DOOM 3 on AROS

Nick Andrews, one of our senior developers is ironing out the final bugs on it's DOOM3 code.

NEXUIZ the first port by BSzili

The new developer in town (regarding aros) is on a porting rampage and its second port was well received by AROS gaming community.

Aquaria - A magic journey...

Aquaria is the most beautiful game ever and it's available for AROS.

Retro fun on AROS....

Insane Jump and Run Game with Puzzle elements... Really hard retro game action with knobs on!

AROS Playground Wallpapers

Some Desktop Wallpapers with AROS Gaming inspiration, done specially by our resident artists...

Showing posts with label FPS. Show all posts
Showing posts with label FPS. Show all posts

Saturday, March 16, 2013

Alien Breed goes Odamex, interview with XDelusion

Very, very long ago when Doom started a new era of gaming on PCs, some brave coders decided that first person shooters weren't for Intel machines and consoles only, but that also good old Amigas - maybe with some acceleration here and there - could afford a decent FPS. Those people where the coder of Alien Breed 3D, which become a little classic for the platform. Tempus fugit, anyway, and nowadays we can get great 3D graphic engines even in the open source planet, which can be modified and "dressed" as we like. So, why not adding to a popular "anternative" DooM engine some new graphics inspired from Alien Breed 3D, to create an amazing remake of the old Amiga classic? User XDelusion from AROS-EXEC.org had exactly this idea and showed a little video of his progress here. Here at AROS PlayGround we all agreed it was great, and we decided to talk a little with him about his project. Here's the interview.

- when did you get involved in AROS, and what were your former projects?

I have had my eye on AROS since the idea was first proposed on the Internet back in the mid 90's, but I did not start using it regularly until the past three years. Thus far this is my only AROS project, unless begging BSzili to port Odamex counts as one. :)


- I guess you were a fond player of Alien Breed 3D, when did you play it, and what were your dreams at the time?

If I recall correctly, I was able to play a little Alien Breed 3D sometime shortly after its release. I think it was at a friends or at an Amiga show, I forget. From that point on all I could dream about was having an Amiga powerful enough to run a DOOM clone and of some day making my own FPS game, though by nature I was a huge RPG fan at the time.

- Would you have imagined, at the time, that many years after you'd start "backporting" the classic on a newer engine?

Back in the day when Alien Breed 3D was still relatively new, all I wanted to do was learn how to make maps for DOOM, but I didn't think I was smart enough at the time to teach my self. I ended up finding an Amiga program called 3D Construction Kit and would sit around all day tinkering with it, creating rooms, populating, them, gliding around them slowly, and dreaming about virtual reality head sets. Needless to say, I never imagine that I'd be merging Alien Breed with a DOOM engine, as I said I didn't think I had the capacity to self teach as I did, but some time later I found myself doing just that, but I never imagined I'd be creating a new Alien Breed chapter within the engine, that was actually and idea of Fishy Fiz's to be honest.


- why did you chose Odamex? Are there any particular feature that drove you to this decision? Were there any other option available?

Originally the project was intended to be a clone of the original Alien Breed 3D and was being designed for Nova's port of BOOM for the 68k Amiga. Fish mentioned it one time in passing, and I ended up staying up all night thinking about it. The next morning the projekt was born but it was some time later that I realized that BOOM did not have all the features necessary to pull off my vision.
Around this time, BSzili was kind enough to port as much of Odamex over to AROS as he could. Having this particular engine is a giant step over having BOOM. In short is allows for the majority of ZDOOM 1.22 and 1.23's features to function just fine, this includes nearly every mapping feature available to Hexen, an advanced scripting language, sloped floors, swimmable water, controllable gravity, new Railgun weapon, on-line or networked co-op or death match, the list goes on.
Without using GzDOOM which is Windows only, I probably won't be able to create a perfect or near perfect clone of Alien Breed 3D, so instead I am going to take advantage of those features unique to Odamex and am in the process of creating and entirely new chapter for the Alien Breed saga, though instead of drawing influence just from the 3D titles, I am using all the games of the series as inspiration.


- What are the main problems and difficulties you're encountering during the process?

