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AuthorTopic: Alien Breed TC for BOOM based DOOM Engines & Such.  (Read 8945 times)

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Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #30 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.
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 AndyFC

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #31 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
A1200 in DIY Tower. 3.0 ROMS (but 3.1 in RAM), 3.5" HD, CD Rom and IDE to SD adapter running off the internal IDE port (using the A4000 4-port IDE adapter from Amigakit), Blizzard 1230-IV, with 32MB 60ns RAM and 50MHz 68882 FPU. 3COM PCMCIA Network card running with Miami DX. https://www.youtube.com/watch?v=1PrGdL6XjmE
 

Offline Vulture

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #32 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.
 

Offline odin

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Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #33 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?
« Last Edit: June 13, 2012, 06:51:04 PM by odin »
 

Offline AndyFC

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #34 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.
A1200 in DIY Tower. 3.0 ROMS (but 3.1 in RAM), 3.5" HD, CD Rom and IDE to SD adapter running off the internal IDE port (using the A4000 4-port IDE adapter from Amigakit), Blizzard 1230-IV, with 32MB 60ns RAM and 50MHz 68882 FPU. 3COM PCMCIA Network card running with Miami DX. https://www.youtube.com/watch?v=1PrGdL6XjmE
 

Offline Abu the monkey

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #35 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.:)
« Last Edit: June 24, 2012, 09:47:43 AM by Abu the monkey »
 

Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #36 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...
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 NovaCoder

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #37 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.
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #38 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. ;)
« Last Edit: January 10, 2013, 11:30:48 PM by XDelusion »
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 NovaCoder

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #39 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 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!)
« Last Edit: January 10, 2013, 11:59:09 PM by NovaCoder »
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #40 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 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! :)
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 NovaCoder

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #41 on: January 12, 2013, 02:16:37 AM »
Thanks for the tip, BATMAN Doom seems to run well on BOOM :)

I'll try some others.
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #42 on: January 12, 2013, 02:52:26 AM »
Quote from: NovaCoder;722156
Thanks for the tip, BATMAN Doom 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/
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 NovaCoder

« Last Edit: January 14, 2013, 11:20:18 PM by NovaCoder »
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline XDelusion

Re: Alien Breed TC for BOOM based DOOM Engines & Such.
« Reply #44 on: January 14, 2013, 04:26:28 PM »
My Amiga is calling to be set back up now! Impressive!!!
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