The first public test build of my NIPSYS64 framework with Brahma Engine. This is a work-in-progress version with a built-in map and resource editor. No gameplay can be programmed with the engine tools so far. Please check if it runs on your machine and functions properly. You're welcome to leave any feedback that can help me finish the engine.
Installation: unzip into an empty directory and follow the instructions in README.TXT file, or launch RUNGAME.BAT to start right away.
Extra stuff: Duke Nukem 3D Voxel Pack, Voxel Doom by Cheello
The demo contains a pre-configured game template with a custom palette and a
small sample map that features some neat effects. Unzip the demo into an empty
directory and run RUNGAME.BAT to load it into the engine. The test map should
appear immediately.
You can change the palette to anything appropriate for your game just by
replacing contents in the slot #500 "L_GAME_PALETTE". To update the shade and
translucency tables to be used with the new palette, call UPDTRANS.NSC from the
console (this will also overwrite the .DAT files used by Mapster32).
Place the content for your game into the auto-managed ranges which cover slots
#500 to #2999 by default. In that range, the game palette will be automatically
applied to all paletted bitmaps. All changes you make can be quick-saved with
F2 / SHIFT+F2 hotkeys in BHSEDIT. To export your pics into a series of Build
ART files that Mapster32 can load, call EXPORTM32.NSC from the console.
Note that the BHS format stores plain data. Things like slot names, animations
and voxel definitions are managed through the command line interface.
Aside from the built-in map editor, Mapster32 can be used to edit maps for
Build Engine (*.map), although it offers limited functionality when it comes
to building and texturing as compared with Brahma engine feature set. There are
some options to enhance maps on import and add effects such as heightmaps,
non-Euclidean portals and more realistic water. As soon as a Build map is
imported into the engine, it can be resaved into the native .BHM format.
To build maps with Mapster32, copy its executable into your engine directiory
and make sure that you have all of your art exported into Build-compatible
.ART files.
You're strongly advised to backup your data, since it's easy to screw up
something unintendedly. NIPSYS64 will currently overwrite your data without
asking for confirmation upon saving.
Recommended system requirements
64-bit Windows 10 or newer
Quad-core x86-64 CPU (up to 16 threads can be utilized)
512 MB RAM
Non-FRC 120+ Hz 1920x1080 display or better
96 kHz sound card
Full-size keyboard with multi-key rollover
Five-button mouse with two-axis scroll
Additional credits
The Duke Nukem 3D Voxel Pack is a Duke4.net Community work distributed under
Voxel Pack Art License (see the supplied text file for details). It was
converted into my BHV format for testing purposes.
The Voxel Doom mod was created by Cheello.
See the full readme and key reference within the archive.
Awesome, a test version!
Have downloaded and installed it, and it runs a Doom.wad so i could walk through the game. It was all still static, but, it showed the world. Skybox was odd and some screen terring was occuring but that has probably something to do with my settings.
That you released a beta/test/demo proves to me that you are still, after all these years, working very hard on this engine. And that things are coming along nicely.
Please keep working on this, as you do, and maybe one day this will be the new Eduke32/mapster !
greetings, a long time fan,
Leon