Graf Zahl Razes EDuke32 game code from his fork
#91 Posted 06 February 2020 - 05:51 AM
#92 Posted 06 February 2020 - 06:49 AM
Zaxx, on 06 February 2020 - 05:42 AM, said:
This is a non issue. EDuke32 doesn't just have autoload, but also has custom content folders available at launch so that you can have multiple mods organized neatly in different folders. That is vastly superior to running a batch file to run mods, which EDuke32 also supports, as you've already been corrected on. It really sounds like you are putting minimal effort into understanding how EDuke32 works.
#93 Posted 06 February 2020 - 07:31 AM
Tea Monster, on 06 February 2020 - 05:51 AM, said:
IMO The perfect HRP would have 3D models that look identical to the Chuck Jones renders (which may require model specific shaders to get the lighting on them right), and also normal maps applied to the stock textures (AI ERSGAN upscales may produce the best results). Something like that would be fully compatible with the entire original game. But a full re-envision of the original levels like HHR requires an entirely different engine imo.
#94 Posted 06 February 2020 - 09:00 AM
#95 Posted 06 February 2020 - 10:08 AM
Radar 100 Watts, on 06 February 2020 - 06:49 AM, said:
Having autoload and custom content folders don't help with the issue of EDuke32 simply not being able to run a bunch of stuff because of conflicting file names for example. Let's say you want to use Nightfright's Duke 3D fix pack with the voxel pack: functionally what you should be doing is putting the two packages into autoload and then it should just work. It won't because even if you load one through autoload and the other through your specified custom content directory ED32 won't know the difference so you'll have conflicting file names. If you want to fix that then you have to write a def file.
What woul happen in GZDoom? You say "-file fixpack.wad voxels.wad" and it works. That functionality is not in Raze yet but the usage of "GZDoom terminology" points towards it being a thing one day.
Overall I'm very sorry to say this because I know how diehard EDuke enthusiasts react to opinions like this but how EDuke32 handles custom content is well... fucking shit and it clearly needs some fine tuning so that the port could be more user friendly. That's the main reason why some people prefer BuildGDX, there loading stuff is just easy and hassle free.
This post has been edited by Zaxx: 06 February 2020 - 10:13 AM
#96 Posted 06 February 2020 - 10:26 AM
Mark, on 06 February 2020 - 09:00 AM, said:
Some things like the skyline and some of the alien textures were sourced from magazines and H.R. Giger artwork. So, in theory you could use the original magazine sources to create higher res art.The porno video clips are sourced from actual video, so they could probably be resourced. I asked recently in another thread about the Octabrain blast, which was sourced from a match hitting gas. The explosions are all photo sourced from stock footage.
On the other hand if you look at some of the art it's pretty obvious that it was hand painted at the in game resolution. So, some of it simply can't be uprezzed for an "original source."
#97 Posted 06 February 2020 - 12:25 PM
As for Graf Zahl's port, I am curious about its capabilities and faithfulness. I am not an HRP fan any more by now, so as long as I can run those games flawlessly, with some eyecandy options and easy-to-use modding system, I'm signing up. EDuke32 however will always be the big daddy.
This post has been edited by NightFright: 06 February 2020 - 12:30 PM
#99 Posted 06 February 2020 - 01:17 PM
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#100 Posted 06 February 2020 - 01:44 PM
NightFright, on 06 February 2020 - 12:25 PM, said:
As for Graf Zahl's port, I am curious about its capabilities and faithfulness. I am not an HRP fan any more by now, so as long as I can run those games flawlessly, with some eyecandy options and easy-to-use modding system, I'm signing up. EDuke32 however will always be the big daddy.
*in hoarse voice* hey kids wanna download some upscale packs?
#101 Posted 06 February 2020 - 01:59 PM
Zaxx, on 06 February 2020 - 10:08 AM, said:
What woul happen in GZDoom? You say "-file fixpack.wad voxels.wad" and it works. That functionality is not in Raze yet but the usage of "GZDoom terminology" points towards it being a thing one day.
Overall I'm very sorry to say this because I know how diehard EDuke enthusiasts react to opinions like this but how EDuke32 handles custom content is well... fucking shit and it clearly needs some fine tuning so that the port could be more user friendly. That's the main reason why some people prefer BuildGDX, there loading stuff is just easy and hassle free.
This is not what you were talking about, but I have no problem with this. I agree modifying DEF files are annoying. I also hope the IWAD/PWAD model can be adopted in EDuke32 if it ever gets a Doomseeker plugin.
#102 Posted 06 February 2020 - 02:33 PM
Zaxx, on 06 February 2020 - 10:08 AM, said:
What woul happen in GZDoom? You say "-file fixpack.wad voxels.wad" and it works. That functionality is not in Raze yet but the usage of "GZDoom terminology" points towards it being a thing one day.
Overall I'm very sorry to say this because I know how diehard EDuke enthusiasts react to opinions like this but how EDuke32 handles custom content is well... fucking shit and it clearly needs some fine tuning so that the port could be more user friendly. That's the main reason why some people prefer BuildGDX, there loading stuff is just easy and hassle free.
#103 Posted 06 February 2020 - 02:36 PM
Radar 100 Watts, on 06 February 2020 - 01:59 PM, said:
It was what I was talking about, I just didn't specify it because I thought it was obvious. This was the original post:
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So basically "Yay, you load mods like you would in GZDoom, this could be something!" I didn't remember / know about the "-g" command in EDuke32 though since I always used the autoload folder.
This post has been edited by Zaxx: 06 February 2020 - 02:36 PM
#104 Posted 06 February 2020 - 02:55 PM
NightFright, on 06 February 2020 - 12:25 PM, said:
As for Graf Zahl's port, I am curious about its capabilities and faithfulness. I am not an HRP fan any more by now, so as long as I can run those games flawlessly, with some eyecandy options and easy-to-use modding system, I'm signing up. EDuke32 however will always be the big daddy.
In theory they could be mixed with upscales being used for missing textures the HRP doesn't touch.
Individual components in the HRP pack are higher quality than the upscales, but the upscales are consistent. It is just going to be a matter of preference.
#105 Posted 06 February 2020 - 04:10 PM
enderandrew, on 06 February 2020 - 02:55 PM, said:
enderandrew, on 06 February 2020 - 02:55 PM, said:
#106 Posted 06 February 2020 - 06:08 PM
Sanek, on 06 February 2020 - 03:34 AM, said:
LOL. Don't count on it.
Sanek, on 06 February 2020 - 03:34 AM, said:
You are right, you are confused. "The Doom Guys" didn't beat anyone to anything, unless you somehow thought backloading EDuke32 into GZDoom was important somehow.
Sanek, on 06 February 2020 - 03:34 AM, said:
You are so fucking salty it's pathetic. Build a bridge and get over yourself, mate. If you're doing any of this for validation from other people, you're doing it for the wrong reasons.
Zaxx, on 06 February 2020 - 05:42 AM, said:
Except it works exactly the same.
Tea Monster, on 06 February 2020 - 05:51 AM, said:
And dozens before you two.
Mark, on 06 February 2020 - 09:00 AM, said:
Commando Nukem, on 06 February 2020 - 10:26 AM, said:
On the other hand if you look at some of the art it's pretty obvious that it was hand painted at the in game resolution. So, some of it simply can't be uprezzed for an "original source."
Commando is right. Although some of the art was drawn at higher resolutions and then downscaled, if you look at LameDuke and other beta materials you'll find art in higher res than the released game. 3D Realms used Deluxe Paint II and Deluxe Animate to make the game's art. Some of it is probably out there, but Duke3D beta materials would need to be released. Theres one or two assets in LameDuke though.
Photonic, on 06 February 2020 - 01:17 PM, said:
What, like four that barely got off the ground? 100x more mods died before the Duke 3D Source was ever released.
#107 Posted 06 February 2020 - 06:11 PM
Zaxx, on 06 February 2020 - 10:08 AM, said:
What woul happen in GZDoom? You say "-file fixpack.wad voxels.wad" and it works. That functionality is not in Raze yet but the usage of "GZDoom terminology" points towards it being a thing one day.
Ummmm no. This has nothing to do with how EDuke32 works, but rather that these mods were not made to be used with one another. It's a problem with the mods' design, not EDuke32. They could be designed in such a way that you can more easily use them together, but they're not.
Zaxx, on 06 February 2020 - 10:08 AM, said:
You still can't load two GAME.CONs in BuildGDX. Face it Zaxx, you're making shit up. You barely know how EDuke32 works, most of this can be attributed to user error. You would have died back in the pre-EDuke32 days. It's easier to load, and create, custom content than any other single point in time up to now.
Radar 100 Watts, on 06 February 2020 - 01:59 PM, said:
This will probably never happen because of the way Duke3D uses numbers and Doom uses names, in laymen's terms.
Zaxx, on 06 February 2020 - 02:36 PM, said:
So basically "Yay, you load mods like you would in GZDoom, this could be something!" I didn't remember / know about the "-g" command in EDuke32 though since I always used the autoload folder.
User error.
LeoD, on 06 February 2020 - 04:10 PM, said:
This post is so fucking good, how has no one upvoted it before? I can't love this post enough. People just straight up do not know how this game works.
This post has been edited by Jimmy: 06 February 2020 - 06:12 PM
#108 Posted 06 February 2020 - 06:39 PM
Jimmy, on 06 February 2020 - 06:11 PM, said:
You can use them together just fine if you write a def file though.
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Or EDuke32 could be intelligent enough to sort stuff out by itself like GZDoom does. That way modders won't have to go out of their way to support mods made by others and I won't have to mess around with writing def files = everybody wins.
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So? The example I've written about has multiple CON files but it doesn't have multiple GAME.CON files. But sure, when I used BuildGDX I did Blood stuff with it and Blood doesn't have CON so okay, the comparison is not perfect and BuildGDX shares some of the shortcomings.
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That's great but the "competition" is not any other point in time here but things like GZDoom and Doom Builder. I like EDuke32 too but I won't defend stuff that's bad about it.
This post has been edited by Zaxx: 06 February 2020 - 06:41 PM
#109 Posted 06 February 2020 - 06:45 PM
Zaxx, on 06 February 2020 - 06:39 PM, said:
This is pretty much incidental. Again, just because they happen to work together with a def line doesn't mean they were designed to work together.
Boo hoo, dude. You had to write one line in a file. What is the problem here?
Zaxx, on 06 February 2020 - 06:39 PM, said:
It has nothing to do with intelligence. Again, you don't know how these games work. It's a problem of file structure. Duke3D uses numbers, and Doom uses names, in laymen's terms, by design. Not all Doom mods work together either.
Zaxx, on 06 February 2020 - 06:39 PM, said:
Even the fact it has multiple .CON files and works together is merely incidental, much like many Doom mods.
Zaxx, on 06 February 2020 - 06:39 PM, said:
Okay, what?
Zaxx, on 06 February 2020 - 06:39 PM, said:
You're comparing apples and oranges. There is no competition between Duke and Doom because they're entirely different engines. If you prefer Doom so much, go play that?
#110 Posted 06 February 2020 - 07:05 PM
Jimmy, on 06 February 2020 - 06:45 PM, said:
Of course it is but the great thing about GZDoom is that you can make "happy accidents" like this happen more easily and that gives the modding scene a lot of flexibility.
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Hey, it was 3 lines! The thing is though that if you're a layman like me then it takes some actual time and effort to find out how this stuff works for the first time, you have to look up and figure out what to include and that may be too much of a barrier for a lot of folks. With GZDoom it's like "okay I downloaded these wads so I'll just include these" and you're done 90% of the time.
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And I play Doom too just like you do because that's where the content is... yet we kinda know that even a lot of the more advanced stuff GZDoom offers Build could do better. Of course I won't blame the nearly non-existent Build modding scene on the janky autoload or the janky mapping tools because while I don't know a lot about Build I know enough to realize that the engine was fucked from the start compared to Doom but those two things are part of the problem. If I load up Doom Builder I can make a Doom map but I'm not sure I could put up with Mapster, the point is that I think improving these things could help in getting more people to do stuff.
