OS4 DepotLogo by Liksmaskaren 
(anonymous IP: 35.175.121.230,1454) 
 HomeRecentStatsSearchSubmitUploadsMirrorsContactInfoDisclaimerConfigAdmin
 Menu

 Features
   Crashlogs
   Bug tracker
   Locale browser
 

 Categories

   o Audio (330)
   o Datatype (47)
   o Demo (188)
   o Development (550)
   o Document (21)
   o Driver (89)
   o Emulation (143)
   o Game (886)
   o Graphics (472)
   o Library (103)
   o Network (211)
   o Office (56)
   o Utility (829)
   o Video (62)

Total files: 3987

Full index file
Recent index file

 Links

  Amigans.net
  OpenAmiga
  Aminet
  IntuitionBase


Support the site


 Readme for:  Game » Fps » night_of_the_zombies.lha

Night Of The Zombies

Description: Survive endless waves of attacking zombies !
Download: night_of_the_zombies.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 163Mb
Version: 1.0
Date: 26 Dec 2019
Author: Martin Cmar, aos4 port by kas1e
Submitter: kas1e
Email: kas1e/yandex ru
Homepage: http://kilobytegames.wz.cz/
Requirements: ogles2.library >=2.11 , warp3dnova >=1.68, RadeonHD >=3.7
Category: game/fps
License: Other
Distribute: yes
Min OS Version: 4.1
FileID: 11086
 
Videos:
Comments: 1
Snapshots: 0
Videos: 1
Downloads: 100  (Current version)
100  (Accumulated)
Votes: 0 (0/0)  (30 days/7 days)

Show comments Show snapshots Show videos Show content Show crashlogs Replace file 
... 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 : >= 2.11
 Warp3DNova.library : >= 1.68
 RadeonHD : >= 3.7
 
 A game is close-sourced, but the author gives me sources to make AmigaOS4 port.
 
 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 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 weapon
 g: throw grenade
 f: use
 e: melee attack
 shift: sptrint
 lbm: attack
 rmb: aim down sight
 
 
... Performance note ...

 Currently, it is HIGHLY RECOMMENDED to use RadeonHD, and NOT Radeon RX, as
Radeon RX in real-life tests are slower on 30% most of the time than RadeonHD.
 The reason for that is that Radeon RX driver didn't set any power-level for
dynamic power management and just keep the defaults, which expect that system
have GART.
 So, until: or Radeon RX will give the ability to set power-level manually, or
there will be GART support, or default state for Radeon RX will be changed
 to take into account our "no GART" situation, there is better to use RadeonHD
which gives you better performance.
  
 On x5000/020 with RadeonHD r7-250, in 1920x1080x32 you have ~30-40 fps across
all the game. You can see the video in action to know what to expect:
 
 https://youtu.be/m4W_t2pdjUs

 
... ChangeLog ...


 v1.00 (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 pathes, stack cookie
  -- builded 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 new one.
  -- because of that game we fixed alignment issues in MS3D mesh loader of
Irrlicht (by Salas00 and Corto).
  -- rewriten 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, 2019 

Copyright © 2004-2020 by Björn Hagström All Rights Reserved