PM »
While AB3DII might be a fine example of an FPS for the Amiga, the constant foot-step sounds quickly becomes a form of Chinese water torture.  Is there any way to turn off that sound?
 

Offline paul1981

Re: Alien breed 3d II ported to another platform
« Reply #40 on: September 13, 2016, 11:50:20 PM »
Can't say it's ever bothered me before. It's my favourite Amiga game too. It drips with atmosphere.
 

Offline psxphill

Re: Alien breed 3d II ported to another platform
« Reply #41 on: September 14, 2016, 08:13:05 AM »
Quote from: 4pLaY;631771
No its not possible, the source is tied to the Amiga hardware, plus its said that the sources are a horrible mess, wich is another reason no one has done anything with them on Amiga either. You would have to write the game from scratch, you could however re-use the gfx/music.

If it was worth putting the effort in then someone could port it. Automatic translation of the 68000 into C would make it even more of a mess, but hacking out the amiga specific parts would not be that hard.

If someone paid me to do a 1:1 iPhone port for example then that is how I'd do it.
 

Offline utri007

Re: Alien breed 3d II ported to another platform
« Reply #42 on: September 14, 2016, 10:22:56 AM »
Quote from: psxphill;813888
If it was worth putting the effort in then someone could port it. Automatic translation of the 68000 into C would make it even more of a mess, but hacking out the amiga specific parts would not be that hard.

If someone paid me to do a 1:1 iPhone port for example then that is how I'd do it.


Somebody should pay so attention to RTG patch of it.
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Offline Alpyre

Re: Alien breed 3d II ported to another platform
« Reply #43 on: September 14, 2016, 08:46:40 PM »
Quote from: ferrellsl;813877
While AB3DII might be a fine example of an FPS for the Amiga, the constant foot-step sounds quickly becomes a form of Chinese water torture.  Is there any way to turn off that sound?


The backing music which was just a synth bass hit echoing on the same unchanging note was quite boring as well. It's best to turn off the speaker completely.  :)
 

Offline LaserBack

Re: Alien breed 3d II ported to another platform
« Reply #44 on: September 27, 2016, 08:29:37 AM »
I done this thread in 2011 but now I think that this game don't need to be ported because in winuae is really fast
on my core I5 I get 39 fps constant at full screen+ gfx high detail
 is really smooth, it will not do more because the game is blocked at 39fps, something like the original Doom who was blocked at 35fps

I'm using a special whload version 1.2A by psygore that was never published on whdload site

The game can be played now using ASDW keys+ mouse ( like a pc first person shooter)
in the screenshot you can see is working at 39 fps
if anyone is interested I will upload it a small video of this game running to see how smooth is,just tell me

« Last Edit: September 27, 2016, 08:32:03 AM by LaserBack »