View Full Version : Is anyone making Duke Nukem amiga port??
utri007
04-08-2003, 05:40 AM
It would ran perfektly on my 040
bloodline
04-08-2003, 05:55 AM
utri007 wrote:
It would ran perfektly on my 040
Hmmm, I'm not so sure... :-)
Though I can't remember much about the game, but I found Quake a bit of an effort on my BlizzPPC 240Mhz and AGA... and IIRC DNuke was a more intensive game...
No, Duke Nukem is older than Quake. It should run good on an 040.
whabang
04-08-2003, 06:01 AM
Duke3D would probably fly with anything faster than a 040@50.
I played the mac version on a 040/33 and it flied...
bloodline
04-08-2003, 06:06 AM
whabang wrote:
Duke3D would probably fly with anything faster than a 040@50.
I played the mac version on a 040/33 and it flied...
Ahh right, ok, my mistake, I seem to remember Duke3D looking better than Quake...
Ok, so is any one working on a port then?
redcougar
04-08-2003, 06:29 AM
There is at least new working Linux port, which is at WIP status at the moment, which could be useful. IIRC, it was at icculus.org or something like that.. and somebody made a glDuke after the release of the source for windows.. dunno if these helps the Amiga port.
poweramiga2002
04-08-2003, 06:37 AM
Duke3D would probably fly with anything faster than a 040@50.
I played the mac version on a 040/33 and it flied..
Thats true i play it on my a1200 under fusion 3.2 ppc 210/060/50 grexvoodoo/3/3000 runs a little slow but playable so an amiga port would screem
utri007
04-08-2003, 06:53 AM
Just opinion... Duke looks better than quake, i don't care that it's not true 3d
and like like to play duke more than quke.
xeron
04-08-2003, 07:29 AM
redcougar wrote:
There is at least new working Linux port, which is at WIP status at the moment, which could be useful. IIRC, it was at icculus.org or something like that.. and somebody made a glDuke after the release of the source for windows.. dunno if these helps the Amiga port.
glDuke is a rather misleading name; it does not *YET* use OpenGL rendering, it is just that the projects aim is to convert it to OpenGL. The rendering routines are the same, but it is rendering to a buffer in a window instead of VESA.
rorland
04-08-2003, 08:11 AM
Isnt duke nukem overrated?
Or is it just me?
xeron
04-08-2003, 08:21 AM
Overrated? Its fantastic. The one liners, the cutscenes, the atmosphere... its fantastic. I always preferred it to Doom or Quake.
If you've only played the Mac versiom you might think its overrated. From what I hear its not a patch on the PC version...
Tomas
04-08-2003, 08:29 AM
Someone should rather port UT :-)
Tomas
04-08-2003, 08:36 AM
rorland wrote:
Isnt duke nukem overrated?
Or is it just me?
Was quite ahead of its time... Though compared to todays standards its not too good looking atleast... But it still has great playability.
Tomas
04-08-2003, 08:38 AM
bloodline wrote:
utri007 wrote:
It would ran perfektly on my 040
Hmmm, I'm not so sure... :-)
Though I can't remember much about the game, but I found Quake a bit of an effort on my BlizzPPC 240Mhz and AGA... and IIRC DNuke was a more intensive game...
Thats odd.... I ran duke nukem on a 386 without any problems. Quake ran way slower unless the gfx had really ####ty 2d capabilities.
that_punk_guy
04-08-2003, 08:54 AM
i saw it running smooth on an early Pentium 75. Didnt it use the same pseudo-3D system as Doom?
As for Quake - you can pick up an N64 with Quake II for £20 these days :-)
whabang
04-08-2003, 09:04 AM
Didnt it use the same pseudo-3D system as Doom?
Nope!
Duke3D uses a game engine called "Build" AFAIK.
It's the same engine that is used in Shaddow warrior, Blood, Terminal velocity, and coutless other games.
Arney
04-08-2003, 09:30 AM
I used to play DN3D on my 80486 100 Mhz. on the highest rosolution, and it worked perfectly. I think it should work on an 040. It even runs on a Gameboy Advance now :-D
The multiplayer mode is just great. I used to play it with friends all the time.
Mad-Matt
04-08-2003, 12:22 PM
I remember having a GL Duke long ago when Voodoo cards owned everything else ;) a 3DFX patch was madee to hardware accelerate the game.
