Graf Zahl Razes EDuke32 game code from his fork
#121 Posted 07 February 2020 - 11:27 AM
I understand that fork will never be as good as EDuke32, considering that all present issues will be fixed and keeping in mind that people who work on it have many-many years of expierence (compared to Zahl, who... just started getting into it?), though the fork will really get more people into playing Build games. And as far as validation is concerned - I had my share over the years; right now I'll be just happy if map itself turns into something that reach my own expectation of what my own map should look like.
Yes Radar, we got it.
#122 Posted 07 February 2020 - 12:02 PM
Duke came out in 1996 and since then, all we heard was "WID" for over a decade. Bleh. After 15 years there was just "Hey remember Duke Nukem?" To which there was either an enthusiastic response or "Uh, no."
Another factor apart from the editors is the source code. Doom's code is clean and easily understandable and modable. It was built to be tinkered with. Duke - not so much.
This post has been edited by Tea Monster: 07 February 2020 - 12:05 PM
#123 Posted 08 February 2020 - 06:57 AM
#125 Posted 08 February 2020 - 03:30 PM
Doom64hunter, on 07 February 2020 - 08:27 AM, said:
I can write CON, DECORATE, and ZScript code. CON is by far the easiest. You just have to want to learn how to use it. There's a steep learning curve, but once you got the basics down it's super easy to use. On a surface level DECORATE and ZScript might be easier to understand without learning, but all you have to do is learn how to use CON and then it's a breeze. Human minds are geared toward learning languages. You just have to want it.
ReaperAA, on 07 February 2020 - 10:05 AM, said:
Because it has always been bigger and it came first. Duke's modding scene has always been kind of small because it was competing with the last gen (Doom) and the next gen (Quake, Half Life.)
#126 Posted 09 February 2020 - 01:38 AM
Jimmy, on 08 February 2020 - 03:30 PM, said:
That's good if you can write them all.
I think it's just subjective for which one is easiest...just like those modern program languages.
Same thing apply on the Build editor, too bad I just sucks at them all...can do some basic shit but nothing more than that...
Complain "It's too hard to learn" is easy but since no one do a better one so...well...nothing I can say at all.
This post has been edited by Player Lin: 09 February 2020 - 01:43 AM
#127 Posted 09 February 2020 - 06:36 PM
Jimmy, on 08 February 2020 - 03:30 PM, said:
I don't wholey agree. Duke had a pretty substantial modding community from the 90s up to the early-mid 2000s. The problem for Duke was, as others said, there was never a follow up to Duke3D. Not a big drop that would have reinvigorated the community. The Doom community had a slump for awhile too, but Doom 3 and the Doom Movie and ROE, and then the rumblings for years that we would see another film and that Doom IV was in the works at id kept the communities fire up.
#128 Posted 09 February 2020 - 07:30 PM
#129 Posted 10 February 2020 - 01:58 AM
#130 Posted 10 February 2020 - 02:00 AM
#131 Posted 10 February 2020 - 03:42 AM
I think the boost in interest for Build games could be very positive for the community.
#132 Posted 10 February 2020 - 06:04 AM
Jblade, on 10 February 2020 - 02:00 AM, said:
Losing Dukeworld basically triggered a big fracturing to take place. People split up between Totalconversions, 3D Realms, and Planet Duke.
#133 Posted 10 February 2020 - 09:58 AM
Sorry for off topic but I've always been curious and it's never really come up.
#134 Posted 10 February 2020 - 10:08 AM
Photonic, on 10 February 2020 - 09:58 AM, said:
Sorry for off topic but I've always been curious and it's never really come up.
https://webcache.goo...ent=firefox-b-d
(JonoF changed his site so I just take the google web cache page)
Quote
The forum is closed
It is with disappointment that I've closed the forum on this site. Spam bots made it impossible to keep it under control, and although there is some valuable content within its posts, it's just not worth my or the other moderators' time to maintain it.
I suggest you head over to the Duke4.net forums if you want to remain involved in the community.
Regards, JonoF
Late time I saw that forum still running was just totally Spamfest, spam posts everywhere... so I guess he just gave up and taken it down.
#135 Posted 10 February 2020 - 08:03 PM
ReaperAA, on 10 February 2020 - 01:58 AM, said:
I am not directly involved with Raze's code, nor do I know much of anything about hardware rendering so my knowledge is very limited here. From what I understand there's nothing wrong with EDuke32's vsync implementation per se. Instead it has to do with the use of legacy/deprecated OpenGL features which are emulated with inconsistent performance on modern drivers. That and, on nvidia drivers at least, a driver issue with creating texture IDs sometimes causes a wait for vblank.
#136 Posted 10 February 2020 - 08:50 PM
ReaperAA, on 10 February 2020 - 01:58 AM, said:
You should try a newer build of EDuke32 as the entirety of the VSync implementation was replaced less than a week ago.
#137 Posted 10 February 2020 - 11:16 PM
Sanek, on 06 February 2020 - 03:34 AM, said:
Is this mostly GZDoom-powered port with some of the EDuke32's code thrown in that allows you to insert .ART, .MAP and .CON formats into Doom but you have to use Doom level edtor in order to make user maps? And there's multiplayer too?
Nope, it's a EDuke32-powered port with GZDoom menus/console, input code, sound, and rendering, basically. Same map and asset formats. TL;DR it's EDuke32 in a new shell. No multiplayer, just whatever EDuke32 had at the revision they forked it from.
This post has been edited by Striker: 10 February 2020 - 11:18 PM
#138 Posted 11 February 2020 - 01:49 AM
TerminX, on 10 February 2020 - 08:50 PM, said:
Just gave it a try now. Vsync does feel a bit better than in previous Eduke32 builds, but Raze with Vsync still feels smoother.
Also do you recommend to use in-game Vsync or the one from GPU control panel?
This post has been edited by ReaperAA: 11 February 2020 - 01:50 AM
#139 Posted 11 February 2020 - 02:15 AM
In what way does Raze feel smoother?
#140 Posted 11 February 2020 - 06:59 AM
TerminX, on 11 February 2020 - 02:15 AM, said:
I tried both Raze 0.4.2 alpha and EDuke32 r8641, Vsync = ON(everything else just went a lot of screen tears, but in Raze with VSync = ON I still got some screen tear, no screen tears on EDuke32, and I have MSI Afterburner 4.6.2.15658 with RivaTunerStatisticsServer 7.2.3.20599 installed, used its FPS limiter to 60 FPS, not sure related or not)
I found this is very hard to explain...looks like in Raze, each frame update is smoother than EDuke32...It's still smooth enough in EDuke32 but feel just very, very little jitter but I can't explain why/what's that jitter from...
This post has been edited by Player Lin: 11 February 2020 - 07:03 AM
#141 Posted 11 February 2020 - 08:39 AM
#142 Posted 11 February 2020 - 09:14 AM
The feeling is a bit hard to describe like others have mentioned, but I guess the best comparison I can make, is that looking around has a 'shaky' feel to it, as if the camera 'bumps' along when moving.
This post has been edited by Putrid Pete: 11 February 2020 - 09:14 AM
#143 Posted 11 February 2020 - 10:13 AM
eDuke32 used to always feel bad for me but some months ago things improved with a series of commits related to increasing aiming accuracy/resolution. Before Ion Fury's final release I think, when things were getting optimised.
#144 Posted 11 February 2020 - 03:08 PM
#145 Posted 11 February 2020 - 07:10 PM
VGA, on 11 February 2020 - 10:13 AM, said:
Maybe you're right about describing it as frame pacing problem. Also I have the same experience with GDX. In GDX, the frame pacing problem was even more pronounced (at least when I tried it a few months ago).
Radar 100 Watts, on 11 February 2020 - 03:08 PM, said:
Okay Radar, we already know that
#146 Posted 12 February 2020 - 03:00 AM
Radar 100 Watts, on 11 February 2020 - 03:08 PM, said:
Sure, but I want both and nobody can stop me.
#147 Posted 12 February 2020 - 07:52 AM
Player Lin, on 12 February 2020 - 03:00 AM, said:
*stops Player Lin.*
#148 Posted 12 February 2020 - 03:47 PM
Quote
This is interesting, does rednukem keep much of EDuke32s modding features...? Off to check it out.
added: ouch.
cons\defs.con:9: error: expected a keyword but found `gamevar'.
2nd edit: looks like it's an optional setting, not default or only.
This post has been edited by Photonic: 12 February 2020 - 04:37 PM
#150 Posted 12 February 2020 - 04:58 PM
This post has been edited by MusicallyInspired: 12 February 2020 - 05:00 PM