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Amiga computer related discussion => Amiga Gaming => Topic started by: ruffneck on March 13, 2003, 01:33:35 AM

Title: Doom & AB3D
Post by: ruffneck 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.
Title: Re: Doom & AB3D
Post by: JoNty 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
Title: Re: Doom & AB3D
Post by: XDelusion 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.
Title: Re: Doom & AB3D
Post by: Panthro 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
Title: Re: Doom & AB3D
Post by: xeron 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 (http://ftp.plig.org/aminetbin/find?pab3d) to improve the controls).

AB3D 2: TKG was technically superior, but the gameplay suffered, imho.
Title: Re: Doom & AB3D
Post by: Agafaster 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
Title: Re: Doom & AB3D
Post by: Karlos 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
Title: Re: Doom & AB3D
Post by: bloodline 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....
Title: Re: Doom & AB3D
Post by: ruffneck 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...
Title: Re: Doom & AB3D
Post by: Karlos 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...
Title: Re: Doom & AB3D
Post by: xeron 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.
Title: Re: Doom & AB3D
Post by: rubjonny 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. :(
Title: Re: Doom & AB3D
Post by: dezignersrepublic 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???
Title: Re: Doom & AB3D
Post by: Panthro 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 ;-)
Title: Re: Doom & AB3D
Post by: Karlos 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.
Title: Re: Doom & AB3D
Post by: Ross_Geller on March 20, 2003, 10:55:22 AM
I'm not sure if you'd want Team17 to patch AB3D if you could convince them to (somehow) port this:
AB2K4 (http://www.gamers.com/news/1309261?WebLogicSession=PnmXcvBBLrBoKZeX1v1dTHKMMKaX8uzfcTrYT1IcxQvjuXCPKJSu|1355480220169233972/-657966796/6/80/80/7002/7002/80/-1)

Sounds good, no?  ;-)
Title: Re: Doom & AB3D
Post by: on March 20, 2003, 02:08:32 PM
One thing you could try is running the game in uae and using the GL mode to filter the graphics. It might look better, especially if you switch ab3d to full screen.

It would be nice to see some of the levels converted to a new engine though. Test Area Gamma is still one of the best and most scary FPS levels ever.
Title: Re: Doom & AB3D
Post by: AmiDelf on March 20, 2003, 02:53:07 PM
I remember one good game.. wich named as Trapped 2. Its engine is so good and it really flies on 060, that AB3D2-TKG should use it.

As for AB3D2-TKG. There should be a 060 patch and a decent RTG patch for it. The one that is, crashes :( or atleast.. it works very good, but then freezes after some time.

Maybe we could all team up tougether, and force Team17 to release a patch or something.. And how about the tcp/ip patch for WormsDC???

Regards,
AmiDelf
Title: Re: Doom & AB3D
Post by: sdesros on March 20, 2003, 08:14:29 PM
As much as I liked AB3D and AB3D-TKG, I was more impressed by Gloom Deluxe.  (Probably because it was the first game that my Roommate and I played coop on two machines via Serial connection.)
Title: Re: Doom & AB3D
Post by: AmiDelf on March 20, 2003, 08:36:21 PM
Yeah.. Gloom Deluxe is really cool!

Regards,
AmiDelf
Title: Re: Doom & AB3D
Post by: on March 20, 2003, 10:25:19 PM
AMIDELF!!!!!!!!!!!!!!! :)
Title: Re: Doom & AB3D
Post by: Paul_Gadd on March 20, 2003, 11:35:09 PM
Alien Breed 3D is a great 3D shooter but could/should have been ported to other platforms which has the graphics power to make it look better than a chunky Gloom mess.

Team17 moving away from Amiga imo was the best move they ever did.
Title: Re: Doom & AB3D
Post by: Panthro on March 21, 2003, 04:37:19 AM
I agree that Gloom was chunky + blocky but
so was AB3D .... :-( but the playability of AB3D
was AWESOME  :-D and gloom played like
wolfenstien 3D  :boohoo: but if it would be ported
and fixedup with nice net play etc ohhhhhh boy
THAT WOULD ROCK :-D
Title: Re: Doom & AB3D
Post by: Karlos on March 21, 2003, 09:31:49 AM
Quote

Karlos wrote:

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...

-snip-



I don't normally make announcements like this, but I have done some work on a tiny 3D engine for 68K/Warp3D, largely as a learning excercise. It used a zone rendering architecture very much like TKG (and just as buggy).

If I manage to find the time (which really is difficult just now - I have about 10 things on the go as it is..), I hope to return to the project with the aim of making a Ab3D / TKG clone and tools to convert the old levels etc.


Title: Re: Doom & AB3D
Post by: Mr_Capehill on March 21, 2003, 01:46:27 PM
Karlos: sound ggggreeat  :-D