Project Osiris - Alien Breed 3D for GZDoom (1.0.3)

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jarecki83
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by jarecki83 »

Hello,
savegames from 1.0.1 are not working in 1.0.2. It says savegame is from a different level. Autosaves are not working too - it says ACS module OSIRIS has changed from what was saved. (Have 5432 bytes, save has 5400 bytes).
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wildweasel
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by wildweasel »

Those messages are telling the truth. A save from a previous version will not work in a newer version, especially not if there have been changes to the map or scripts.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

jarecki83 wrote:Hello,
savegames from 1.0.1 are not working in 1.0.2. It says savegame is from a different level. Autosaves are not working too - it says ACS module OSIRIS has changed from what was saved. (Have 5432 bytes, save has 5400 bytes).
Oh, yeah, sorry about that, that's a GZDoom thing and as far as I know there's not much I can do about it. If you're not squeamish about 'cheating', you can use the console to warp to the map you were at (use 'map mapxx' where xx is the number of the level) and give yourself the weapons back or play from a Pulse Rifle start. Apologies, I should have warned about that.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

If anyone's interested, I put the soundtrack I made for this up on itch.io for download, as well as on Youtube. Have a listen if you want!

JohnnyTheWolf
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by JohnnyTheWolf »

Oh shoot. I thought there were more tracks than that. Then again, I guess this would not be a Doom project without most tracks being used for more than one level.

Still good work! :thumb:
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

JohnnyTheWolf wrote:Oh shoot. I thought there were more tracks than that. Then again, I guess this would not be a Doom project without most tracks being used for more than one level.

Still good work! :thumb:
I am but a single person, and I'm doing the coding, graphics work and level design tweaking on this project too. Gotta balance things out somewhere!
zevs_11
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by zevs_11 »

ArcturusDeluxe wrote: That said, I also want to work on some different projects at some point, so it might be some time before I get to making all-new maps.
ArcturusDeluxe wrote: Thanks for all of your support so far! You guys and gals have been awesome. I will be starting to focus on other projects now, but do expect more updates to this in future.
How about making "Zero Tolerance for GZDOOM" or "GLOOM for GZDOOM". About Gloom, there is already a mod: viewtopic.php?f=19&t=57971. But it is not fully completed. I am sure you can create a miracle, as with Alien Breed 3D.
Pa9an
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by Pa9an »

While I also would love to see more Amiga FPS "translated" to GZDoom (Gloom Deluxe, Breathless, maybe Fears) I don't think it's fair to expect that all coming from the same person :-) It is different to have a nostalgia about a special game and doing them only "because you can"...
Still, if the "next project" would be another Amiga FPS, this would be delightful 8-)
Gez
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by Gez »

JohnnyTheWolf wrote:Oh shoot. I thought there were more tracks than that. Then again, I guess this would not be a Doom project without most tracks being used for more than one level.
That's still more than the original game (which had only one level track).


That said, there are six repeated tracks and four CD32 non-title tracks. Here's how the music scripts set things up. I've bolded my suggestions to minimize repeats: stay with "modern" soundtrack for maps 1-3, CD32 for map 4, back to modern for 5-9, CD for 10-11, modern for 12, CD for 13, modern for 14, either for 15 (gonna be a repeat regardless of choice), modern for 16, and either for the secret level 17.

MAP01: none + lventry / cd02
MAP02: lvdark / cd04
MAP03: lvwater / cd05
MAP04: lvpulse / cd06
MAP05: lvcore / cd03
MAP06: lvcaves / cd04
MAP07: lvheat / cd05
MAP08: lvproto + lvboss1 / cd06
MAP09: none + lvterra / cd03
MAP10: lventry / cd04
MAP11: lvcore / cd05
MAP12: lvdown / cd06
MAP13: lvcaves / cd03
MAP14: lvpulse / cd04
MAP15: lvheat / cd05
MAP16: none + lvboss2 / cd06
MAP17: lvdark / cd03



Speaking of, with all that looking at music scripts, I've noticed that the END and TEST maps use what I guess is an outdated naming scheme for the CD32 tracks (expecting music lumps named cd3201, cd3202, and cd3203).
JohnnyTheWolf
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by JohnnyTheWolf »

Gez wrote:That's still more than the original game (which had only one level track).
Just to be clear, I was lamenting the fact that there were not more unique tracks to listen to, as I think ArcturusDeluxe did a good job. :wink:
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

zevs_11 wrote:How about making "Zero Tolerance for GZDOOM" or "GLOOM for GZDOOM". About Gloom, there is already a mod: viewtopic.php?f=19&t=57971. But it is not fully completed. I am sure you can create a miracle, as with Alien Breed 3D.
Pa9an wrote:While I also would love to see more Amiga FPS "translated" to GZDoom (Gloom Deluxe, Breathless, maybe Fears) I don't think it's fair to expect that all coming from the same person :-) It is different to have a nostalgia about a special game and doing them only "because you can"...
Still, if the "next project" would be another Amiga FPS, this would be delightful 8-)
I saw a video of Zero Tolerance's very cool intro/title screen effect once? Beyond that, I don't really know much about it.

