04 November 2021, 14:00 | #1 |
mä vaan
Join Date: Nov 2001
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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. |
04 November 2021, 14:26 | #2 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
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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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05 November 2021, 09:27 | #3 |
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I guess this will require some crazy expensive accelerator?
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05 November 2021, 09:40 | #4 |
old chunk of coal
Join Date: Nov 2011
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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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05 November 2021, 09:41 | #5 |
mä vaan
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05 November 2021, 10:01 | #6 |
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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. |
05 November 2021, 12:01 | #7 | |
cheeky scoundrel
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Quote:
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05 November 2021, 13:13 | #8 | |
WinUAE 4000/40, V4SA
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Quote:
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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05 November 2021, 14:00 | #9 | |
old chunk of coal
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Quote:
Yes, it was probably the low clock speed since the DX models had an FPU. |
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05 November 2021, 14:05 | #10 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
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Oh right my memory was failing me, indeed it was the SX/DX which implied that.
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05 November 2021, 14:42 | #11 | |
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Quote:
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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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05 November 2021, 20:35 | #13 |
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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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06 November 2021, 02:57 | #15 |
Zone Friend
Join Date: Mar 2004
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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 |
06 November 2021, 08:03 | #16 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
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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. |
06 November 2021, 11:30 | #17 |
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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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06 November 2021, 11:42 | #18 |
Semi-Retired
Join Date: Mar 2012
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You did not use mmulti for nBlood, why is that?
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06 November 2021, 12:40 | #19 | |
old chunk of coal
Join Date: Nov 2011
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Quote:
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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06 November 2021, 16:11 | #20 |
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