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Old 14 August 2004, 20:11   #1
Marlon
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Alien Breed 3D deluxe?

Does anyone know whether or not the first AB3d game was re-released running under the AB3d2 engine? There was talk of it at the time and it would be seriously cool to play the first (far superior) game at a higher resolution.
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Old 15 August 2004, 11:46   #2
synchro
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Quote:
Originally Posted by Marlon
Does anyone know whether or not the first AB3d game was re-released running under the AB3d2 engine? There was talk of it at the time and it would be seriously cool to play the first (far superior) game at a higher resolution.
Screenshots were shown by Team17 in a mag of AB3D in 1*1 pixel mode but this was then taken a step further and the killing grounds was developed instead so there never was a Delux edition im afraid.
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Old 15 August 2004, 12:49   #3
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What good would a AB3D Deluxe do anyway, with the slow engine TKG had.
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Old 15 August 2004, 13:11   #4
synchro
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Originally Posted by StarEye
What good would a AB3D Deluxe do anyway, with the slow engine TKG had.
It wouldnt back then but killing grounds runs like a dream now
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Old 15 August 2004, 13:21   #5
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On what computers? Emulated? I can only get it running perfectly smooth if I turn on 2*2 pixels. I have OS3.9, Blizzard1260, 128mb fast, whdload version.
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Old 15 August 2004, 14:07   #6
Antiriad
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hmmm, would be interesting to see if Team17 still had the first game in that res - I know id be interested in having a go
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Old 15 August 2004, 17:33   #7
synchro
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Quote:
Originally Posted by StarEye
On what computers? Emulated? I can only get it running perfectly smooth if I turn on 2*2 pixels. I have OS3.9, Blizzard1260, 128mb fast, whdload version.
Im talking emulated....On my machine from the DVD it runs as fast as Half-life
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Old 15 August 2004, 17:58   #8
girv
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FWIW...

The Amiga Format cover CD that had the TKG source code also had some sort of source to the first AB3D. I'm not sure if it was the complete game or not, but I eventually managed to assemble it into a working exe. I started making it more OS friendly and use rtgmaster.library for screen access, getting as far as having a tiny 100x100(ish) 1x1 pixel screen in the top left corner that sort of half looked like what it was supposed to ... if you squinted at ... it in the correct light. Had a good speed as well on my 060-50 A1200.

Anyway, lack of free time meant I abandoned the project at that stage but - assuming I can persuade my cranky A1200 to power up just one more time - I still have the source code and so on if anyone is interested in continuing with it ...

Not too bad for a first post eh?
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Old 15 August 2004, 18:34   #9
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Quote:
Originally Posted by girv
FWIW...

[...]
Not too bad for a first post eh?
Yeah, that's quite a spectacular way to introduce yourself :-D

If nobody's interested, could you sent it to me (or upload it to Aminet)? I don't have much of a clue about 68k ASM, but I could show it to a few people who might be interested...
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Old 15 August 2004, 19:09   #10
girv
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Quote:
Originally Posted by Korodny
Yeah, that's quite a spectacular way to introduce yourself :-D
I was waiting for the right moment

I'll see about getting the files off my A1200 then.
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Old 15 August 2004, 20:50   #11
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John Girvin! Nice to see you here Welcome to EAB!
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Old 26 August 2004, 16:13   #12
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Floppy disk

@Antiriad: aggh! you uncovered my secret identity!

I finally managed to transfer some files to the PC

For some reason lha on the A1200 kept corrupting the archive so I made
a .tar archive, transferred that via smbfs, untarred it on the PC and made
a .lha there using GnuWin32 lha -o5. So if you can't unarchive the files
below, they're corrupt or whatever I wouldn't be very surprised ... but do
let me know OK?

AB3D-RTG:
http://www.girvnet.org.uk/AB3D-RTG.lha (5Mb)

This is the Devpac source to my aborted AB3D-RTG project, based on
the AB3D source found on the Amiga Format cover CD containing the
TKG source (number 11 IIRC). I'm not 100% sure this will make the full
AB3D game but theres definitely a chance!

QBreed:
http://www.girvnet.org.uk/QBreed.lha (3Mb)

A little surprise Another aborted project, this time to convert AB3D levels
to the Quake engine. Theres enough here to convert the basic geometry to
Quake .map format, which can then be compiled into a working level using
the Quake tools. I'd also started some QuakeC coding to make switches
and (I think) doors work but its far from complete.

A fundamental problem is that the Quake 1 and 2 engines do not support
large enough levels to contain all the AB3D levels. Quake 3 does however
IIRC so you're best starting there. I gave up at the time as I didnt have a
PC to run Quake 3 on, but I have compiled a .map file and started it under
Quake 3 so it should be OK. All you need to do is write the game logic to
the Q3 SDK, model some monsters, convert the sounds,...

...

There may be copyright and suchlike notices in the archives above but
just ignore them. It's all public domain now so do with it as you see fit,
though I'd prefer it if you didn't distribute them further than yourself.
There are binaries in the archives that probably shouldn't be distributed
but y'all probably have most of them and they were most likely on the
cover CD anyway so I hope/don't think anyone will get too bent up
about it.

I don't remember much about either of these projects, its been a few
(3-5) years since I looked at them so I won't be much help ... think of
that as a nice way of saying "You're on your own, don't bother me"

Of course I'd be very interested (and more than a little surprised) if
someone managed to do something (anything) with this lot!

Have fun...
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Old 27 August 2004, 21:42   #13
squirminator2k
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Will you do me a favour and let me know how this goes? I would love to chronicle this development on my website (www.dream17.co.uk).
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