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Old 04 November 2021, 14:00   #1
utri007
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Duke Nukem 3D - New version work on

BSzili is working a Duke Nukem 3D for Amiga, with at least one unseen feature.

LAN game

[ Show youtube player ]

This is nice as at least for me, Duke 3d was famous because of possibility to play it with friends on LAN.
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Old 04 November 2021, 14:26   #2
gimbal
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Yeah and build your own levels to do that in, I had quite some fun designing crazy war environments
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Old 05 November 2021, 09:27   #3
CaptainPlanet
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I guess this will require some crazy expensive accelerator?
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Old 05 November 2021, 09:40   #4
BSzili
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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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Old 05 November 2021, 09:41   #5
utri007
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I guess this will require some crazy expensive accelerator?
Mac version of Duke Nukem 3D requires 68040 40mhz CPU. It woun't require less.
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Old 05 November 2021, 10:01   #6
rabidgerry
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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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Old 05 November 2021, 12:01   #7
gimbal
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Quote:
Originally Posted by BSzili View Post
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.
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Old 05 November 2021, 13:13   #8
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Originally Posted by gimbal View Post
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.
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Old 05 November 2021, 14:00   #9
BSzili
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Originally Posted by rabidgerry View Post
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.

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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.
Yes, it was probably the low clock speed since the DX models had an FPU.
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Old 05 November 2021, 14:05   #10
gimbal
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Oh right my memory was failing me, indeed it was the SX/DX which implied that.
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Old 05 November 2021, 14:42   #11
rabidgerry
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Originally Posted by BSzili View Post
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"
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Old 05 November 2021, 18:31   #12
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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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Old 05 November 2021, 20:35   #13
rabidgerry
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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"
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Old 05 November 2021, 22:26   #14
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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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Old 06 November 2021, 02:57   #15
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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

Last edited by redblade; 24 January 2022 at 20:12. Reason: 1MB SVGA Card
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Old 06 November 2021, 08:03   #16
BSzili
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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.
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Old 06 November 2021, 11:30   #17
Toni Galvez
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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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Old 06 November 2021, 11:42   #18
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You did not use mmulti for nBlood, why is that?
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Old 06 November 2021, 12:40   #19
BSzili
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Quote:
Originally Posted by Toni Galvez View Post
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.

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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.
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Old 06 November 2021, 16:11   #20
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Originally Posted by Toni Galvez View Post
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.
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