Three of the hardest aspects of the project is staying inspired, staying in a good mood, and making the time. I of course had to take a crash course in the ZDOOM engine that Odamex is based upon. Then I had to take time to figure out which of those features Odamex supported and which ones were not, or were broken.
I had a lot of experience with the DOOM Legacy and PrBOOM engines, so that came in handy, but learning how to edit in Hexen mode took a little while to adapt to as well. Other than that the only other struggle has been the fact that so far I've been working alone.

- Are you planning to release your total conversion in a particular time frame?

I'm going to have to go with the AROS motto here, but idealy I would like to have a polished up 1 to 3 level teaser released before summer.

- If anybody would help... how can he get in contact with you?

I am very open to help from the outside, especially from those interested in pushing pixels as I could use some custom weapon sprites for the game, as well as some extended work on the enemy sprites I am currently using. The AB3D resources on Aminet were kind of lackluster to say the least. Some of the enemies only have frames facing the player, but none facing backwards, to the side, or at angles. The more frames the better so if anyone has the skill the project could certainly use help in that department!
If there are any seasoned mappers who are familiar with ZDOOM in HEXEN mode, then please by all means, get in touch! We also urge programmers. And last but not least, a port of the server and a nice GUI for the program would also be a boon because as I said, I want to emphasize multi-player with this project and little features like that would make it easier for AROS users to contact each other, set up their own servers for Odamex., and just launch custom pWADs without command line.
Also I would like to call upon any Alien Breed veterans who have features they would like to see in this project, or who have seen the project and see something about it that they don't like. I consider the Amiga to be holy territory and I want to stay as true to the spirit of the originals as I can, but without keeping the atmosphere and level detail back in the 90's, so if anyone has any ideas they would like to shoot at me, I'd be open to listening to them at the very least.
I can be contacted here or at AdvertAndEntice AT gmail DOT com

- How can we follow your progresses?

To follow the project, you can just watch for my posts on AROS-EXEC.org and on Amiga.org, GBATemp and EmuExtras, as I have put additional focus on making sure this runs well on the classic XBOX and hopefully some day the Wii too.



Monday, September 10, 2012

Descent: AROS DXX Rebirth



DXX-Rebirth is a Source Port of the Descent and Descent 2 Engines, offering OpenGL graphics and effects, advanced Multiplayer, many improvements and new features.
Descent and Descent 2 are pretty old games so you usually run into problems running it on more recent Hardware and Operating Systems. DXX-Rebirth will solve this!

Descent is a 3D first-person shooter video game developed by Parallax Software and released by Interplay in 1995. The game features six degrees of freedom gameplay and garnered several expansion packs. It spawned two direct sequels: Descent II and Descent 3.

AROS Ports was handled by Szilard Biro.

Download:
DXX Rebirth 1 and DXX Rebirth 2 (For Descent 1 and 2 respectively)

Features:
  • Plays Descent and Descent 2 and all their AddOns and third-party levels.
  • OpenGL provides a fast and smooth rendering – even on low-end systems.
  • Optionally you can enable several effects like Transparency, Colored lighting, Texture Filtering, FSAA, etc.
  • Thanks to SDL, a wide palette of Joysticks are supported. Also you can use more Joysticks, buttons and axes than you can ever operate in your state of evolution.
  • If you prefer steering your Pyro with a mouse, you will not have the problem that the movement becomes slow in high game speed.
  • Joystick, Keyboard and Mouse can be used simultaneously.
  • The games can display all resolutions and aspects supported by your Monitor, including an option for VSync.
  • Besides MIDI and CD-Audio (Redbook), you can play your own custom Music from your Harddrive or a separate AddOn.
  • Both games can utilize special AddOn packs to replace or expand the original game content.
  • Multiplayer via UDP protocol provides a fast and easy-to-use LAN and Online action. This includes reliable communication causing less glitches due to lost packages.
  • Multiplayer via IPX protocol lets you play against players still using the MS-DOS version of the game.
  • The ingame Demo-recording system has been improved. Demos are less glitchy and smaller while still still being backwards-compatible to earlier versions of the games.
  • Higher game speed will not cause glitches such as unacceptable fast homing projectiles, incredible high damage caused by several collisions or Fusion cannon, etc.
  • Player files, Savegames, Demos and Missions from DOS-Versions of the games can freely be used in DXX-Rebirth and vice versa.




