English Amiga Board

English Amiga Board (https://eab.abime.net/index.php)
-   Amiga scene (https://eab.abime.net/forumdisplay.php?f=2)
-   -   Duke Nukem 3D - New version work on (https://eab.abime.net/showthread.php?t=108764)

utri007 04 November 2021 14:00

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.

gimbal 04 November 2021 14:26

Yeah and build your own levels to do that in, I had quite some fun designing crazy war environments :)

CaptainPlanet 05 November 2021 09:27

I guess this will require some crazy expensive accelerator?

BSzili 05 November 2021 09:40

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.

utri007 05 November 2021 09:41

Quote:

Originally Posted by CaptainPlanet (Post 1515248)
I guess this will require some crazy expensive accelerator?

Mac version of Duke Nukem 3D requires 68040 40mhz CPU. It woun't require less.

rabidgerry 05 November 2021 10:01

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.

gimbal 05 November 2021 12:01

Quote:

Originally Posted by BSzili (Post 1515252)
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.

486 DX266 to be exact, the game was quite unplayable on a DX33. Mostly to do with a lack of coprocessor I believe.

coldacid 05 November 2021 13:13

Quote:

Originally Posted by gimbal (Post 1515278)
486 DX266 to be exact, the game was quite unplayable on a DX33. Mostly to do with a lack of coprocessor I believe.


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.

BSzili 05 November 2021 14:00

Quote:

Originally Posted by rabidgerry (Post 1515260)
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.

Yes, it uses my JFBuild fork so it'll support CD32 and PSX controllers. It was funny how little time it took to get it to work to a 90% level thanks to the previous work on JFBuild and JFAudioLib. That being said it still has some issues, so finishing the "other 90%" will take a while.

Quote:

Originally Posted by coldacid (Post 1515295)
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.

Yes, it was probably the low clock speed since the DX models had an FPU.

gimbal 05 November 2021 14:05

Oh right my memory was failing me, indeed it was the SX/DX which implied that.

rabidgerry 05 November 2021 14:42

Quote:

Originally Posted by BSzili (Post 1515311)
Yes, it uses my JFBuild fork so it'll support CD32 and PSX controllers. It was funny how little time it took to get it to work to a 90% level thanks to the previous work on JFBuild and JFAudioLib. That being said it still has some issues, so finishing the "other 90%" will take a while.

Oh hell who minds waiting when they know what is coming :) "come get some"

stairmand 05 November 2021 18:31

Very nice, although Duke 3D is pretty much responsible for me failing at College. (that and girls)

rabidgerry 05 November 2021 20:35

Quote:

Originally Posted by stairmand (Post 1515390)
Very nice, although Duke 3D is pretty much responsible for me failing at College. (that and girls)

I guess you were too busy saying "shake it baby" :laughing

Wrangler 05 November 2021 22:26

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>

redblade 06 November 2021 02:57

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

BSzili 06 November 2021 08:03

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.

Toni Galvez 06 November 2021 11:30

I wish we can have the music running on this version, I really miss the music in this FPS games for the Amiga.

Hedeon 06 November 2021 11:42

You did not use mmulti for nBlood, why is that?

BSzili 06 November 2021 12:40

Quote:

Originally Posted by Toni Galvez (Post 1515531)
I wish we can have the music running on this version, I really miss the music in this FPS games for the Amiga.

Music will be supported, CAMD MIDI, MHI MP3, and plain old WAV files.

Quote:

Originally Posted by Hedeon (Post 1515536)
You did not use mmulti for nBlood, why is that?

The reason is simple, Nuke.YKT used ENet for NBlood and since I already had a port of it it made sense to keep it.

DisasterIncarna 06 November 2021 16:11

Quote:

Originally Posted by Toni Galvez (Post 1515531)
I wish we can have the music running on this version, I really miss the music in this FPS games for the Amiga.

pity someone cant just make a protracker variation of the music files to save us some speed issues.


All times are GMT +2. The time now is 21:31.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.

Page generated in 0.11317 seconds with 11 queries