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GLRott 1.74 how to run it ?

User is offline   MusicallyInspired 

  • The Sarien Encounter

#31

View PostThe Kins, on 30 July 2019 - 01:45 AM, said:

Return of the Triad is a ZDoom TC that sounds an awful lot like what you want.


I really want it in Build, though. There are so many G/ZDoom mods out there. We need more Build stuff.
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User is offline   MrFlibble 

#32

View PostMusicallyInspired, on 03 August 2019 - 09:44 PM, said:

I really want it in Build, though. There are so many G/ZDoom mods out there. We need more Build stuff.

I wondered about that too but apparently the opinion is that Doom engine stuff is more moddable than EDuke32, not sure why. At least, that's the answer I got when I pointed out the obvious asymmetry in the number of games running on various versions of the Doom engine and on EDuke32.
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User is offline   The Kins 

#33

View PostMusicallyInspired, on 03 August 2019 - 09:44 PM, said:

I really want it in Build, though. There are so many G/ZDoom mods out there. We need more Build stuff.
Oh, for sure, a ROTT-themed eDuke32 TC would be a sight to behold. But we don't have one, as far as I can tell. (If I am wrong, please correct me. I would love to be wrong about this.)
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User is offline   cybdmn 

#34

View PostMrFlibble, on 04 August 2019 - 08:00 AM, said:

I wondered about that too but apparently the opinion is that Doom engine stuff is more moddable than EDuke32, not sure why. At least, that's the answer I got when I pointed out the obvious asymmetry in the number of games running on various versions of the Doom engine and on EDuke32.



It depends on the port, Zdoom-based ports are highly (and rather easy) modable. But, and that fact is often downvoted here at duke4, the tools for doom engine games are much easier to handle. Things like (x)Doombuilder and Slade are much more userfriendly than using an Build-Editor, including Mapster, and these old DOS-based command line tools.

Plus, starting in Doom is far more easy, dozens of well maintained ports, and a big community which could be helpful getting started, instead of more or less one maintained Duke port, which development isn't very active in comparsion, and a smaller community, where it is harder to get help.
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User is offline   Hoover1979 

#35

I can't get WinnROTTGL to work at all on WIndows 10 x64. It asks for DLL files that aren't in the DLL pack, and I'm not going onto a DLL site and downloading random DLL files to my machine. WinROTT works, as long as I copy the DLL pack but is limited to fullscreen 800x600 and has sound FX but no music.

The 64bit API version of WinROTT runs as windowed 1024x760, no fullscreen, and absolutely no sound whatsoever. I wish there was another port for ROTT or that birger would put out a new version of WinROTTGL that supports Windows 10.

This post has been edited by Hoover1979: 04 January 2020 - 09:54 PM

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#36

Even with all the DLLs, the latest WinrottGL version doesn't work at all and Birger is clueless on it. There are other ports out there right now but only their source code is available from their websites.
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User is offline   ReaperAA 

#37

View PostMrFlibble, on 04 August 2019 - 08:00 AM, said:

I wondered about that too but apparently the opinion is that Doom engine stuff is more moddable than EDuke32, not sure why. At least, that's the answer I got when I pointed out the obvious asymmetry in the number of games running on various versions of the Doom engine and on EDuke32.


View Postcybdmn, on 05 August 2019 - 10:03 AM, said:

It depends on the port, Zdoom-based ports are highly (and rather easy) modable. But, and that fact is often downvoted here at duke4, the tools for doom engine games are much easier to handle. Things like (x)Doombuilder and Slade are much more userfriendly than using an Build-Editor, including Mapster, and these old DOS-based command line tools.


As someone who had no prior experience with either Doom or Duke modding, I personally found Doom modding much much easier. The tools (both map editors and scripting) feel more user friendly for a beginner.
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