Results 1 to 8 of 8

Thread: Aliens vs predator for Linux

  1. #1
    Join Date
    Sep 2008
    Posts
    249

    Default Aliens vs predator for Linux

    Hi

    Many years ago, I used AvP: Gold Edition to run this game on Linux. Recently I decided to use AVP from GOG, and I don't know which version for Linux I should use to run this game.
    There are three versions:

    https://github.com/mbait/avpmp

    I think that is the old version from icculus.org because the multiplayer mode was not finished in the Linux version of AvP.

    I noticed that newer version of AvP exists, but the author decided to stop working on it:

    https://www.assembla.com/code/avp_so..._mod/git/nodes

    "Since fastfile support was removed all *.ffl needs to be extracted
    with extract_ffl found in the util directory.

    cd fastfile/ && for i in *.ffl; do extract_ffl "${i}" ../; done

    All *.rim files need to be converted to png.

    find /home/some_user/avp_data/graphics/ -name "*.rim" \
    -execdir /home/some_user/avp_src/util/rim_utils/rim2png {} \;

    The root directory should atleast contain

    avp_huds avp_rifs fastfile graphics sound

    and directory fastfile need only to contain

    aliensound.dat marsound.dat predsound.dat queensound.dat

    Everything needs to be in lowercase; run this from root of the game content.
    You will need write access to files and directories for this to work

    find . -depth -execdir perl -e "rename('{}',lc('{}'))" \;

    In order to build one would need libpng, SDL, OpenAL, OpenGL, and OpenSSL(for md5).

    daniel.langnas@gmail.com"

    This Instruction is quite confusing, but the list of changes is long:

    https://www.assembla.com/code/avp_so...commits/master

    The last project is similar to the previous one, but script: extract.sh doesn't work correctly because I noticed many errors.

    https://www.assembla.com/code/avp_mod/git/nodes

    The list of changes:

    https://www.assembla.com/code/avp_mo...commits/master

    "Game data files need to extracted and in some cases converted to open formats.


    To do this, run extract.sh in the directory avp_mod.


    This is work in progress

    daniel.langnas@gmail.com


    Current status

    Npc marine, mostly done.
    Npc predator, not done.
    Npc xenoborg, unknown status.
    No multiplayer.
    No ingame movies.
    Player hud bounding box, missing.
    Player predator hud, is not done.
    Menus are text only.
    Basic console."

    I ignored these errors, and I typed a command make in the terminal to finish the installation process. Unfortunately, I noticed that the background in the menu of the game is in a black color. In AvP: Gold Edition this problem didn't exist, and I'm pretty sure that I didn't install this game in a correct way.

    I'm wondering which version of AvP for Linux did you use to run this game? I know that AvP was an unpopular game among Linux users. Now more people have access to the version of AvP from GOG, but I did not find any active projects for Linux.

  2. #2
    Join Date
    Sep 2008
    Posts
    249

    Default

    I have to admit that is a really depressing fact that the open source project like AvP has so many shortcomings on the open source operating systems like Linux and AROS

    http://arosgamer.blogspot.co.uk/2012...ill-burns.html

    I noticed that some people made many efforts to create a better version of this games for commercial operating systems like Windows or MorphOS:

    "On top of just getting it running I felt that it needed some additional polish which I implemented:


    - MUI dialog and installer for when you dont have the data files in the game drawer.
    - FMV playback (intros + ingame video screens)
    - Music
    - Changed the default keybindings to be similar to modern FPS games.
    - Volume sliders in the menu screen had an annoying 1sec delay before being modified. Removed it.
    - Fixed some menu strings (for example, "exit to windows" became "exit to morphos")
    - Made a new graphics options menu screen for setting resolution, mipmap on/off, 16/32bit textures, fullscreen/windowed.
    (original game had just the option to set resolution)
    - Some initial work to get "Classic Redux" high-res mod working. This makes the game look so much better but it eats a lot
    of VRAM so I made a texture size limit and rescale option to get it running on my 32MB graphics card.
    (I still need to expose this option to a menu, and fix a crash bug related to this mod - that crash exists on the PC version of Gold Edition as well)"

    http://morph.zone/modules/newbb_plus...=9614&forum=10

  3. #3
    Join Date
    Aug 2011
    Location
    Edinburgh
    Posts
    3

    Default

    I use the original Icculus source (the avpmp source is identical with no further commits) with the AvP Gold Edition. When Smacker and Bink support were added to FFMpeg I did try looking at adding Smacker ingame videos - only used in marine levels I think - and Bink intros without success... Maybe can now be ported from the MorphOS version but can't find source history which would make it easier.

  4. #4
    Join Date
    Sep 2008
    Posts
    249

    Default

    Quote Originally Posted by Reiver View Post
    I use the original Icculus source (the avpmp source is identical with no further commits) with the AvP Gold Edition.
    I'm not a programmer, but I saw some information about changes in the source code of this project:

    https://www.assembla.com/code/avp_so...commits/master
    https://www.assembla.com/code/avp_mo...commits/master

    Quote Originally Posted by Reiver View Post
    When Smacker and Bink support were added to FFMpeg I did try looking at adding Smacker ingame videos - only used in marine levels I think - and Bink intros without success... Maybe can now be ported from the MorphOS version but can't find source history which would make it easier.
    Probably Anders Granlund who is the author of the version for MorphOS, knows a lot about changes in this project.

    Do you think that that will be possible to add music to Linux version of AvP?

  5. #5
    Join Date
    Aug 2011
    Location
    Edinburgh
    Posts
    3

    Default

    Those particular sources don't support music and video using FFMpeg or other library AFAICT. However the MorphOS version using FFMpeg for music and videos should be straightforward to port. Commit logs are useful to see all the files that were changed though.

    Note that there is music support is already present using the CD in the Icculus source (except for looping over the same track I believe) but using OGG Vorbis rips is nicer and less hassle.

  6. #6
    Join Date
    Sep 2008
    Posts
    249

    Default

    Quote Originally Posted by Reiver View Post
    Those particular sources don't support music and video using FFMpeg or other library AFAICT. However the MorphOS version using FFMpeg for music and videos should be straightforward to port. Commit logs are useful to see all the files that were changed though.

    Note that there is music support is already present using the CD in the Icculus source (except for looping over the same track I believe) but using OGG Vorbis rips is nicer and less hassle.
    I sent an e-mail to Anders Granlund, who is the author of MorphOS version.

  7. #7
    Join Date
    Sep 2008
    Posts
    249

    Default

    Quote Originally Posted by Reiver View Post
    Those particular sources don't support music and video using FFMpeg or other library AFAICT. However the MorphOS version using FFMpeg for music and videos should be straightforward to port. Commit logs are useful to see all the files that were changed though.

    Note that there is music support is already present using the CD in the Icculus source (except for looping over the same track I believe) but using OGG Vorbis rips is nicer and less hassle.
    I received the answer from the Anders Granlund:

    "Unfortunately I never used source control when doing the MorphOS port, it would have certainly helped for lifting features back to the Linux version.

    The port was based on the Aros sources so I would start by diffing against that version to find the changes done to the MorphOS port.
    Most of the changes are for big-endian support, but there are also some changes to the main menu and music + FMV support."

  8. #8
    Join Date
    Jun 2008
    Posts
    78

    Default

    we have a port for the pandora (arm linux), which im pretty sure was based off the icculus code. Maybe its useful.

    http://boards.openpandora.org/topic/...predator-port/

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •