Welcome, Guest. Please login or register.

Author Topic: Classic Doom ports running on AmigaOS 4.1  (Read 5722 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« on: June 24, 2011, 01:32:19 AM »
Why not port something more advanced and flexible like Odamex, Zdoom, or at the very least PrBoom Plus?
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #1 on: June 24, 2011, 04:04:10 AM »
Oh if we are shooting for classic Amiga here then ya better stick with classic Doom then, but if we are talking PPC, then for the love of God, would some one please port Odamex or PrBoom Plus! :)
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #2 on: June 24, 2011, 05:29:16 AM »
Quote from: drHirudo;646856
PrBoomGL works very well on AmigaOS 4 - http://www.os4depot.net/index.php?function=showfile&file=game/fps/prboomgl.lha.
The clip was demonstration of how games compiled for classic Amiga run on AmigaOS 4 plus comparison with same game compiled for AmigaOS 4.
PrBoomGL uses 3D hardware acceleration - it is in different category.


Really?! OS4 already has a port of PrBOOM GL? Lucky lucky! I'm trying to find someone to show such love for MorphOS and provide us with a port of PrBOOM + GL. Seriously, why does everyone port PrBOOM and not plus? Anyhow, MorphOS's port of PrBOOM is old, software only, and seemingly buggy, though I heard it may have something to do with the gfx drivers too, which is odd because the drivers seem pretty well flawless on about everything else.

Anyhow, I may have to start a bounty to see this come to life.
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #3 on: July 21, 2011, 02:18:16 AM »
Quote from: drHirudo;650901
I recorded the PRBoomGL on my Amiga machine. It looks much better than the classic ports, and the option to have soundtrack really adds to the atmosphere:
[youtube]sLc9IFFie54[/youtube]

Nice Vid and avatar, I dig those retro girls.

Fish is bringing PrBoom + to Aros and MorphOS has old PrBoom. MorphOS' port is only in software mode, but hopefully my money will talk and I can maybe pay someone to update it to PrBoom + with GL...

Considering that my Star Wars project will play nicer with free look. :)

I should be posting a video or two of my progress in time.


And yes, it's great being able to use mp3's with Doom isn't it?! :)
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #4 on: July 21, 2011, 06:32:15 AM »
Quote from: drHirudo;651014
The GL port really renders better graphic to the old game. But it is still not full 3D like Quake for example. If you rotate around the dead bodies, their legs will always point to you, because it have limited images in the game (so not really 3D, but still raycasting).

I did not try the different wads, but the Batman mod I tried some years ago worked okay on the classic ports.


In my video it replays the original MIDI files of the game with the GUS and Timidity libraries. It uses less resources to play MIDI than MP3. When Doom was released for first time, MP3 was only starting and not yet popular. Most of the games at the time are using the crappy MIDI than sounds worse than Amiga MODs.


Now that I watched the video with sound I know what you meant.

First off, for the note, there are advanced Doom engines out there that support true 3d, models and all, though I think sprites age better personally.

In regards to PrBoom plus, which I forgot this is not. You can actually use MP3 music, which is what I am using in my Star Wars total conversion. I absolutely love that old midi, especially when it sounds right. I also LOVE DOOM, but I've been playing it for so many years that my main attraction to it now a days is the HUGE Editing community it has and the projects they churn out, and for the fact that is is a VERY powerful, yet resource friendly game engine that I can use to develop my own games. Not only that but with the nice little tweaks, bug fixes, and Additions the PRBoom sources brought to the table, I am easily able to create something that does not entirely feel like plain old Doom anymore and more like Dark Forces\Jedi Knight. There are also little tricks you can do to alter enemy, weapon, item, and player looks and behavior. You can make enemies seem smarter, new weapons, you can add water with currents, wind, conveyor belts, 3D elevators, 3D rooms, translucent windows, door above door, etc.

I made a small video showing off a few of these features in a couple of maps I'm designing, but the iPod will not let me upload. I'll try to post it this week end.

In the mean time, I need to write the author of this and let him know the GL needs fixed, as some sprites and enemies are sunk a bit into the floor. Also if he could update this to PrBoom plus, you guys would have acess to the Mp3 and Free Mouse Look support that my project uses... But does not depend upon.

Though my project will not just run on Amiga alone, I still design this in my heart as if it were only going to be for the Amiga. Well and hopefully Haiku too!

(sorry 68k users)
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #5 on: July 22, 2011, 02:26:08 AM »
From my post on other forums:

"Alright, I know this is not something that will only run on MorphOS, nor is it something I am coding, but I have been developing this with the MorphOS and other related Amiga communities in mind.

What I am doing is using PrBOOM + to create a Star Wars total Conversion for DOOM 2. The project is in bits and pieces so I can do not have a demonstration working with everything put together. There is a lot of mapping I have yet to do, a ton of sprite editing, weapons and enemy behavior tweaks, and so on and so forth.

In the mean time I would like to show off a bit of what I am working on at the moment. I realize that many Amiga users are not very familiar with some of the many features that advanced DOOM source ports like PrBOOM and PrBOOM + bring to the table, so I'm hoping this video will help exploit them a little bit.


Mind you, I am very aware that MorphOS only has a port of the old out dated PrBOOM sources and will not therefore be able to take advantage of all the features of PrBOOM + such as MP3 sound tracks, OpenGL, and Free Look, but the game should be completable without them...

...just not quite as fun or polished. ;)

Though I'm sure with a little encouragement and or money, I could probably talk someone into bringing PrBOOM + and it's features over to one of the best OS's in the world! After all Fishy Fish has already began porting PrBOOM + code to AROS, and PrBOOM Gl exists for OS 4, so the task should not be to daunting.

And now with the videos. Please share you honest thoughts and opinions and keep in mind that what you are seeing is still in EARLY EARLY development stages and much of the Sprite and Texture work, amongst other things, are not included nor are the maps nearly complete which is very obvious with map 1. ;)
« Last Edit: July 22, 2011, 04:38:07 AM 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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #6 on: July 22, 2011, 04:45:53 AM »
Sorry, the links were screwed up:

Map 1

[youtube]naO2U22HagM[/youtube]

Map 2

[youtube]GyZuMMPCto8[/youtube]
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 XDelusion

  • Alien Breeder
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 5089
    • Show all replies
    • http://starwarslegacy.net/
Re: Classic Doom ports running on AmigaOS 4.1
« Reply #7 on: July 22, 2011, 08:42:07 AM »
Turn up your volume, there's a commentary. :)

Actually this in Software mode believe it or not. Looks the same on my MorphOS machine, but minus the MP3 sound track. Again, turn up volume! ;)

Also, this will NEVER run on ADoom, Doom Attack, or any other source port based on the original ID Software source code. This project requires PrBoom or better yet, PrBoom +.

Google:

Half-Life Doom

And

GzDoom


For something mind blowing! A project of my Old Doom Community buddy, Rex.
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