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      /  Qbreed (Alienbree3d on the Quake1 engine)
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Foxman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 5-Jan-2011 8:20:54
#41 ]
New Member
Joined: 3-Jan-2011
Posts: 7
From: Germany

@Abu_the_monkey

That's right. Nevertheless, it is a good performance today to program something for the Classic Amiga. So stay tuned and keep us informed.

Greetings Foxman

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amiga68k.de - Amiga 1200 Registration - and much more !

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 8-Jan-2011 12:32:59
#42 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@all

just thought i would share this cos it made me smile, the tutorial for quake 1 modeling's first lesson, how to make a 'boing ball' (scroll to the bottom of the page)

http://www.quakeexpo.com/booth.php?id=32&page=91

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ddni 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 8-Jan-2011 15:25:13
#43 ]
Cult Member
Joined: 11-Jan-2007
Posts: 818
From: Northern Ireland

@Abu_the_monkey

Just tried map A on my A1200 BPPC 060 @ 60 using glQuake.
Very slick and no crashes so far. +MLook works well too.
Seems that the doors that open with no key in your video, now need silver and gold keys? I can only access one gold key... so had to use noclip to check out most of the level.

Good work. I look forward to updates

Last edited by ddni on 08-Jan-2011 at 03:38 PM.

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Foxman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 22-Jan-2011 20:31:09
#44 ]
New Member
Joined: 3-Jan-2011
Posts: 7
From: Germany

Any news here?

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 26-Jan-2011 20:52:53
#45 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@all

ok, so it would appear that I will indeed have to make mods to the Quake engine to allow this project to continue, just can't find a way to make some of AB3D's features work on the original. Still I like a challenge. even if it does make my head hurt sometimes...

will keep you posted.


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Yssing 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 26-Jan-2011 21:57:45
#46 ]
Super Member
Joined: 24-Apr-2003
Posts: 1084
From: Unknown

@Dafs

How is your own project with Gloom rewrite going?

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 12-Mar-2011 11:03:03
#47 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@Foxman

there will be a video post on youtube at some point today, not a huge amount of progress the last 6 weeks, but, these things take time

I may have Level B ready to upload to aminet in the comming week.

http://www.youtube.com/user/ltheden?feature=mhum

level B starts at 3m18s

Last edited by Abu_the_monkey on 12-Mar-2011 at 05:08 PM.

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 12-Mar-2011 20:12:22
#48 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@all

for anyone interested I have just uploaded an update to the aminet. not sure how long they take to process things, but, it should be avaliable in a day or so.

note. level b is not finnished. still needs lighting fx and a few texture tweeks here and there.

it is in game/data as Qbreed.lha ( v0.2)

enjoy...

ps. don't forget to check out the vid on youtube if you haven't got quake installed on your system (the link is in my last post)

Last edited by Abu_the_monkey on 12-Mar-2011 at 08:14 PM.

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Foxman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 27-Apr-2011 14:21:04
#49 ]
New Member
Joined: 3-Jan-2011
Posts: 7
From: Germany

@Abu_the_monkey

Great work. pleas stay tuned, for the whole game.

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 19-Oct-2011 13:04:49
#50 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@All

http://i1119.photobucket.com/albums/k640/ltheden/quake00.jpg
http://i1119.photobucket.com/albums/k640/ltheden/quake01-1.jpg

a very small update

have now got rid of the 4096x4096 coordinate limit for the maps (cheers to John Fitz), however Qbreed will now require a custom Quake engine...

Last edited by Abu_the_monkey on 19-Oct-2011 at 01:08 PM.

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Thematic 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 20-Oct-2011 17:40:38
#51 ]
Super Member
Joined: 28-Oct-2003
Posts: 1616
From: I'm actually flying into a bug!

@Abu_the_monkey

Does ProQuake 4.2f work?

_________________
: AmigaOneXE (unmod.) 750FX/512 MB +stuff & AmigaOS 4.(0|1)
: A1200/68060&96MB/SCSI/EM1200-Voodoo3 & OS 3.5
: A500/1MB
: Pegasos (ff) 512 MB & MorphOS
Praise seitan.

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vulture 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 20-Oct-2011 18:36:27
#52 ]
Regular Member
Joined: 21-Sep-2006
Posts: 225
From: Greece

@Abu_the_monkey

thx for your continued work man! AB3D is one of my favorites ever!

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 20-Oct-2011 23:24:42
#53 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@Thematic

I don't know. If you could lt let me know where to download a copy from I'll give it a try. A google search came up with newer builds but not the one you mention...

the larger levels I am working on run ok on the Darkplaces engine, however the maps I have uploaded to the aminet (all 2 of them), work with any Quake 1 engine as the don't break any of the original engine limits.

QbismS8 is another cool engine worth checking out...

Last edited by Abu_the_monkey on 20-Oct-2011 at 11:30 PM.

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 21-Oct-2011 13:12:09
#54 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@Abu_the_monkey

I uploaded v0.3 to the aminet today. its in game/data (or will be soon)
It contains all the levels in the Quake format. only a,b and c have been "fixed" (of sorts) but they all load up and work till you reach the 4096 coord limit in the original version of Quake.
still working on a replacement engine for 68k amigas to extend these limits...

have fun

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Nov-2011 9:34:53
#55 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@All

uploaded v0.4 to the aminet today.

no massive changes but a new engine executable for 68k amigas based on Quake68k by Frank Wille with some extra code from John Fitz to remove the coord limits.
it requires MUI a 68040/060 and is a work_in_progress...

feedback is welcome

enjoy

ps. I must split it into smaller chunks. 6mb is a bit big to be constantly up/downloading for one or two updated files

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 5-Nov-2011 0:02:56
#56 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@All

Has anyone run the new engine on a real Amiga???

would like to know if it works ok, or not. I haven't got a machine to test it on at the mo, but, it seems ok in uae...

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 11-Nov-2011 21:04:53
#57 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@All

some feedback would be good...

either by email or here...

cheers,

Andy

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lionstorm 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 17-Nov-2011 20:41:49
#58 ]
Super Member
Joined: 31-Jul-2003
Posts: 1588
From: the french side

@Abu_the_monkey

I tried on my AmigaOne and I can report they are working !
I dont remember exactly how AB3D looked like so I might not be of a real help !
Next time I will try on my A1200 !

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Rob 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 17-Nov-2011 21:03:31
#59 ]
Elite Member
Joined: 20-Mar-2003
Posts: 6351
From: S.Wales

@Abu_the_monkey

It works on the Amiga ONE XE but there a graphics look blocky, as if it is trying to display a higher resolution than the actual screen mode being used. I think it's a config issue since Quake runs fine.

I'll see if I can figure it out at some point.

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 23-Nov-2011 3:07:08
#60 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@lionstorm and Rob

Cheers Guys.

and work can continue ( at a snails pace )

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