Note from the port author:
"They are very quick ports, so they could be full of bugs. Music won't work, because SDL_mixer isn't aware of the timidity: assign It will probably work if you copy the patches to the games' drawer. Speaking of drawer, you can simply dump the game files there, or create a data drawer and put them there."

Wednesday, September 5, 2012

Return to Castle Wolfenstein

 

Return to Castle Wolfenstein is a first person shooter video game published by Activision and originally released on November 19, 2001 and in turn is a reboot of the early first-person shooter Wolfenstein 3D. It includes a story-based single player campaign (which uses certain themes from the original game), as well as a team-based networked multiplayer mode.
In the campaign, Allied agents from the fictional "Office of Secret Actions" (OSA) are sent to investigate rumors surrounding one of Heinrich Himmler's personal projects, the SS Paranormal Division (also see Ahnenerbe). The agents are, however, captured before completing their mission and are imprisoned in Castle Wolfenstein. Taking the role of Blazkowicz, the player must escape the castle and continue investigating the activities of the SS Paranormal Division, which include research on resurrecting corpses, biotechnology, and secret weapons.

The single player game was developed by Gray Matter Interactive and Nerve Software developed its multiplayer mode. id Software, the creators of Wolfenstein 3D, oversaw the development and were credited as executive producers



AROS Port was handled by Szilárd Biró, the FPS AROS port predator, based on Mark Olsen's MorphOS port!

You need the data files from the latest version of the game, which is 1.42b. Alternatively you can use the data files from the The Platinum Edition, which
contains a patched version of the game. You have to copy the PK3 files and rtcwkey into the main drawer, and you are ready to go.

Although this was first released on late April, the AROS port of the game is now fully debuged and uploaded to AROS-ARCHIVES as well as it's sources.


Friday, June 15, 2012

Alien VS Predator - Old acid still burns...

This is a port of 1999 Rebellion game Aliens vs. Predator, an FPS developed by Rebellion Developments and based on the Alien and Predator movie franchises.

This game sets up three separate campaigns, each playable as a separate species: Alien, Predator, or human Colonial Marine.
Each player character has different objectives, abilities, and weapons. The single-player campaign presents the player with a conventional series of levels to progress through that are designed around the abilities of each character.
AROS Port was done by Szilárd Biró, and seems he's willing to port every open-source FPS available - we wish him good luck!

Download at: AROS-ARCHIVES

There are two executables included, avp for AvP Gold and avp_alien_demo for the Alien Demo.


To play it you need AvP Gold Edition or the AvP Classic 2000 Edition. You have to copy the avp_huds, avp_rifs and fastfile directories, and the language.txt file. The FMV's use the proprietary Bink and Smacker codecs, which aren't supported.

Alternatively you can download the Alien Demo here:
http://www.fileplanet.com/10556/10000/fileinfo/Aliens-vs.-Predator-%28Alien-Demo%29

Don't forget to overwrite the aenglish.txt with the one in aenglish.lha, otherwise the menu options will be messed up in the demo. The Gold Version doesn't needs this.

AROS-specific commands:
- ALT-ENTER for fullscreen
- CTRL-G for mouse grab
- PRTSCN for screenshot

This port is based on avpmp: https://github.com/mbait/avpmp

Thursday, May 17, 2012

AROS goes DarkPlaces...

DarkPlaces
DarkPlaces is an advanced QuakeWorld client, which also has some high profile mods like Nexuiz, or its fork Xonotic.
AROS port was done by Szilárd Biró (AKA BSzili). This version is based on the the SVN rev. 11819 source code.


Nexuiz was originally developed by Lee Vermeulen and Forest ‘LordHavoc’ Hale, who started Alientrap in the summer of 2002. The goal of the project was to create a high quality first person shooter that could be played freely across all platforms in one package: PC, Mac, and Linux. The engine that powered Nexuiz was Forest Hale’s Darkplaces engine.

The first version of the game was released in 2005. Development continued with many online contributors over the years, with version 2.5 released in October of 2009. Since its release it has been downloaded over 6 million times, and is included with many Linux distributions.