I enjoyed Gloom, it's probably my second favourite Amiga shooter behind AB3D. I think its gameplay is perhaps a bit too bare-bones by today's standards though? Other than sheer nostalgia I'm not sure there's much cause to port it. AB3D is simple too but I think it has just enough level design complexity and interesting features to still be decent to play. So yeah, I'm not sure on that one. By the way, as well as the TC by Cherno (which unfortunately I don't think he's interested on working on anymore) there's an SDL implementation called ZGloom which is reasonably far along!

Breathless is... fine. It's a bit dull though, so much grey, mostly generic humanoid/robot enemies. It's all a bit soulless really? Not really interested in doing Fears either, I found it to be pretty bad. I mean, a lot of its problems could be solved with a new engine and a LOT of design overhauling, but the original game doesn't really have much of it's own identity to begin with, and after porting it and polishing it you basically end up with Doom but 95% of the enemies are various flavours of weird floaty head.

Sorry if I sound grumpy. I understand that people have nostalgia for these games (I have some for Gloom, Fears and Breathless too, despite my moaning) and want to see new versions, and I probably have the skills to do it. However not all of these games have the same value to me, especially when looking at them more objectively, and I wouldn't want to try and port a game if my heart wasn't fully in it. Plus I'd quite like more creative freedom for future projects. The push-pull of 'keeping it similar enough to the original' and 'adding cool new stuff or cool changes' is quite restrictive and caused me some anxiety, so I'd like to do my own thing and not have to worry about that.
Gez wrote:Speaking of, with all that looking at music scripts, I've noticed that the END and TEST maps use what I guess is an outdated naming scheme for the CD32 tracks (expecting music lumps named cd3201, cd3202, and cd3203).
Oops. Thanks for the heads up. The TEST map doesn't matter so much since its not part of the main game but I should have checked the END map. I changed the naming scheme when I removed the CD32 tracks from the archive, to make it slightly easier for people to rename the files to add them back themselves.
JohnnyTheWolf wrote:Just to be clear, I was lamenting the fact that there were not more unique tracks to listen to, as I think ArcturusDeluxe did a good job. :wink:
No problem, thanks for the kind words!
Pa9an
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by Pa9an »

ArcturusDeluxe wrote:I enjoyed Gloom, it's probably my second favourite Amiga shooter behind AB3D. I think its gameplay is perhaps a bit too bare-bones by today's standards though? Other than sheer nostalgia I'm not sure there's much cause to port it. AB3D is simple too but I think it has just enough level design complexity and interesting features to still be decent to play. So yeah, I'm not sure on that one. By the way, as well as the TC by Cherno (which unfortunately I don't think he's interested on working on anymore) there's an SDL implementation called ZGloom which is reasonably far along!
Thanks for that info, I wasn't aware this existed :o
I compiled a version for Linux and am fairly happy with it so far.
No need (for you) to start another approach ;)
ArcturusDeluxe wrote:Breathless is... fine. It's a bit dull though, so much grey, mostly generic humanoid/robot enemies. It's all a bit soulless really? Not really interested in doing Fears either, I found it to be pretty bad. I mean, a lot of its problems could be solved with a new engine and a LOT of design overhauling, but the original game doesn't really have much of it's own identity to begin with, and after porting it and polishing it you basically end up with Doom but 95% of the enemies are various flavours of weird floaty head.
Sorry if I sound grumpy...
You don't - and this is absolutely fine. Maybe some day, maybe someone else. And maybe even a YT Longplay video might "heal" the nostalgia to realize the games would not hold to (even retro) today's standards - and might end up being less interesting as back in the days when every textured mapped 3D stuff was like must-have on the Amiga...
aconike
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by aconike »

Can anyone supply me with some new custom maps? or make some adjustments to current maps?
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

aconike wrote:Can anyone supply me with some new custom maps? or make some adjustments to current maps?
Anyone is allowed to make user maps if they want, but I don't know of any yet, would be very cool to see some! Personally I'm taking a break from the project for a while, need to cool off a bit after all the work of the last update, but I do want to make some new maps for this in future.
Gez
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by Gez »

Just to confirm: cd3201 => cd02; cd3202 => cd03; cd3203 => cd04; right?

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