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Author Topic: Classic Doom ports running on AmigaOS 4.1  (Read 5688 times)

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Offline runequester

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #14 from previous page: July 21, 2011, 05:58:18 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.


Its funny because playing Doom on my A1200 "feels wrong" because of the MIDI music.
 

Offline drHirudoTopic starter

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #15 on: July 21, 2011, 06:06:14 AM »
Quote from: runequester;651015
Its funny because playing Doom on my A1200 "feels wrong" because of the MIDI music.


Doom Attack have P61A plugin that can replay Amiga mods converted to the Player 6.1 - http://aminet.net/package/mus/misc/P6102.
But with fast macine, you can launch AmigaAMP and listen to any MP3s you want. They won't switch with the levels, but still better sound than the MIDI.

Offline XDelusion

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #16 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 itix

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #17 on: July 21, 2011, 07:42:17 AM »
Quote from: drHirudo;651008
If the Guru Meditation's WarpUp emulator works for PowerUp executables, then I am not sure. It says WarpUp, but there is also PowerUp referrence in the executable.


Ah... that is another ADoom build... I guess there are several then... :-)
My Amigas: A500, Mac Mini and PowerBook
 

Offline drHirudoTopic starter

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #18 on: July 21, 2011, 08:57:26 AM »
Quote from: itix;651033
Ah... that is another ADoom build... I guess there are several then... :-)


Damn PowerUP vs WarpUP vs WarpOS vs MorphOS vs AmigaOS 68K vs AmigaOS 4 vs AROS vs E-UAE vs Amithlon things. They only bring confusion.

But seeing that the latest MacOS X does not support PPC code, then probably the most compatible OS with different versions of itself, that I have seen is Windows!

Offline XDelusion

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #19 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

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #20 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 drHirudoTopic starter

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #21 on: July 22, 2011, 06:36:27 AM »
@XDelusion
As I see on your preview, the engine is still raycasting with OpenGL rendering. It will probably work on PRBoom, but not on DoomAttack on 68K Amigas. I remember many mods did not worked properly on classic Amiga Doom compilations because of the extra features needed.

Many years ago when I played Doom occasionaly on my Amiga 1200 I remember most of the Total Conversions were performing slower than the original Doom WADs and most of them did not work at all. There was Star Trek, Batman and other, but most of them where mostly graphics conversions, but not many new levels and maps. I love to play Total Conversions that give the feeling of entirely new game.

Offline XDelusion

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Re: Classic Doom ports running on AmigaOS 4.1
« Reply #22 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