Still waiting for an Amiga port of GL Rott, ,the source being somewhere on sorceforge ..hint hint . :)
In the meantime, iIbelive the Doomsday engine is now GPL, so we could have a GL Doom at least which is pretty much complete :)
Matt
------
Karlos
04-08-2003, 04:07 PM
whabang wrote:
Didnt it use the same pseudo-3D system as Doom?
Nope!
Duke3D uses a game engine called "Build" AFAIK.
It's the same engine that is used in Shaddow warrior, Blood, Terminal velocity, and coutless other games.
Hi all, finally made it here today :-D
Your basic Duke Nukem3D engine was AFAIK a custom job made my 3DRealms. It stood way ahead of Doom in the following respects
1) Its map architecture supported overlapping zones (similar to upper / lower rooms in alien breed 3d / tkg)
2) The map structure allowed sloping walls and floors. I'm not sure if it was a full 3D bsp structure in the style of Quake, but it was certianly more developed than the pure 2D bsp structure of Doom.
3) Movable sections of the map were not restricted to simple up/down doors / lifts. You could have moving platforms, horizontal, vertical, rotating rooms, you name it.
4) You could have mirrors ;-)
5) You could damage almost anything :-D
6) The viewport supported limited z-axis rotation (sideways tilt or roll), as well as x-axis rotation (look up/down or pitch). Was used to great effect in earthquake effects or when you got too close to an explosion or demolishing building.
7) There was a limited degree of coloured lighing rather than the brightness only effects of Doom. Quake didn't even get this until Quake 2 :-)
8) It used a simple scripting language for all the behaviour of objects, weapons, monters etc. that was compiled by the engine at load time. This feature is what allowed the Duke3D engine to be a game engine in the true sense and gave the fantastic interactivity that made it such great fun to play. Whilst not quite as advanced as QuakeC and its accompanying virtual machine, the code (in script form) was just as portable, so conversions could still 'run anywhere' the engine did. By contrast, Doom used tables to match entities up with sets of pre-defined behaviours (similar to the idea in TKG's game linker).
9) It had a rotating map (like TKG) that even supported texturing to give a kind of top-down 3D view of the game..
10) Duke Nukem 3D was utterly hysterical :-)
KingTutt
04-09-2003, 12:07 AM
I have to admit, I did find DukeNukem 3d pretty refreshing. Little did I know that this is where gaming would stagnate for the next half decade. Anyways, I don't feel a port to A1 would get good reception. A remaster on the other hand might. But then again, that costs money.. like all things.
Seriously though, this game has seen better days. Lets just move on.
utri007
04-09-2003, 01:04 AM
Duke is old but is one of all time classiks. My amiga is old but i like it so i like to play duke with my amiga
simply
There is too few games for 040/060
Think amiga is old duke is old, perfect match
whabang
04-09-2003, 01:22 AM
utri007 wrote:
Duke is old but is one of all time classiks. My amiga is old but i like it so i like to play duke with my amiga
simply
There is too few games for 040/060
Think amiga is old duke is old, perfect match
He's got a point... :-D :-D :-D
Karlos
04-09-2003, 01:24 AM
...Not only that, but an optimised 040 port od Duke would seriously fly under Amithlon, eh Whabang? :-D
whabang
04-09-2003, 01:34 AM
Karlos wrote:
...Not only that, but an optimised 040 port od Duke would seriously fly under Amithlon, eh Whabang? :-D
Oh, yeah! :-D
In reply to Karlos, Duke Nukem used the build engine yes. Blood used the lithtech engine which was in fact a source port of Build. I am a member of the doom community, and all the fuss of the released source of Duke has lead the fans of Jdoom (which is a source port of Doom) into porting duke over to it, and is relativly possible using the limitless engine of Jdoom.
Jdoom is:
* Open Gl rendered/3dfx supported full high resolution and windows native engine
* Slopes, true 3d support, md2/3 model support
* Endless dll modding and DED files, scripting
* Sprite lighting system like in Alien breed that karlos mentioned
* Mp3, mod, ogg sound music support
The amiga users in the community are already porting Jdoom to amiga so perhaps Duke nukem TC would also be considered.
Just thought Id mention this news, because it is Duke Nukem, but ported to todays standards. So any fans would probly be interested.
Heretic Out. :-P
Karlos
04-09-2003, 03:06 AM
@the_heretic
He, he..I see you keep an eye out here matey. I figured you may flame my ass for suggesting Duke was better than Doom - but of course I am speaking from a point of personal preference.
