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Post by Deleted on Jun 19, 2022 10:46:04 GMT -5
Saying that. I’m about to add another port. A fork of Doom64EX with fixes to make it even closer to the N64 original, along with binaries. If you can make that something similar to what your RZDoom is to ZDoom i'm all for it! Doom64 EX still has a lot of problems due to being abandoned that when looked at all together are really annoying, like how i've been experiencing bugs w/ the melting effect becoming a zoom effect into the corner of the screen for no reason, or accidentally shooting when noclipping out of bounds crashing the engine.
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Post by Deleted on Jun 24, 2022 7:07:03 GMT -5
Saying that. I’m about to add another port. A fork of Doom64EX with fixes to make it even closer to the N64 original, along with binaries. If you can make that something similar to what your RZDoom is to ZDoom i'm all for it! Doom64 EX still has a lot of problems due to being abandoned that when looked at all together are really annoying, like how i've been experiencing bugs w/ the melting effect becoming a zoom effect into the corner of the screen for no reason, or accidentally shooting when noclipping out of bounds crashing the engine. That is the goal, to more or less have a little more advanced version than the official re-release. On other topics, RZDoom now has (in rz_umapinfo) branch, an almost fully complete UMAPINFO implementation. I just have to implement the intertext and intermusic stuff and it'll be done.
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Deleted
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Post by Deleted on Jul 5, 2022 17:32:27 GMT -5
Any chance for something like an internal resolution scale and/or UI scale for rzdoom? Full screen HUDs and other things easily get way too small on any resolution over 640x480, keeping a low resolution technically fixes that but since we've been forcing computers to apply bilinear filtering to any full screen resolution lower than the monitor's unless something is done on the software side it just makes the game look really blurry.
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Post by Deleted on Jul 6, 2022 5:49:22 GMT -5
It already has one. It isn’t very obvious but in the options there is a scale HUD. I always use 1080p and scale the hud so it is at ‘vanilla’ scale and isn’t tiny.
In HUD Options there is a ‘Stretch Fullscreen Hud’ option. That will scale it to whatever resolution you’re on.
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Lobo
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Post by Lobo on Jul 6, 2022 15:59:25 GMT -5
almost fully complete UMAPINFO implementation. I just have to implement the intertext... Snap! It irks me having to shoehorn in shit that EDGE has had for 15 years already. "Shall we use what's already been done several different ways? Or pull another fucking 'standard' out of our asses?"
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Post by Deleted on Jul 6, 2022 16:24:27 GMT -5
Yeah it is a real pain in the ass. It already has MAPINFO and ZMAPINFO plus Dehacked and Decorate.. but nooo, let’s invent yet another standard.
MAPINFO would have been fine itself it’s just everyone wanted ‘yet more customisation’. Everyone who doesn’t have to code it that is.
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Post by ketmar on Jul 6, 2022 16:36:03 GMT -5
and don't forget MBF21. because stripped down DECORATE is not fun, let's invent more ways to define state machines!
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Post by Deleted on Jul 6, 2022 23:25:55 GMT -5
Urgh…. Maybe it is Modders Best Friend but it is Developers Worst Enemy
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Post by ketmar on Jul 6, 2022 23:40:56 GMT -5
yeah. that's why i chose the easiest path, and simply refused to support it. ;-)
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Post by Deleted on Jul 7, 2022 1:10:21 GMT -5
Absolutely. For anyone wanting MBF21 support, I have one thing to say. Here's a copy of K&R C Second Edition, good luck.
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kvsari
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Post by kvsari on Jul 7, 2022 2:25:14 GMT -5
Is MBF21 really difficult to wire in? Does this mean that old style ports should really implement Decorate? I don't understand.
I thought that MBF21 provides more hooks into the Doom engine to use existing functions.
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Post by ketmar on Jul 7, 2022 2:44:58 GMT -5
it is still deeply rooted in DEHACKED, which is the thing that should never existed at all. i mean, i know, why it was invented, but there is absolutely NO reason to base anything new on that totally broken foundation. DEHACKED support is a PITA, and extending DEHACKED has no sense at all.
DECORATE is established de-facto standard, and it can be easily stripped down to something like DECOLITE (DECORATE-light-version). it could also be made compatible with "bigger" DECORATE (so DECOLITE mods would Just Work on any sourceport with DECORATE support). there is simply no sane reason to design it the way MBF21 was designed, and making it incompatible with everything already existed at that time.
it also has some not-so-obvious features (again, thanks to DEHACKED legacy) which adds nothing that couldn't be done in a saner and more consistent way. and it is still limited by the same DEHACKED legacy in the same time.
basically, it will add even more unmaintainable mess on top of already unmaintainable DEHACKED mess. i myself won't go that way. also, it's not like MBF21 designers really cared about it's wide adoption, they made it for PrBoom family anyway. so let it stay where it belongs.
p.s.: the main thing is that DEHACKED and it's derivatives fits very badly to modern sourceports, while implementing DECOLITE in PrBoom family is much, much easier (and will make the code better structured and maintainable in the same time). it could be a win-win situation, but…
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kvsari
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Post by kvsari on Jul 7, 2022 3:01:54 GMT -5
Thank you for the quick answer.
DECOLITE... interesting. I take this is the same thing with UDMF being a better new foundation with text based everything, extensible format (engines just ignore fields that haven't been implemented), proper directories, ZIP compression etc.
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Lobo
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Post by Lobo on Jul 7, 2022 3:33:06 GMT -5
The thing is the older ports like Zdoom, Vavoom, Eternity and EDGE are radically different from one another and do modding stuff completely differently(DECORATE, DDF, VavoomC, EDF etc).
Most of the newer ports are all forks of the same 1 or 2 codebases (prboom or choco) and are new enough that the code hasn't changed radically between them yet. So once one of them adds a new feature, the others can pretty much copy/paste it into theirs with minimal effort. This gives the impression it's a widely-adopted "standard".
I could say the same for EDGEs DDF/RTS since there are several ports that have it implemented, and thus it is also a "standard", but that would be disingenuous on my part.
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Post by Deleted on Jul 7, 2022 3:35:33 GMT -5
And for whoever will say "GZDoom has it". GZDoom also has about 10x the contributors than all us smaller ones do. We need to prioritise effort vs reward, time vs features.
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Post by ketmar on Jul 7, 2022 3:39:31 GMT -5
And for whoever will say "GZDoom has it". GZDoom also has …bugs in MBF21 implementation reported up to this day. ;-)
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Lobo
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Post by Lobo on Jul 7, 2022 3:40:00 GMT -5
And my personal favorite: "Does it run Brutal Doom?"
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Post by ketmar on Jul 7, 2022 3:43:09 GMT -5
fun fact: with DECOLITE those ports could be able to run at least BD Lite (with very small changes). and prolly many older DECORATE mods too.
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Post by Deleted on Jul 7, 2022 6:45:21 GMT -5
RZDoom runs Brutal Doom Community Edition and even has RZDoom alongside Zandronum
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kvsari
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Post by kvsari on Jul 7, 2022 7:57:07 GMT -5
I think I'm understanding it a bit better.
Please allow me to draw an analogy... the prboom (and choco) based ports are kind of like chrome and webkit. Convoluted new standards that are based atop prior poorly and hastily designed standards are fine because they have huge dev teams, market share and momentum. The rest of the dynamics such as network effects keep this entire travesty going.
I get the feeling then from the discussion here that MBF21 and prboom are kinda like this (especially with the cut-n-paste code between similar ports mentioned). Thus there's a disincentive to carefully design a "modding interface?" because one port will quickly bash on a quick-n-dirty hack that enough people will gushaw over and that port gets more users playing it, more MODS which target this awful hack and the network effect kicks in. Thus MBF21 is a symptom of this process.
Is this right?
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Deleted
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Post by Deleted on Jul 7, 2022 8:13:17 GMT -5
You've pretty much hit it. MBF21 was adopted simply people so many people use the PR-derived forks (especially DSDA). It isn't a standard, but it is an implied standard simply because one or two relatively popular ports use it, screwing everyone else who has to pick up the pieces.
I've said it once and I'll say it again, those who can use decorate or dehacked or MBF21 would be better served with having a proper byte-compiled language embedded in the port, rather than these terribly designed pseudo-languages or hastily hacked together features shoehorned in.
For another analogy. Imagine trying to add firefox plugin support to Firefox 1.
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kvsari
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Post by kvsari on Jul 7, 2022 8:22:40 GMT -5
Then I must apologize to you all for using dsda-doom. I had no idea that this port exacerbates the problem. This also answers the question of why indeed there is no byte compiled scripting language. Something I've been wondering about. When I read the MBF21 spec I was hoping to find such a thing. I was thinking something like SectorLISP would be pretty cool to embed. But I daresay you guys actually maintaining Doom ports would know better in regards for developing a standardized scripting language.
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Post by Deleted on Jul 7, 2022 8:26:11 GMT -5
Then I must apologize to you all for using dsda-doom. I had no idea that this port exacerbates the problem. This also answers the question of why indeed there is no byte compiled scripting language. Something I've been wondering about. When I read the MBF21 spec I was hoping to find such a thing. I was thinking something like SectorLISP would be pretty cool to embed. But I daresay you guys actually maintaining Doom ports would know better in regards for developing a standardized scripting language. Depends on the person / port. Personally, I would embed Angelscript. The syntax is nearly the same as Decorate and you could bind a set list of scripting functions to any area you want to be modded. After that, it is just about increasing the amount of bindings and keeping up-to-date with the upstream project. Of course, if anyone did this, they would be incompatible with every-single-doom mod ever made. It would never catch on unless a popular port did it, and I mean a 'really' popular port, lest you be laughed at and mocked by Graf and co. