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Old 08 March 2020, 10:34   #61
vroom6sri
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OMG! I don't believe it! I actually got it working on my Raspberry Pi 3 in Retropie! THIS IS AWESOME!!!

Here's what I did:
1.) Installed LZDoom from the Optional packages in Retropie setup.
2.) Copied the entire extracted game folder to '\\retropie\roms\ports'.
3.) Created 'Alien Breed 3D PLUS.sh' in '\\retropie\roms\ports'.
4.) Edited the above file to read as follows

#!/bin/bash
"/opt/retropie/supplementary/runcommand/runcommand.sh" 0 _PORT_ "doom" "/home/pi/RetroPie/roms/ports/AlienBreed3dPLUS/osiris.ipk3"

5.) Restarted Retropie.
6.) Selected Alien Breed 3D Plus from the Ports list in Retropie but interrupted the load to configure options.
7.) When to option 2 and choose the default emulator for the ROM to be LZDoom.

And that was it! This awesome version of Alien Breed 3D is now on my awesome Retropie setup!

One thing I have noticed so far though is that after starting a game the screen stays blank (IE no mission text is displayed) but if you press a key the level will start.

Thank you again for all the work you did on this project.
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Old 08 March 2020, 11:01   #62
grond
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Same here using lzdoom on an old x86 PC. No mission texts and no finish stats (were there any in AB3D?) after completing a level. Btw, was AB3D really that difficult? I needed a few attempts to finish the first level, I guess I'm getting old...
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Old 08 March 2020, 11:47   #63
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Quote:
Originally Posted by grond View Post
Same here using lzdoom on an old x86 PC. No mission texts and no finish stats (were there any in AB3D?) after completing a level. Btw, was AB3D really that difficult? I needed a few attempts to finish the first level, I guess I'm getting old...
OMG, AB3D on my arcade cab (Pi4)?? This is a must-try for a lazy sunday.

And yes, this game is much harder than AB3D. There are a couple of reasons, and they're to do with the game running on the Doom engine, mostly. The enemies get their behaviour from their Doom counterparts so their detection and engagement triggers are different from AB3D - on the original, enemies would mostly stay in their assigned areas and fire at you from there unless you got much closer to them. In this version, they will immediately start to track and follow you from much larger distances.

Hence you can easily get "mobbed" by all the enemies in the vicinity rather than dealing with them one at a time. On later levels this becomes a real problem as you end up fighting 7 or 8 dogs and 4 troopers in one go rather than having them spread out as you progress.

The upside is that you can bottleneck them in corridors. Also, be aware that the pulse rifle is possibly the best weapon in the game, at least for the three flavours of troopers - they get frozen if hit by the pulse rifle, so holding down fire on one means that they cannot fight back (and they take friendly fire damage from their colleagues behind them) which makes for example, the Admin block level much easier.

Aside from these differences (which give us a much different gameplay) the game levels themselves are really, really faithful and it's a joy to play.
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Old 08 March 2020, 15:36   #64
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Ok, Spent a little while getting AB3D onto the cab, but lzdoom just gives me an error in the runcommand log:

"No IWAD definitions found"

Any ideas?

Edit: Fixed it by editing the lzdoom config file to add the AB3D and doom folders to the PATH section.

Now all I have to do is figure out how to get lzDoom to recognise the joysticks in the menu - can't do anything at all without a keyboard.

Last edited by Dunny; 08 March 2020 at 16:25.
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Old 08 March 2020, 19:18   #65
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I notice JUMP was disabled ---
Probably because the original did not have it...

But a quick sv_jump 2 will restore it
if you want to
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Old 09 March 2020, 19:21   #66
vroom6sri
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Please could someone share with me how you enable the green aliens in this?
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Old 09 March 2020, 20:11   #67
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Please could someone share with me how you enable the green aliens in this?
They are not placed in any of the maps, but you can spawn them via console command.

Bring up the console with the tilde key (left of the "1" key), then type "Summon AB3DGreenAlien" without the quotation marks, and it will appear in front of you (and probably attack you right away). You can type in "Notarget" or "god" before spawning it to get a better look.
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Old 09 March 2020, 21:35   #68
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We really, really need to get the map for the demo level to this guy like ASAP.
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Old 09 March 2020, 21:54   #69
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Many thanks, Cherno.
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Old 09 March 2020, 22:47   #70
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Hi all, I've put out a 0.9 update for the mod!
Did some weapon balance tweaks and some cosmetic features. The main thing is there are now brightmaps thanks to Ozymandias81, so stuff glows in the dark when appropriate. The computer banks texture looks really cool with it I think! The enemies have slightly glowy eyes and such too so you can track them better in dark areas.



Here's my new post in the ZDoom.org thread with more details.

And a link to the main thread itself.
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Old 10 March 2020, 00:04   #71
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That ED209 thing is kicking my but (Level 8)
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Old 10 March 2020, 00:32   #72
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Originally Posted by ArcturusDeluxe View Post
Hi all, I've put out a 0.9 update for the mod!
Did some weapon balance tweaks and some cosmetic features. The main thing is there are now brightmaps thanks to Ozymandias81, so stuff glows in the dark when appropriate. The computer banks texture looks really cool with it I think! The enemies have slightly glowy eyes and such too so you can track them better in dark areas.
Marvellous!

Quote:
Originally Posted by Nobby_UK View Post
That ED209 thing is kicking my but (Level 8)
Stay behind cover (the four pillars) and only take one or two quick shots before hiding again. As soon as the walker has more than about half a second to aim, you are toast
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Old 10 March 2020, 02:43   #73
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This is fantastic, very well done indeed! Thank you for sharing your hard work with us all. I'm glad others have commented on the difficulty, I'm glad I'm not the only one, hahaha.
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Old 10 March 2020, 08:19   #74
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Thx for your continued work m8!
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Old 10 March 2020, 09:28   #75
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Old 10 March 2020, 14:41   #76
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Finally! I wanted this for a long time!
Though I'll be still waiting for Amiga port...

I got it working very well on RPI2 Raspbian with gzdoom 3.4. Went through first level, all's fine.

Now, one stupid question, how do I save options?

And one irrational, can I make it more pixelated?
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Old 10 March 2020, 15:05   #77
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very good job, I find the feeling of my youth but better.

Thank you

Last edited by CFou!; 10 March 2020 at 15:52.
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Old 10 March 2020, 15:17   #78
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New version is excellent!

It's just a pity the saved games aren't compatible with the new version. I've had to start again from Level 1. Ah well, it's all good fun anyway. Need to work my way back to Level 8.
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Old 10 March 2020, 15:58   #79
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New version is excellent!

It's just a pity the saved games aren't compatible with the new version. I've had to start again from Level 1. Ah well, it's all good fun anyway. Need to work my way back to Level 8.
I was at the final boss on level 16
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Old 10 March 2020, 18:47   #80
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Quote:
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New version is excellent!

It's just a pity the saved games aren't compatible with the new version. I've had to start again from Level 1. Ah well, it's all good fun anyway. Need to work my way back to Level 8.
Just type in "map Map08" (or whichever you fancy starting on) in the console, and also IDFA outside the console. you will have full ammo but hey, at least you don't have to play the maps again
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