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... What is it ... NIGHT OF THE ZOMBIES it's a first-person shooter where you must survive endless waves of attacking zombies, earning points that may be used to purchase weapons, unlock new areas, etc. Every next round, zombies become stronger, faster, and more hungry! To have good perfomance and no visuall glitches, you should have as minimum: ogles2.library : >= 3.1 Warp3DNova.library : >= 1.83 RadeonHD : >= 3.7 or RadeonRX : >= 2.4 with Prefs:PowerManagment set to HIGH Main site: http://kilobytegames.wz.cz/ ... How to run and how to play ... Just unpack and double-click on an icon. On running you will be asked if you want fullscreen. Pressing "y" will run it in fullscreen, and "n" in a window. You need 1280x720 (widescreen) or 1024x768 (normal screen) for screen modes in your system to make fullscreen mode works as expected. A game needs about 450 MB of RAM, 500 MB of GPU memory, 10 MB of the system's VRAM memory, and 350 MB of HDD space. All the control keys are noted in the "Controls" of the main menu. But there they are: w,a,s,d: move 1,2 or mouse scroll: switch weapon r: reload a weapon g: throw a grenade f: use e: melee attack shift: sprint LBM: attack RMB: aim down sight ... Performance note ... If you on Radeon RX driver, BE SURE you set Prefs: PowerManagment to HIGH, save and reboot. That need to be done because at the moment Radeon RX can't raise resources as expected in all the cases (probably due to lacking DMA in the drivers) and if you have auto-power management or anything different than HIGH your FPS will bad. On x5000/020 with Radeon RX 560, in 1920x1080x32 you have ~30 fps across all the game. You can see the video in action to know what to expect: https://youtu.be/m4W_t2pdjUs ... ChangeLog ... v1.1 (15-04-2021) -- rebuild with fresh gl4es from April 2021. -- twice faster loading. Before it was 55 sec to load up everything, now it's 30 seconds. -- faster speed in the game itself. -- added FPS counter in the window mode (in the title bar) -- a much cleaner look of NPOT 2D images -- fixed "high score" to be empty at the beginning. -- recompiled with GCC 10.3.0 v1.0 (first amigaos4 release): -- gl4es is used for OpenGL (so ogles2/warp3dnova) -- build based on amigaos4 port of Irrlicht engine: https://github.com/kas1e/Irrlicht -- amigaos4 paths, stack cookie -- built with GCC 8.2.0 -- rewrite close-sourced IrrKlang (3d party sound/music library for Irrlicht which game use for win32) to SDL_Mixer -- fixes a bunch of errors which win32 somehow handle and didn't crash -- add support of not only old Irrlicht, but also of a new one. -- because of that game we fixed alignment issues in the MS3D mesh loader of Irrlicht (by Salas00 and Corto). -- rewritten a postprocessing shader to not use texture arrays which warp3dnova didn't support yet. -- fixes a bunch of issues with signed/unsigned ints -- fixed lots of warnings which GCC 8.2.0 throw and compile whole code with -Wall and -O4 -- fixed in gl4es calculation of FOG in pixel shader instead of vertex (initially that was done for speed reasons, but seems mesa on Linux and win32 doing it in pixel, so..) -- usual endian and paths fixes ... Thanks to ... to Martin Cmar for the game and sources: http://kilobytegames.wz.cz/ to Daniel for OpenGL ES2 and all his help with everything: http://www.goldencode.de/ to Hans for Warp3DNova and all his help with everything: https://keasigmadelta.com/ to ptitSeb for gl4es and all his help with everything: https://github.com/ptitSeb/gl4es/ to Capehill for glSnoop and actual SDL1, SDL2 ports and all his help with everything: https://github.com/AmigaPorts/SDL to CuteAlien for keep working on Irrlicht engine: http://irrlicht.sourceforge.net/ to AEON because of which so we have OpenGL ES2 and Warp3DNova. to others for all the help and tests (c) kas1e, 2021 |
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