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#1 |
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Registered User
Join Date: Dec 2002
Location: England, York
Age: 44
Posts: 275
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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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#2 | |
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Sending You Back In Time
Join Date: Mar 2004
Location: UK
Age: 50
Posts: 942
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Quote:
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#3 |
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Zone Friend
Join Date: Jan 2004
Location: Norway
Age: 35
Posts: 978
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What good would a AB3D Deluxe do anyway, with the slow engine TKG had.
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#4 | |
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Sending You Back In Time
Join Date: Mar 2004
Location: UK
Age: 50
Posts: 942
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Quote:
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#5 |
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Zone Friend
Join Date: Jan 2004
Location: Norway
Age: 35
Posts: 978
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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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#6 |
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The Sacred Armour Of
Join Date: Aug 2002
Location: Sussex, UK
Age: 34
Posts: 1,127
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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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#7 | |
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Sending You Back In Time
Join Date: Mar 2004
Location: UK
Age: 50
Posts: 942
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Quote:
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#8 |
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Reticulator of Splines
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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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#9 | |
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Zone Friend
Join Date: Sep 2001
Location: Germany
Posts: 455
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Quote:
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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#10 | |
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Reticulator of Splines
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Quote:
![]() I'll see about getting the files off my A1200 then. |
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#11 |
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The Sacred Armour Of
Join Date: Aug 2002
Location: Sussex, UK
Age: 34
Posts: 1,127
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John Girvin! Nice to see you here
Welcome to EAB! |
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#12 |
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Reticulator of Splines
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@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 levelsto 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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#13 |
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Dream17 / Jump Leads guy
Join Date: Aug 2004
Location: Los Angeles
Age: 27
Posts: 184
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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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