Graf Zahl Razes EDuke32 game code from his fork
#1 Posted 02 February 2020 - 07:00 AM
https://forum.zdoom....hp?f=12&t=67139
#2 Posted 02 February 2020 - 07:19 AM
But here's how Graf Zahl put it when he was asked about the point of all this:
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You may ask the same question about the retro Doom ports. We already have PrBoom - do we really need Crispy and Retro? Apparently their developers have fun doing it. Shouldn't that be enough?
Anyway this will be interesting to see:
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This post has been edited by Zaxx: 02 February 2020 - 07:35 AM
#3 Posted 02 February 2020 - 07:37 AM
This post has been edited by NightFright: 02 February 2020 - 07:38 AM
#4 Posted 02 February 2020 - 07:52 AM
This post has been edited by Zaxx: 02 February 2020 - 07:54 AM
#5 Posted 02 February 2020 - 09:55 AM
Zaxx, on 02 February 2020 - 07:52 AM, said:
[CITATION NEEDED]
#6 Posted 02 February 2020 - 10:35 AM
Radar 100 Watts, on 02 February 2020 - 09:55 AM, said:
https://zdoom.org/downloads
https://github.com/c.../commits/master
This post has been edited by Master O: 02 February 2020 - 10:41 AM
#7 Posted 02 February 2020 - 11:37 AM
Stuff like Tek War can be ignored, Capstone games were nothing more like utter garbage, anyway. Civvie's Tek War video is all you need to watch. No coherent game design to be found there at all. But it was enough for a few good jokes about the most ridiculous aspects.
This post has been edited by NightFright: 02 February 2020 - 11:38 AM
#8 Posted 02 February 2020 - 12:19 PM
Graf has way too much free time, and can do massive amounts of programming.
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He's not wrong, Eduke32 sound system sucks ass
(There have been some significant improvement in the sound area, but it's still based on the old code)
#9 Posted 02 February 2020 - 01:09 PM
NightFright, on 02 February 2020 - 11:37 AM, said:
Fox, on 02 February 2020 - 12:19 PM, said:
You guys are aware he's just forking EDuke32 and its related projects, right?
#10 Posted 02 February 2020 - 01:27 PM
This post has been edited by NightFright: 02 February 2020 - 01:28 PM
#11 Posted 02 February 2020 - 01:36 PM
#12 Posted 02 February 2020 - 01:41 PM
Radar 100 Watts, on 02 February 2020 - 01:09 PM, said:
He's using EDuke32 and related projects for the game code, and he's also using Polymost for generating level geometry which is passed onto his own OpenGL backend. I don't see why he wouldn't do the same for music playback.
NightFright, on 02 February 2020 - 01:27 PM, said:
My guess is EDuke32 removing the r_usetileshades CVAR was the final straw that pushed him to fork it
#13 Posted 02 February 2020 - 01:42 PM
This post has been edited by NightFright: 02 February 2020 - 01:43 PM
#16 Posted 02 February 2020 - 02:35 PM
#17 Posted 02 February 2020 - 02:43 PM
Radar 100 Watts, on 02 February 2020 - 01:36 PM, said:
Guess because he's adding stuff from GZDoom and he's making alterations that wouldn't sit well with EDuke32's current state. For example I quoted that he ripped out all the old OpenGL stuff which is great but it also comes with issues regarding compatibility with older hardware, it may even have a performance cost. GZDoom doesn't really run on toasters anymore, it needs slightly newer hardware than it used to as newer stuff is implemented.
Anyway I'm just happy he's doing it because GZ is an incredibly experienced programmer who has a lot of issues with Build so chances are that through his different perspective he can find different or better solutions to certain problems Build ports can have. We'll see what comes out of it, hopefully he won't fail like Kaiser failed with Blood lately.
This post has been edited by Zaxx: 02 February 2020 - 02:45 PM
#18 Posted 02 February 2020 - 02:53 PM
Phredreeke, on 02 February 2020 - 02:35 PM, said:
I'm completely ignorant about doom ports, so I asked.
