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Software News   Software News : New OS4 version of PrBOOM
   posted by balis on 15-Jan-2010 23:15:02 (5508 reads)
HunoPPC continues to supply the AmigaOS 4.x players with quality ports. He released a version of OS4 PrBoom GL, (OpenGL engine of Doom).

This version has been corrected and highly optimized compared to previous releases. Music management via Timidity (MIDI music player you need to install before) has been added and is now avalaible. Something we had not seen since the engine versions Doom for Amiga Classic.


Download it on OS4Depot
    

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marko 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 1:21:38
#1 ]
Super Member
Joined: 17-Dec-2007
Posts: 1805
From: Gothenburg, THE front side of Sweden ;), (via Finland), EU

Looks cool! Thanks


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Dwyloc 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 1:23:58
#2 ]
Super Member
Joined: 30-Mar-2005
Posts: 1051
From: Glasgow, Scotland

Its nice to see a new version of DOOM available for OS4.X, but after reading the readme then the amigaworld news post, can I or cant I use a real midi device for music?

I have both a Roland Mt-32 and a Roland Sound Canvas SC-55st I use to make mt classic graphics adventures sound right (not as good as possible now), just like they were designed to sound when created and I would love to use the soundCanvous with DOOM under OS4 like I do on the PC.


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samo79 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 2:34:46
#3 ]
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Joined: 13-Feb-2003
Posts: 3409
From: Italy, Perugia

As always an awesome and professional port


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klx300r 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 5:23:34
#4 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3549
From: Toronto, Canada

awesome..thanks!!! getting it now....

looks great on my Sam flex but the system always hangs when I try to exit the game back to workbench?? have to soft boot machine..
also noticed that the cursor keys stop working every so often but the mouse controls appear to work fine??

UPDATE:
problems solved once I got my sound working properly..now it's rock solid on my Samflex@800....some levels I've never seen before too so big thanks again Huno for a great game

Last edited by klx300r on 16-Jan-2010 at 04:15 PM.
Last edited by klx300r on 16-Jan-2010 at 06:43 AM.


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ikir 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 6:46:31
#5 ]
Elite Member
Joined: 18-Dec-2002
Posts: 5646
From: Italy

Downloding now on my lovely SAM! Is it possible to use the mouse just for looking ?


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Hondo 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 6:48:20
#6 ]
Super Member
Joined: 10-Apr-2003
Posts: 1355
From: Denmark

Great!

but why is it there are no screenshots supplied for this news.....like so many other news!

News should be more explaining and ALWAYS have screenshots/logos, etc attached.


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davebraco 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 7:50:18
#7 ]
Regular Member
Joined: 3-Jan-2005
Posts: 130
From: Belgium

Ikir, to disable the forward/backward mouse mouvement, you should set the vertical mouse sensivity to the minimum in the options.


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pavlor 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 8:47:35
#8 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9114
From: Unknown

I love this game!

And don´t forget to post your benchmark results in this thread: The Doom Benchmark

Last edited by pavlor on 16-Jan-2010 at 08:52 AM.

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bitman 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 9:17:24
#9 ]
Cult Member
Joined: 25-Mar-2008
Posts: 703
From: Fredericia, Denmark

Always nice to see another quality port from Huno.


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ChrisH 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 9:34:06
#10 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6673
From: Unknown

Played with this a bit:

PrBoom now seems good enough to replace the rather slower (68k) DoomAttack, which is great. But dunno why moving the mouse forward/backwards defaults to moving you forward/back, as this is unlike any other FPS & is just confusing/unplayable (it should default to 0 sensitivity rather than requiring you to change it first).

OpenGL mode is interesting, but looks a bit "odd" (blurry to smooth scaling of tiny sprites/textures). Tried going back to 8-bit mode, which looks how I'd expect, but the "melting" at the end of the level is incredibly slow (only downside I can see).

Hope to get MIDI music, once I can get Timidity to work (no luck yet)...

Last edited by ChrisH on 16-Jan-2010 at 01:47 PM.


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Templario 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 14:29:28
#11 ]
Elite Member
Joined: 22-Jun-2004
Posts: 3531
From: Palencia city of the emptied Spain.