DOWNLOAD is available at AROS-ARCHIVES


To play these mods you can specify their name as a command line argument, or simply rename the executable. For example if you want to play Nexuiz, you can start the game from the shell with the following command: darkplaces-sdl -nexuiz.
Or you can make a copy of the executable, and rename it to nexuiz-sdl. If you start the game  from the shell don't forget to give it some stack.

This build should be fairly stable, but Xonotic still has some issues.
For more information check out the readme:
http://icculus.org/twilight/darkplaces/readme.html





You can download the Nexuiz/Xonotic data files from here:
http://www.alientrap.org/games/nexuiz
http://www.xonotic.org

Wednesday, March 28, 2012

Duke Nukem 3D - Come get some!...



Duke Nukem 3D is now available for AROS, ported by Szilard Biro, is based on the ProASM's Duke3Dw.
It supports 8bit Software rendering (good for weaker machines or machines without 3D Ghalium supported GFX card) and OpenGL 3d rendering!

The AROS binary is available here: come get some!




About Duke Nukem 3D (Atomic Edition)

Duke Nukem 3D is one of the world's most well know first-person shooter computer game. Originally developed by 3D Realms and published by GT Interactive Software. The full version was released for the PC (the shareware version was released on January 29, 1996). It is a sequel to the platform games Duke Nukem and Duke Nukem II published by Apogee. An expansion pack, Plutonium Pak, was released in November 1996.

Duke Nukem 3D features the adventures of the titular macho Duke Nukem (voiced by Jon St. John), who fights back an alien invasion on Earth. Reception of Duke Nukem 3D has been largely positive. Reviewers praised the interactivity of the environment and the humor within the game. Similarly it was a big commercial hit selling about 3.5 million copies. The game's erotic elements and portrayal of women have incited controversy. After fifteen years in development hell, a direct sequel was released called Duke Nukem Forever.


About Duke3dw

This is a modified version of Jonathon Fowler's Duke3d adding stuff as and when required.
Although it is important to try and keep the game as original as possible it is often necessary to make several changes to improve things which adds to the gameplay.




Friday, July 8, 2011

CUBE 2 - Next Generation FPS for AROS



Cube 2 : Sauerbraten for AROS. Cube 2 is an actively developed First Person Perspective shooter with fast game-play, beautiful 3D graphics, featuring many single player maps, a single player campaign mode as well as on-line multi-player game-play.

Cube 2, however, is not just another game port for AROS. It is the first game that truly uses the advanced capabilities and features of AROS 3D sub-system. By utilizing those capabilities, Cube 2 provides level of 3D effects not seen before on AROS. We invite you to watch our presentation video. You will notice the difference :)





AROS port from Krzysztof, comes with game executable and separate initial configuration utility which allows users to quickly set up the game to match the video hardware they have. The data files need to be downloaded separately and installed into the game drawer. For maximum details a video card with 512MB of VRAM is recommended. Please read the attached ReadMe file for more information. The game requires update of some AROS components. More information can be found in the ReadMe file.

Game installation package can be downloaded from:

http://download.aros3d.org/releases/cube2-20100719.i386-aros.zip

Sunday, August 1, 2010

Quake III - MorphOS port recompiled for AROS



Who doesn't know the Quake series?!

Quake III compiled for AROS i386 by Krzysztof Smiechowicz.
This is almost a straight recompilation of MorphOS port of Quake III.
Thank you for making it available for AROS.

Requirements:

- At least 256 MB of RAM
- Video card with hardware 3D acceleration stronly recomended(*)
- Data files from original game
- Data files patch to version 1.32 (**)

(*) On strong CPUs, you will be able to play using software rendering when
the window is 320x200 or 400x300.

(**) It can be downloaded from http://ioquake3.org/patch-data/ after you
agree to EULA.

Installation:

You need to have original Quake III data files. Copy the contents of original
baseq3 directory into the empty baseq3 directory. Then be sure to copy the patch
data files (pak1.pk3 - pak8.pk3) into baseq3 directory. Once its done, you are
ready to go.

Known Issues:

Sound:

a) On my dev machine which has AC97 compatible card, sound causes freezes. If
you also experience freezes in the game, disable the sound by:

- run game, when in main menu open console (~)
- type s_initsound 0 and press enter
- type snd_restart and press enter

The game should restart without sound.