Has GZ mentioned multiplayer build at all?
nevermind i found a quote
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This post has been edited by Photonic: 02 February 2020 - 02:58 PM
#19 Posted 02 February 2020 - 03:02 PM
He has not beaten anyone to anything. EDuke32 is fucking complicated to work with.
This post has been edited by Hank: 02 February 2020 - 03:02 PM
#21 Posted 02 February 2020 - 05:44 PM
Of course, I don't really notice these kinds of things to begin with, so I'm probably not the target audience for a different port. Unless he adds something like Decorate to Build. Would that even be necessary? I'm not sure how difficult it is for someone to add new weapons and enemies into Build...
#22 Posted 02 February 2020 - 07:03 PM
Zaxx, on 02 February 2020 - 02:43 PM, said:
Anyway I'm just happy he's doing it because GZ is an incredibly experienced programmer who has a lot of issues with Build so chances are that through his different perspective he can find different or better solutions to certain problems Build ports can have. We'll see what comes out of it, hopefully he won't fail like Kaiser failed with Blood lately.
I've always supported keeping EDuke32 as vanilla as possible. But I understand the above changes in Graf's fork if the goal is to be able to support Doom style modding practices, but Rachael himself has said:
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Well, none of the above features are of any value when it comes to playing the vanilla game. So imo the scope of this fork is not clear.
Phredreeke, on 02 February 2020 - 02:35 PM, said:
And considering 75 from the Doom community is already helping the EDuke32 team develop the new client/server netcode, I'm not sure if this fork would be effective in attracting a new audience of developers.
This post has been edited by Radar 100 Watts: 02 February 2020 - 07:05 PM
#23 Posted 02 February 2020 - 11:23 PM
He may just fix some things that the EDuke32 devs haven't got round to. The more the merrier.
Even if all he does is replace the rather busted Polymer with GZDooms PBR renderer, it will be well worth it.
This is some work that a guy called Arl did using just sprites with normal/roughness maps.
#24 Posted 03 February 2020 - 12:26 AM
Radar 100 Watts, on 02 February 2020 - 07:03 PM, said:
I think that if you read through the full thread then the scope becomes clear but it's early days, this won't mature into a good port in a week and if you look at the "teaser" it's clear there are still lots of problems to solve.
#25 Posted 03 February 2020 - 02:09 AM
NightFright, on 02 February 2020 - 01:42 PM, said:
That would be really underestimating the amount of work necessary.
#26 Posted 03 February 2020 - 03:01 AM
#27 Posted 03 February 2020 - 03:18 AM
NightFright, on 03 February 2020 - 03:01 AM, said:
What's "it" though? I mean this is not really a port that we need (though if Doom Builder would be compatible with Build as a result...): EDuke32 doesn't have serious issues (bugfixes, optimization and "future proofing" are the stuff that should be in focus now, other than that the port is great, it's done), BuildGDX and NBlood is getting more and more mature, etc. These days this is one of the biggest problems I have with EDuke32 and stuff like this is hardly game breaking:
So cool, a new port is being worked on with the potential of some new features and improvements but none of those will be game changers. The way I see it this "GZBuild" could be a good alternative for people who want something other than the "Crispy Duke" approach of EDuke32: less vanilla, more of a rendering powerhouse.
#28 Posted 03 February 2020 - 03:49 AM
Tea Monster, on 02 February 2020 - 11:23 PM, said:
He may just fix some things that the EDuke32 devs haven't got round to. The more the merrier.
Even if all he does is replace the rather busted Polymer with GZDooms PBR renderer, it will be well worth it.
This is some work that a guy called Arl did using just sprites with normal/roughness maps.
I hope that any new renderer will still stay compatible with old maps.
Polymer might have it's share of problems but it at least works.
Many rendering methods fall apart with the nature of Build's geometry and comparing Doom to Duke is a bit unfair. There is a reason why Quake/Doom can look so nice as they actually follow 3D standards closer and the geometry is fully static.
Build itself is OK but the things it allows you to do is like a bag of edge cases. If you try to obey rendering conventions or physics, you might end up just breaking things as so many things rely on quirks.
A new renderer must work with the game and not against it, otherwise why even use build when ultimately something like doom WILL serve better.
Creating a compatible renderer is not an easy task.