How's the Hellmouth mod coming on?
Pity I never got around to uploading my TKG or Quake1 mods anywhere...
-edit-
I thought the lithtech engine was entirely the work monolith? Anyhow, I thought it was Blood2 that used it - I seem to recall Blood looking very Duke like, but may be wrong...
Hmm, Rouge ought to know the answer to the first part :-D
Hey geeza, ya the Projects coming on sweet thanks. Compiling some cool scripts and behaviour modules, and Ive decided to use C++ for the launcher instead of VB. Heh, so thats 10 years xperience out the window, and in with the 4 week expeirince of C. No matter, my coder knows C pretty well, and Fscript has the procedures of C so Im coping. (no longer bitch about the use of braces :-D )
Starting to implement my own modded codec for the intro movie, although I best keep my nose out of it and let my coder deal. Heh.
See u round dude. ;-)
Well Jdoom is the answer. And matt is correct, and the latest dll mod allows the fake 3d floors to become true 3d (Rendering extra flats without HOM)
I been fooling with it and its pretty sweet :-D
EDIT: I forget to quote :-D Matt refered to the doomsday engine going GPL.
Plus lithtech is its own, but im sure they built on build base whcih was a boon. (say that fast)
A good point about it was their advanced mobj and poly objects, which could make swinging doors solid rather than textures.
Karlos
04-09-2003, 03:22 AM
Im not sure but we we may have a wee problem..
DLL's aren't exactly portable - theyre pretty much a windows technology (linux can also use them I think). The amiga uses a different type of shared library that is rather different from a dll so you can't just do a trivial code recompile.
Hyperion had to come up with their own dll format(as I recall) to port Heretic II (modified Quake2 engine).
Even then, all the dll mods available for the quake2 engine had to be individually recompiled to use them with the amiga port of the engine (and the mac port, too).
Karlos wrote:
Im not sure but we we may have a wee problem..
DLL's aren't exactly portable - theyre pretty much a windows technology (linux can also use them I think). The amiga uses a different type of shared library that is rather different from a dll so you can't just do a trivial code recompile.
Hyperion had to come up with their own dll format(as I recall) to port Heretic II (modified Quake2 engine).
Even then, all the dll mods available for the quake2 engine had to be individually recompiled to use them with the amiga port of the engine (and the mac port, too).
Well that will be the DED file I referred to, sorry for spoiling the flow with unsupported reference to MICROSLOF produce. I just tried a ded that lets you duck. Nice. :-P ;-)
There aint nothing dynamic about a dll. Caution : Portin this to amiga could cause serious degeneration. Continue? N/N?
Karlos
04-09-2003, 04:35 AM
the_heretic wrote:
There aint nothing dynamic about a dll.
:lol: They are supposed to be Dynamic Link Libraries, but your'e right the do have a tendency to require multiple instances in memory which totally defeats the point of them being reusable - they might as well be statically linked to the exe :-)
Typical of MS...
Caution : Portin this to amiga could cause serious degeneration. Continue? N/N?
AmigaOne XE should be able run any existing OpenGL JDoom based engine comfortably. If your P3-833 / GeForce4MX PCI can, I'm damn sure a G4-800 / Radeon9000 AGPx4 has the horsepower :-D
It's probably got more than enough horsepower for Doom 3 too, but it'll be quite some time before that wee chestnut goes GPL :-D
Not sure about my BlizPPC 240 / Permedia2 though...:lol:
Anyhow, back to the original point, I'm sure some bright spark here is already halfway through a Duke Nukem 3D port as I write....
Mad-Matt
04-09-2003, 04:46 AM
Its great to hear that a port of Doomsday engine will be comming to Amiga. Even more amazzing to hear that there couldbe a JDuke (Along with JDoom and maybe Jheretic/JHexen ?).
Its true that these are old games but what keeps me interested is the ability (With this engine) is to change the game in such away that the games suddenly becomes abit more modern, with replacing the textures with much higher res ones and replacing the sprites with 3d models and even replacing the sound and music with whatever formats ya like (Assuming we get the Fmod part ported). Along with nice bright opengl effects, it makes for playing these games through again with amazing speed.
I cant wait to get allthis on my miggy ;)
PulsatingQuasar
04-09-2003, 04:54 AM
It's the same engine that is used in Shaddow warrior, Blood, Terminal velocity, and coutless other games.
