Duke Nukem 3D - New version work on
BSzili is working a Duke Nukem 3D for Amiga, with at least one unseen feature.
LAN game https://youtu.be/D7Js2f-MP54 This is nice as at least for me, Duke 3d was famous because of possibility to play it with friends on LAN. |
Yeah and build your own levels to do that in, I had quite some fun designing crazy war environments :)
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I guess this will require some crazy expensive accelerator?
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The PC version needed a fast 486 DX at minimum to be playable, so the Amiga version will need an an 68060 processor. I don't set the prices for accelerator cards, so I'm not sure what does that have to do with anything. If you want you can play Duke3D on your PC with no extra cost.
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I know we touched on this before, but I'm just checking, joypad support included?
Love this game so much so I can't wait for this new port. Thank you yet again. |
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It couldn't be due to lack of a coprocessor/FPU. Only the 486SX didn't have a (functional) FPU on the chip. I'd wager that the difference was the clock multiplier that let the DX2 models run at twice the bus speed. |
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Oh right my memory was failing me, indeed it was the SX/DX which implied that.
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Very nice, although Duke 3D is pretty much responsible for me failing at College. (that and girls)
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Anyone who works on Duke Nukem 3D deserves a medal. Having done the WarpOS conversion I still get nightmares about that source code... 10,000 lines and no comments <shudder>
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How does this work, do you just rip the TCP/IP code and add it to another port, or do you start from scratch (the beginning) ?.
Also what's the speed the difference between using a FPU and using cos/sin trig tables? This game struggled on my Dads i486/DX66 with 8Mb ram, also the added control system of having to look up and down as well made the game a bit more difficult to play untill the Mouse / WASD became standard. Well done with the port :) ** The oldman also had a 1MB SVGA Card on the i486/DX66 which may have helped a small bit as it allowed 1024x768x24 on Windows |
Thanks! For the multiplayer it uses "mmulti" from JFBuild like JFShadowWarrior. Fortunately I already did the work for SW, so it worked out out of the box here.
Build already uses precalculated sin/cos tables, the FPU is used for rendering slopes (this is the same as the DOS version), and on Amiga to replace missing 64-bit mul/div instructions of the 68060. |
I wish we can have the music running on this version, I really miss the music in this FPS games for the Amiga.
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You did not use mmulti for nBlood, why is that?
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