13 December 2022, 19:49 | #61 |
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How far can you get in theory by just converting AB3d1 maps to TKG format / engine?
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13 December 2022, 20:34 | #62 | |
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Also, for reasons I've not ascertained (or even looked into yet) yet, the bitmap objects in TKG do not shade based on light level. It's why the red dogs stand out so much. By then the game had replaced almost all bitmap entities with lit ones so maybe it wasn't a priority to fix. The other gotcha is the fact that some of the aliens in AB3D had entirely custom behaviour that isn't replicable using the basic game link database. |
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13 December 2022, 22:47 | #63 |
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It would defiantly look less vibrant on the TKG engine.
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17 December 2022, 15:28 | #64 |
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Maybe worth a try to see how far its possible to go with whats out there in terms of existing tools, maps etc. Im sure something is missing in the tool chain or someone would have made a AB3D1 1x1 mod a long time ago. |
17 December 2022, 15:34 | #65 |
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That's the problem. It's a lot of effort when a flawless gzdoom remake already exists. I'd go further and say it's an improvement, especially with difficulty selection and some of the level tweaks. Anyone who claims the original is better based on gameplay is nostalgia pandering. On extinction level difficulty it'll kick your teeth in, normal difficulty is about the same as the original and easy for those who may not have played the original which was more challenging than many of its peer titles due to limited ammo and enemy placement.
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17 December 2022, 15:43 | #66 |
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You're also fixating on 1x1 as if it's just a couple of global variables that need tweaking. The resolution is hard coded onto hundreds of places, including precalculated data tables. Moreover, the display format used by the game just isn't possible at 320 resolution. It's chunky copper 12-bit RGB through and through. You can't just replace it with a 1x1 c2p routine, unless you opt for something very specialised which is likely too slow. There was recently a demo raycaster that I saw which used 1280x256 HAM8 screen mode to achieve a 320x256 18-bit RGB result but outside of the fastest 060/Emulation isn't going to be a great solution for gaming.
TKG went back to 256 colour mode with dithering for this reason. |
18 December 2022, 22:06 | #67 | |
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Well, yea maybe that wouldn't work to well "of the shelf". So yea probably easier to get Osiris / Zdoom running on the Amiga ;-) |
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18 December 2022, 22:18 | #68 | |
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