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Author Topic: Duke Nukem 3D for amiga  (Read 24877 times)

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Offline XDelusion

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Re: Duke Nukem 3D for amiga
« Reply #74 from previous page: September 24, 2013, 03:40:23 AM »
Quote from: NovaCoder;748681
[youtube]652rs12iSm8[/youtube]

Lots of work to do but at least it's running, only took me a few years :)


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Offline Methuselas

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Re: Duke Nukem 3D for amiga
« Reply #75 on: September 24, 2013, 06:31:46 AM »
I hacked the original Duke3D port to work with the original files, when it was first released. Only thing it did was hound you for missing wav files that weren't present pre-Atomic. Even created a shareware version, so people could play it. (I remember everyone complaining, 'cos I left the PC files in the archive, but at the time, I didn't want to violate the EULA of 3D Realms) Pretty sure I still have it.
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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #76 on: September 24, 2013, 06:58:52 AM »
Quote from: Methuselas;748689
I hacked the original Duke3D port to work with the original files, when it was first released. Only thing it did was hound you for missing wav files that weren't present pre-Atomic. Even created a shareware version, so people could play it. (I remember everyone complaining, 'cos I left the PC files in the archive, but at the time, I didn't want to violate the EULA of 3D Realms) Pretty sure I still have it.


Cool :)

I've never played the existing 68k Duke but I heard it was a bit buggy, hopefully my new port will be more stable (it's based on 'Chocolate Duke' and uses the SDL).
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline wawrzon

Re: Duke Nukem 3D for amiga
« Reply #77 on: September 24, 2013, 10:31:57 AM »
you planned to add rtg support to your sdl lib, nova, remember? i think before having more ports it would be most convenient a challenge to have them run on every possible amiga config (given its fast enough). beyond that having a shared library would allow to release ports and update the lib in meantime, but might probably influence debugging even though im not sure about that.

why am i telling this? mostly for practical reasons. i have just tested grafx2 port by artur and it is not usable as it is, while it is a great program to have. im not sure on can squeeze it below 800x600 to work on aga, but even having it on rtg would be an advantage.
« Last Edit: September 24, 2013, 10:35:18 AM by wawrzon »
 

Offline utri007

Re: Duke Nukem 3D for amiga
« Reply #78 on: September 24, 2013, 10:54:03 AM »
Original Duke 3D was faster with my Apollo 040 40mhz than with my Blizard 060 66mhz

Creator made some annoying features to it like free look. Duke 3d doesn't need a free look, just shoot to right direction and you will hit, even if target is too up or down to be a visible. I had a micronic keyboard adapter wich prevented me to use keyboard to playing.

With Shapeshifter with little tinkering Duke 3D is faster than Amiga ports.

Novacoder : Why SDL? I belivce that you still need to do own 3D routines to it, so SDL part will be quite "tiny"?
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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #79 on: September 24, 2013, 11:27:13 AM »
Quote from: utri007;748696
Novacoder : Why SDL? I belivce that you still need to do own 3D routines to it, so SDL part will be quite "tiny"?

Because I'm using an SDL port :)

The original Duke Nukem DOS source code is horrible, the SDL port that I'm using has been cleaned up.    It only took me about 4 days work to get the SDL port running on my A1200, if I'd used the DOS source code (or the Atari source code) it would have taken me about 100 years!

Don't worry about the performance impact of using my AGA SDL, won't make much difference to the frame rate.
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline motrucker

Re: Duke Nukem 3D for amiga
« Reply #80 on: September 24, 2013, 06:46:06 PM »
It's a shame that Duke Nukem 3D stinks so badly, after such a long wait. The programmers should hang their heads in shame.
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