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Author Topic: Doom & AB3D  (Read 5847 times)

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Offline Karlos

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Re: Doom & AB3D
« on: March 13, 2003, 10:33:47 AM »
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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
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Offline Karlos

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Re: Doom & AB3D
« Reply #1 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...
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Offline Karlos

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Re: Doom & AB3D
« Reply #2 on: March 20, 2003, 09:32:54 AM »
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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.
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Offline Karlos

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Re: Doom & AB3D
« Reply #3 on: March 21, 2003, 09:31:49 AM »
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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.


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