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Abu_the_monkey
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Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 0:14:28
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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ddni
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 11:50:37
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Cult Member |
Joined: 11-Jan-2007 Posts: 818
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| @Abu_the_monkey
Excellent! Keep going. I will point this thread out to John. _________________ AmigaOne X1000 |
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girv73
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 12:42:49
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Joined: 7-May-2007 Posts: 17
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| @Abu_the_monkey
Glad to see someone is making a go of this :)
A word of warning: unless you're using a re-engineered Q1 engine not based on 16.16 fixed point, you'll run in to trouble with some of the larger AB3D levels (K maybe, ISTR) that don't fit in to 4096x4096 "points". That's what stopped me originally, and by the time the floating point based Q3 engine came about I'd kinda lost interest.
nb: numbers are from memory and may be incorrect!
Good luck though :)
_________________ [ girvnet is good for you | http://www.girv.net ] |
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pavlor
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 13:02:27
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Joined: 10-Jul-2005 Posts: 9584
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| @Abu_the_monkey
Wow!
@girv73
Good work!
AB3D is my favourite FPS game. Last edited by pavlor on 30-Dec-2010 at 01:03 PM.
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Pleng
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 14:25:26
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Regular Member |
Joined: 17-Nov-2005 Posts: 458
From: Unknown | | |
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| Hmmm Alien Breed 3D was my all time favorite first person shooter. But wouldn't a modified DOOM engine be a better target for this conversion? In quake you have to position your gun, where as in Alien Breed 3D it was auto-pointed doom-style |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 15:12:52
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Joined: 25-Jan-2010 Posts: 70
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 15:16:41
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @girv73
no worries chap.
I shall have to make some kind of work around for that (when/if I get that far)
and thanks again for putting the convertor out there |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 15:18:03
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @Pleng
you can look up and down but you don't have to, the gun auto aims for you :) |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 15:20:06
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Joined: 25-Jan-2010 Posts: 70
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Phantom
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 15:29:58
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Joined: 2-Aug-2007 Posts: 2047
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| @Abu_the_monkey
Looks good and fast. Keep going mate.
Can you use a CGX mode or it's strictly AGA (because of the game's nature)? Last edited by Phantom on 30-Dec-2010 at 03:30 PM. Last edited by Phantom on 30-Dec-2010 at 03:30 PM.
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 16:19:30
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @Phantom
It runs on anything that has had Quake ported to it...
which is nice :) |
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vulture
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 16:58:27
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Regular Member |
Joined: 21-Sep-2006 Posts: 225
From: Greece | | |
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| @Abu_the_monkey
that's plain awesomeness! PLEASE keep it up dude! And give a paypal link to donate! :)
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eliot
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 18:30:03
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Joined: 28-Dec-2010 Posts: 10
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| So we will get Gloom and Alien Breed remake in near future, great! Is it also possible to replace guns and enemies of Quake by the enmies and guns of Alien Breed? Last edited by eliot on 30-Dec-2010 at 06:31 PM.
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girv73
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 30-Dec-2010 23:16:50
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Joined: 7-May-2007 Posts: 17
From: Northern Ireland | | |
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| @Abu_the_monkey
You need to remove the use of fixed point math from the entire engine (or expand it to allow 16384x16384 levels, I guess). I don't know how big a job that is. It might be a one line change in a header file and a recompile, but I doubt it. I think some of the reworked Q1 engines use floating point but I don't think any of those have been ported to Amiga.
Scaling the AB3D levels down doesn't work - you need to scale so far that you get underflow geometry errors.
You'll need to code Quake_C for all the AB3D logic around doors, keys and switches, model and skin the enemies and code their AI and animations, and model / skin / code the weapons. I think that might be all ;)
@Pleng
The DOOM engine doesn't support all the features needed to recreate the AB3D levels, specifically a true 3D "rooms over rooms" structure. It needs at least Q1 in id Tech terms. Maybe the Duke 3D engine could do it though.
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 31-Dec-2010 12:16:45
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @girv73
lol, yeah its a small list eh but I guess I'll take it one step at a time :) and very small baby steps at the speed at which I work...
@all
Someone pointed out that people may have got the wrong idea about what I am doing. So to clear things up. I am only working on a mod to Quake. NOT a new game engine for the Amiga (classic or otherwise) I am doing so using winUAE and while it will work on an Amiga due to Quake having been ported to it, it will still only run as fast as Quake did originaly (if not a bit slower)
The youtube vid is a bit miss leading if you don't read the description. It to is ripped from winUAE. |
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ChrisH
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 31-Dec-2010 13:20:40
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Elite Member |
Joined: 30-Jan-2005 Posts: 6679
From: Unknown | | |
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| If anyone wants to watch the video using ClipDown, here is a working YouTube link: http://www.youtube.com/watch?v=WIGg2GPVgnw
@Abu_the_monkey Looks very promising. Hope you can implement the game logic/etc, so that it becomes a proper game. Maybe just skip the "too big to convert" levels? _________________ Author of the PortablE programming language. It is pitch black. You are likely to be eaten by a grue... |
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Trekiej
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 31-Dec-2010 23:57:22
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Cult Member |
Joined: 17-Oct-2006 Posts: 890
From: Unknown | | |
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| Is it possible to increase the resolution of the textures? Will it include modifying the Engine?
_________________ John 3:16 |
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Dafs
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 1-Jan-2011 2:05:24
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Joined: 16-Apr-2004 Posts: 47
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| @Abu_the_monkey
Oh cool, I've been wanting to see QBreed for some time. Good luck with this. |
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Dafs
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 1-Jan-2011 2:09:38
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Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @girv73
Am I right in thinking retail AB3D levels are LHA compressed? They seem to have the file header '=SB='. I've noticed you've got uncrunched levels in your archive. If you don't mind me asking what tool (if any) did you use to unpack these? |
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TheDungeonDelver
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 1-Jan-2011 3:08:40
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Joined: 17-Apr-2004 Posts: 815
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| @Dafs
(I'm not sure if it's what he used, but LHA files can be opened with WinRAR) _________________ The problem with AmigaOS on PPC isn't that PPC is big-endian. The problem with AmigaOS on PPC is that PPC is dead-endian. |
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