Shadow Warrior was miles and miles better than Duke Nukem. I hope they release the source of that game. I'd rather have Shadow Warrior for the Amiga.
whabang
04-09-2003, 05:01 AM
You have no honour - Go live in fear! :-D :-D :-D
Dagon
04-09-2003, 06:14 AM
I`ve seen Duke Nukem running on an A1200/040@40 under shapeshifter when I was on a greek Amiga party `98 Amigathering 3 (http://www.amigathering.gr/ag3.html) (see the second from the end picture, the orange Amiga :P)held in Athens. It runned well.
Here is the main page of theAmigathering (http://www.amigathering.gr) meetings.
utri007
04-10-2003, 02:04 AM
is it possible that there is allready amiga version of duke nukem?? Rumours
I really hope that i've able to play this game soon on my amiga.
Should be possible to use same engine to play shadow warrior?
whabang
04-10-2003, 02:55 AM
Should be possible to use same engine to play shadow warrior?
Probably not.
The SW engine is better than the DN3D one AFAIK. ( transparency support etc. )
xeron
04-10-2003, 03:04 AM
The SW engine is better than the DN3D one AFAIK. ( transparency support etc. )
The build engine supports translucent polygons.
poweramiga2002
04-10-2003, 05:17 AM
I would recon that duke would play quite nicly under linux running mol prob faster than ever did on mac and pc
utri007
04-22-2003, 04:13 AM
there is allready linux port of duke
http://icculus.org/duke3d/
Somebody says taht it would be 5 minits job to make amiga port when linux port is availlable.
Just hope that he didn't mean sdl conversion
MagicSN
04-22-2003, 07:28 AM
The big question is if the Linux-Port uses ASM or not.
If there's tons of x86 ASM in it (still from the PC version maybe ?) a port would still be extremely lots of work.
I did nowhere find any info like "Replaced all ASM Code by C Code" or such in reports about the Linux-Port.
Steffen
Themamboman
04-22-2003, 07:56 AM
Hmm... there is also Descent 2, Descent Freespace 2 and Alien Vs Predator 1 source code available. Those would be good candidates as well.
lempkee
04-22-2003, 08:02 AM
yes i have asked about descent 2 for ages....source was released in 99....
for freespace 2....that i didnt know... I WANT IT!! :) , completed the exellent hyperion port some months back...and i luuuuuuuuuuuuuuuuv it...
but for avsp1 ....ermm lol...ok i guess it may have been fun back when it was new...but it surely looks like crap :)
just my opinions anyway :)
it would be 5 minits job to make amiga port when linux port is availlable.
Not quite. I said it would be 5 mins work when duke3d works on big endian linux systems.
Yes, SDL port. What's wrong with SDL anyway?
utri007
06-23-2003, 12:20 AM
Would sdl port to MacOS-X help it is big endian system, because it's PPC
http://www.icculus.org/duke3d/
It is incomplete..
Yes it would and it does.
Working (albeit similarily bugged) version should be 5 mins of work now.
Anyone has 5 mins? :-)
hnl_dk
06-23-2003, 12:46 AM
@ Steffen
here are the sources :-D (http://cvs.icculus.org/horde/chora/cvs.php/source?rt=duke3d)
http://www.iki.fi/sintonen/pics/duke1.png
Running on Pegasos/MorphOS, just to prove my point. :-)
It's not even close to being in usable state yet, and I seriously don't have time to bother with it at the moment.
xeron
06-24-2003, 03:49 AM
Damn! The site with the sourcecode is down! :(
cvs is working just fine:
:pserver:anonymous@cvs.icculus.org:/cvs/cvsroot duke3d
xeron
06-24-2003, 03:58 AM
Yeah, but i'm at work, and I can't access that here... hopefully it'll all be back up when i get home anyway.
Warface
06-24-2003, 04:23 AM
@Piru
You won't stop taking my breath away, time to time... Awesome skills :-)
mikeymike
06-24-2003, 05:09 AM
Yep, it's called "Duke Nukem Forever", and it'll be released "real soon now"
:-D
Warface
06-24-2003, 05:36 AM
mikeymike wrote:
Yep, it's called "Duke Nukem Forever", and it'll be released "real soon now"
:-D
What about acquiring a licence and bundling it with OS4? :-)
mikeymike
06-24-2003, 05:49 AM
Personally I want OS4 a little sooner than never :-)
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