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Author Topic: Duke Nukem 3D  (Read 6043 times)

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Offline BSzili

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Re: Duke Nukem 3D
« on: June 06, 2014, 07:06:38 AM »
Quote from: trekiej;765759
I have not tried the HRP.
I got the faq for it.
I hope it is not for eduke32 only.
Maybe someone can also port it too.
For Duke3dw you have to use the old (v4.11) HRP, the ones hosted on the official Duke3D HRP site are for EDuke32 indeed.
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Offline BSzili

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Re: Duke Nukem 3D
« Reply #1 on: June 06, 2014, 02:11:37 PM »
The same place where you can get the LRP, from the Duke3dw website:
http://www.proasm.com/duke/dnhrp.html
The official HRP site used to host version 4.x too, but they have removed it some time ago.
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Offline BSzili

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Re: Duke Nukem 3D
« Reply #2 on: June 06, 2014, 10:12:03 PM »
@utri007
What's wrong with the other two Duke Nukem 3D ports?
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Offline BSzili

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Re: Duke Nukem 3D
« Reply #3 on: June 07, 2014, 08:27:34 AM »
Quote from: trekiej;765850
I do use HRP 5.3 with the Aros Archive Duke3D and LRP from Proasm.
I get a font problem in console but do not see it during game play.
Prosasm hrp seems to be an update according to the readme.
Only use LRP or HRP v.4.x with Duke3dw. There's no such thing as "Aros Archive Duke3D", it's ProAsm's Duke3dw ported to AROS.
I'm really not saying this to be rude, but this is in the readme, and I've said this in various forums, including this very topic. You are bound to have various problems with 5.x, it's for EDuke32's Polymer renderer.
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Re: Duke Nukem 3D
« Reply #4 on: June 07, 2014, 11:59:49 AM »
Quote from: utri007;765869
There is only one Duke 3D port for 68k, Novacoder hasn't yet released his port.
I only saw NovaCoder's videos on youtube about AmiDuke some time ago, for some reason I thought it was already released.

Quote
Dante's port of duke is buggy and he has tried to make it a "real 3D", free look is forced to use.  Duke 3D is not a real 3D game, in game when I shoot on direction I can shoot enemies wich are not visible, e.g. enemies up/down are shoot even when I can't see them, if I just shoot right direction. Only Place when I need aim UP/down is when I shoot a buildin, like a hole to cinemateater wall.
That's not true, Duke Nukem 3D had mouselook from  day one. It's a matter of keypress to enable/disable it, or you can go  to the menu to do the same.

Quote
It is faster with my 040 40mhz than my 060 66 MHz

Novacoder hasn't been able to produce code wich works both AGA/RTG. I also have high doubts about AGA SDL hack.
My Duke3dw port wouldn't be any faster than the existing port, plus I'd have to remove every feature that sets it apart from the rest.
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Re: Duke Nukem 3D
« Reply #5 on: June 07, 2014, 01:32:39 PM »
That is very unfortunate, but what could I possibly do about that?
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Offline BSzili

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Re: Duke Nukem 3D
« Reply #6 on: June 07, 2014, 02:22:57 PM »
The engine in Duke3dw is no different to the one in the other Duke3D ports, that's why I said it wouldn't be any faster. Missing endianness conversions don't cause performance hits, but they cause your software to malfunction.

If anything, it would make more sense to recompile the exitsting Duke3D port with the 060 compiler flag enabled. The current executable is compiled for 030. This includes the hand-written assembly, which is not even used in the Atari Falcon port.

Anyway, if someone thinks it's a worthwhile pursuit to make a classic Amiga port of Duke3dw, I'm not stopping them.
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