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Author Topic: Is anyone making Duke Nukem amiga port??  (Read 11423 times)

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Offline Karlos

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Re: Is anyone making Duke Nukem amiga port??
« on: April 08, 2003, 11:07:00 PM »
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whabang wrote:
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Didnt it use the same pseudo-3D system as Doom?

Nope!
Duke3D uses a game engine called "Build" AFAIK.
It's the same engine that is used in Shaddow warrior, Blood, Terminal velocity, and coutless other games.


Hi all, finally made it here today :-D

Your basic Duke Nukem3D engine was AFAIK a custom job made my 3DRealms. It stood way ahead of Doom in the following respects

1) Its map architecture supported overlapping zones (similar to upper / lower rooms in alien breed 3d / tkg)

2) The map structure allowed sloping walls and floors. I'm not sure if it was a full 3D bsp structure in the style of Quake, but it was certianly more developed than the pure 2D bsp structure of Doom.

3) Movable sections of the map were not restricted to simple up/down doors / lifts. You could have moving platforms, horizontal, vertical, rotating rooms, you name it.

4) You could have mirrors ;-)

5) You could damage almost anything :-D

6) The viewport supported limited z-axis rotation (sideways tilt or roll), as well as x-axis rotation (look up/down or pitch). Was used to great effect in earthquake effects or when you got too close to an explosion or demolishing building.

7) There was a limited degree of coloured lighing rather than the brightness only effects of Doom. Quake didn't even get this until Quake 2 :-)

8) It used a simple scripting language for all the behaviour of objects, weapons, monters etc. that was compiled by the engine at load time. This feature is what allowed the Duke3D engine to be a game engine in the true sense and gave the fantastic interactivity that made it such great fun to play. Whilst not quite as advanced as QuakeC and its accompanying virtual machine, the code (in script form) was just as portable, so conversions could still 'run anywhere' the engine did. By contrast, Doom used tables to match entities up with sets of pre-defined behaviours (similar to the idea in TKG's game linker).

9) It had a rotating map (like TKG) that even supported texturing to give a kind of top-down 3D view of the game..

10) Duke Nukem 3D was utterly hysterical :-)
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Offline Karlos

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Re: Is anyone making Duke Nukem amiga port??
« Reply #1 on: April 09, 2003, 08:24:17 AM »
...Not only that, but an optimised 040 port od Duke would seriously fly under Amithlon, eh Whabang? :-D
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Offline Karlos

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Re: Is anyone making Duke Nukem amiga port??
« Reply #2 on: April 09, 2003, 10:06:44 AM »
@the_heretic

He, he..I see you keep an eye out here matey. I figured you may flame my ass for suggesting Duke was better than Doom - but of course I am speaking from a point of personal preference.

How's the Hellmouth mod coming on?

Pity I never got around to uploading my TKG or Quake1 mods anywhere...

-edit-

I thought the lithtech engine was entirely the work monolith? Anyhow, I thought it was Blood2 that used it - I seem to recall Blood looking very Duke like, but may be wrong...

Hmm, Rouge ought to know the answer to the first part :-D
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Offline Karlos

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Re: Is anyone making Duke Nukem amiga port??
« Reply #3 on: April 09, 2003, 10:22:59 AM »
Im not sure but we we may have a wee problem..

DLL's aren't exactly portable  - theyre pretty much a windows technology (linux can also use them I think). The amiga uses a different type of shared library that is rather different from a dll so you can't just do a trivial code recompile.

Hyperion had to come up with their own dll format(as I recall) to port Heretic II (modified Quake2 engine).

Even then, all the dll mods available for the quake2 engine had to be individually recompiled to use them with the amiga port of the engine (and the mac port, too).
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Offline Karlos

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Re: Is anyone making Duke Nukem amiga port??
« Reply #4 on: April 09, 2003, 11:35:13 AM »
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the_heretic wrote:
There aint nothing dynamic about a dll.


:lol: They are supposed to be Dynamic Link Libraries, but your'e right the do have a tendency to require multiple instances in memory which totally defeats the point of them being reusable - they might as well be statically linked to the exe :-)

Typical of MS...

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Caution : Portin this to amiga could cause serious degeneration.  Continue?  N/N?


AmigaOne XE should be able run any existing OpenGL JDoom based engine comfortably. If your P3-833 / GeForce4MX PCI can, I'm damn sure a G4-800 / Radeon9000 AGPx4 has the horsepower :-D

It's probably got more than enough horsepower for Doom 3 too, but it'll be quite some time before that wee chestnut goes GPL :-D

Not sure about my BlizPPC 240 / Permedia2 though...:lol:

Anyhow, back to the original point, I'm sure some bright spark here is already halfway through a Duke Nukem 3D port as I write....
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