Thank you to HunoPPC for this new porting and his time for do it.


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Stephen_Robinson 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 14:53:13
#12 ]
Super Member
Joined: 29-Apr-2005
Posts: 1991
From: UK

Guru's on startup my Peg 2.


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joeled 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 15:39:18
#13 ]
Cult Member
Joined: 25-Dec-2007
Posts: 724
From: Uppsala, Sweden

@HunoPPC
Thank you very much. Works rightaway after unpacking it! No problem at all on my sam533mhz.


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cv643d 
Re: New OS4 version of PrBOOM
Posted on 16-Jan-2010 21:01:38
#14 ]
Regular Member
Joined: 29-May-2009
Posts: 262
From: Stockholm - Sweden

Quote:
But dunno why moving the mouse forward/backwards defaults to moving you forward/back, as this is unlike any other FPS & is just confusing/unplayable (it should default to 0 sensitivity rather than requiring you to change it first).


Thats the way Doom was configured by default. Did not find anything confusing with it, even tempted me to buy a 486 instead of an A1200 back in 1995.

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EmperorLongo 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 1:31:30
#15 ]
Regular Member
Joined: 21-Aug-2007
Posts: 174
From: Oshkosh, Wisconsin, USA

This is cool news. Now, for some shameless self-promotion. I have 2 single level maps at Aminet; Disraeli for Doom2 and Elfstomp for Ultimate Doom. I also uploaded Realm of Chaos, a 32-level megawad that replaces all 32 levels of Doom2, and for which I designed 7 levels, way back in 1999. This project was done by The Macintosh Team. I've recently returned to designing Doom levels and plan to release at least 3 full episodes this year. It would be really cool to have some Amiga-based beta testers. It's a fun thing to write up in the text file. I personally don't have an OS4 machine, but I see that PRBoom is available for MorphOS as well, which I hope to have installed this weekend on my Mac Mini.

If anyone is interested, they can download the levels already available and check them out, then decide if they'd like to beta-test. Testing Doom levels is fun but time consuming, as testers need to look for flaws and comment on various difficulty settings. I design for Ultra-Violence so I need UV players, but also Hurt me Plenty players and so on, to make sure those difficulties have a good balance.

PM me if you'd like to do some testing.

Now, if only someone would port Doombuilder or, since it's PPC, Hellmaker, the old Mac-based editor, which can be used in emulation, natch.


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colin419 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 4:30:08
#16 ]
Regular Member
Joined: 8-Nov-2009
Posts: 160
From: london/england

Nice

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Mrodfr 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 6:07:01
#17 ]
Super Member
Joined: 28-Jan-2007
Posts: 1396
From: French

@EmperorLongo

The HunoPPC site is in french and english that mean you could post this informations on his site. I'm sure some betatesters with happily test your levels on the AmigaOS4.1.1.

http://www.clubevolution4.com/HunoPortSDL/

At least, go to the site and post link for your wads (or if not possible, write me all you want and I will post them for you. contact me in PM with the text you want I Ppost on the hunoPPC forum (english no problems) or do it yourself.

Also there are a part on the forum to propose things to be ported on the amigaOS4. You couls try to post a request for a Level builder (chose one actually supported and could be ported with OpenGL and SDL) and if HunoPPC think It's interesting, he may port your request.

The main thing is to found after betatesters for the doom builder port and too bad you haven't an Amiga for testing yourself (as you have knowledge of building wads).

Last edited by Mrodfr on 17-Jan-2010 at 06:10 AM.


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TiredofLife 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 14:11:01
#18 ]
Super Member
Joined: 6-Jul-2005
Posts: 1661
From: Here

Great work as ever, cheers Huno.


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austgarden 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 16:29:52
#19 ]
Regular Member
Joined: 18-Oct-2004
Posts: 220
From: Norway

hm

bigg bigg problems with this one

it runs ok

but the GFX is all a huge mess


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Mrodfr 
Re: New OS4 version of PrBOOM
Posted on 17-Jan-2010 16:55:06
#20 ]
Super Member
Joined: 28-Jan-2007
Posts: 1396
From: French

@austgarden

this is strange, austgarden. Please, explain more the problem to us (the author will surely read this thread soon).


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