This post has been edited by Zaxx: 06 February 2020 - 07:06 PM
#111 Posted 06 February 2020 - 07:10 PM
Zaxx, on 06 February 2020 - 07:05 PM, said:
Hey, it was 3 lines! The thing is though that if you're a layman like me then it takes some actual time and effort to find out how this stuff works for the first time, you have to look up and figure out what to include and that may be too much of a barrier for a lot of folks. With GZDoom it's like "okay I downloaded these wads so I'll just include these" and you're done 90% of the time.
You also end up with a lot of user errors in Doom still. The only difference here is really where you write "include." One's in a command line/drag & drop and one's in a file. EDuke32 could definitely use better documentation, but once you know how to do it, it's really not that hard. I still use ZDL to play Doom mods, so maybe someone should create a frontend that auto-creates .DEFs for certain supported popular mods. That's a great idea actually. It's not like there's literally hundreds of mods released a year for Duke.
Zaxx, on 06 February 2020 - 07:05 PM, said:
The only reason I haven't been playing Duke is because of how unstable it has been in recent times. Testing it the past week or two it's really felt a lot better to me. As for Doom Builder VS Mapster, I can't figure out how to do anything in Doom Builder, and I was using BUILD/Mapster before I was ten years old.
#112 Posted 07 February 2020 - 03:24 AM
Micky C, on 06 February 2020 - 04:26 AM, said:
I was judging by the Blood video that Zaxx made. On the surface, it looks very good and yes, considering the sheer size of Doom community, I think it's safe to say there'll be plenty of modding support. They have plenty of guys who know how to code, compared to our group.
Anyway, if it'll be even better "franken-port" than original EDuke32 port, the days of EDuke32-only are numbered as of this moment. I give it about a year, tops.
#113 Posted 07 February 2020 - 04:54 AM
#114 Posted 07 February 2020 - 06:04 AM
Phredreeke, on 07 February 2020 - 04:54 AM, said:
Agreed. I honestly would love to see something like Decorate/Zscript in Build engine games. But I understand that it would be a mammoth task to do so (if not downright impossible).
#115 Posted 07 February 2020 - 07:22 AM
The entirety of Ion Fury was done in CON code with the regular Eduke32, the only hardcoded things are just compile flags set for standalone builds IIRC
I don't understand where this ignorance of Build modding has come from. Even from day one Duke has always been far more modifiable than Doom, it had all the tools you needed on the original CD to do everything. The other games had no scripting support, but the maps still supported a ridiculous amount of malleability.
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Exactly - there's nothing 'intelligent' about how GZDoom loads wads; due to how the game works Doom can handle multiple WADs dropped on top of each other slightly better but there's no magic behind the system.
This post has been edited by Jblade: 07 February 2020 - 07:26 AM
#116 Posted 07 February 2020 - 08:27 AM
Jblade, on 07 February 2020 - 07:22 AM, said:
DECORATE is less powerful, but ZScript is at least as powerful, and way, way more usable, simply because it uses high-level language design, rather than this weird assembly-like syntax that CON has.
#117 Posted 07 February 2020 - 08:45 AM
Jimmy, on 06 February 2020 - 06:08 PM, said:
Perhaps he should build a Bridge Between Two Islands?
#118 Posted 07 February 2020 - 10:05 AM
Jblade, on 07 February 2020 - 07:22 AM, said:
DECORATE may be less powerful, but also much much more user friendly in terms of syntax. And Zscript (which has similar syntax as DECORATE) is easily as powerful as (if not more powerful than) CON. Doom's modding scene today is bigger than Duke's modding scene for a reason.
This post has been edited by ReaperAA: 07 February 2020 - 10:07 AM
#119 Posted 07 February 2020 - 11:00 AM
Jblade, on 07 February 2020 - 07:22 AM, said:
The community using basically the same tools for more than two decades only with "under the hood" enhancements may be a reason, it's not 1996 anymore and people are spoiled with more modern tools like Doom Builder, so going from that to BUILD may feel "archaic" to some people.
This post has been edited by AlektorophobiA: 07 February 2020 - 11:01 AM
#120 Posted 07 February 2020 - 11:01 AM
Alek: Build is difficult, but we had someone new join our team and she learnt the basics in a week. It's really not difficult at all, just how much effort someone wants to put into doing it is what counts.
This post has been edited by Jblade: 07 February 2020 - 11:03 AM