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      /  Qbreed (Alienbree3d on the Quake1 engine)
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Pleng 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 1-Jan-2011 12:37:25
#21 ]
Regular Member
Joined: 17-Nov-2005
Posts: 458
From: Unknown

Thanks for clearing up the shooting issue.

The video looks AMAZING! I shall loo forward to playing ths on my Pandora :)

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 7:06:11
#22 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@All

I have uploaded the map/bsp file for level A to aminet as "Qbreed" its in game/data. Its still very much a work in progress, but if someone check that the file works and leave a post here that would be great...

there is a vid of it here

http://www.youtube.com/watch?v=1K4gT6RnqsQ

cheers

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mailman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 7:25:56
#23 ]
Regular Member
Joined: 23-Nov-2003
Posts: 260
From: Poland

@Dafs

AFAIR, XFD handles with these files without any problems.

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mailman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 7:32:22
#24 ]
Regular Member
Joined: 23-Nov-2003
Posts: 260
From: Poland

@Abu_the_monkey

I watched the video and I have some comments.

1. Switches are barely visible on the stone walls. At least they should be distinguished by some colours (red, green).

2. Do you plan to change the monsters to something more "Alien Breed" like? Currently the only thing it has different than Quake is the map design. In my opinion creatures will bring some atmoshpere.

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 7:54:06
#25 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@mailman

Yeah I know what your saying . its still early days mind, only been playing with it for a few days now, but, who know how far I will go with it? there are many other more important issues to fix first (being able to crouch, having more than just 2 keys for locked doors, etc,etc) still have to have a look at QuakeC and figure out how to implement that sort of stuff, so, the monsters are kind of a 'if I can get the rest of it to work' I'll have a look at it.

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SimplePPC 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 9:02:28
#26 ]
Regular Member
Joined: 9-Mar-2003
Posts: 109
From: Unknown

@Abu_the_monkey

You could talk to one of the Darkplaces authors, who did a huge Quake1 modification, they know that engine inside out... IIRC one of them still has my A1XE..

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mailman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 11:23:03
#27 ]
Regular Member
Joined: 23-Nov-2003
Posts: 260
From: Poland

@Abu_the_monkey

Well, 2 keys for locked doors issue might be solved in the other way. You may alter the levels a bit. Of course the choice is yours. Mod doesn't have to be 100% accurate.

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BigD 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 20:34:10
#28 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7322
From: UK

@Abu_the_monkey

Quote:
there is a vid of it here
http://www.youtube.com/watch?v=1K4gT6RnqsQ


Genius it looks/feels very similar!!! Roll on 2011

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 22:18:47
#29 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@mailman

nice idea, colour code the switches rather than have keys...

still gunna have to look at modding with QuakeC, but, keep feeding the ideas...

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 22:39:41
#30 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@SimplePPC

not a bad idea.

But one step at a time I think, cos there is only so much room in my head for new stuff before I have to get rid of the old...

Last edited by Abu_the_monkey on 02-Jan-2011 at 10:55 PM.
Last edited by Abu_the_monkey on 02-Jan-2011 at 10:54 PM.

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Hammer 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 23:24:10
#31 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5275
From: Australia

@BigD

Instead of WinQuake, has anyone tried with QuakeGL?

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 2-Jan-2011 23:45:05
#32 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@Hammer

I did try it in glpro, looks ok. textures are smoothed and what not, but, the lighting wasn't the same, not enough difference between light and shade.

Just my opinion any how.

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eliot 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 3-Jan-2011 15:46:27
#33 ]
Member
Joined: 28-Dec-2010
Posts: 10
From: Unknown

Just tried the map under MorphOS 2.7 with GLQuake
and it worked without any problems.
Looks very coool to me!

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 3-Jan-2011 17:27:34
#34 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@eliot

good, glad it works. I wasn't sure if the bsp file contained all the required files like textures etc.
Cheers for letting us know

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broadblues 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 3-Jan-2011 18:09:18
#35 ]
Amiga Developer Team
Joined: 20-Jul-2004
Posts: 4446
From: Portsmouth England

@Abu_the_monkey

Played through the map 'a' on my SAM Flex, mostly seems to work. There's an alwful of nails arround but no shells, so I eventually ran out of ammo. (unless theres a nail gun I miessed )


Also get 5 errors on start up along the lines of no spawn function for QB_SWITCHLIGHT

Last edited by broadblues on 03-Jan-2011 at 06:18 PM.

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Foxman 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 4-Jan-2011 7:05:40
#36 ]
New Member
Joined: 3-Jan-2011
Posts: 7
From: Germany

@Abu_the_monkey

Hi Abu,

your level works great with quake68k and 68060 CPU.
I've written on my website (www.amiga68k.de) a first short impression.
You make a real good job and I hope I can play Alien Breed 3D at some point completely on the Quake engine.
Keep at it and a lot of motivation.

Greetings from Germany

Edit: This translates the first short impression from my website(with google translator)


Last edited by Foxman on 04-Jan-2011 at 10:43 AM.
Last edited by Foxman on 04-Jan-2011 at 08:33 AM.

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girv73 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 4-Jan-2011 10:15:27
#37 ]
Member
Joined: 7-May-2007
Posts: 17
From: Northern Ireland

@Dafs

My memory is fuzzy on this one, but AFAIR the AB3D levels *are* lha compressed, but with a special or unreleased version of the tool (possibly an early lha 2.x?). Whatever it was, I found the tool in the TKG SDK and it worked for AB3D too.

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girv73 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 4-Jan-2011 10:25:54
#38 ]
Member
Joined: 7-May-2007
Posts: 17
From: Northern Ireland

@Abu_the_monkey

If you look in /bak/qb_dev2.zip there are QuakeC files that implement some of the AB3D logic around switches. I knew I'd done *some* work on that :)

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 4-Jan-2011 20:28:57
#39 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@girv73

Cheers chap, will have a look...

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Abu_the_monkey 
Re: Qbreed (Alienbree3d on the Quake1 engine)
Posted on 4-Jan-2011 20:34:53
#40 ]
Member
Joined: 25-Jan-2010
Posts: 70
From: Bicester, England

@Foxman

Thanks chap,

but you should mention that other people have done all the hard work (ie. John Grivin and Team17) I am just the monkey attempting to stick all the bits together...

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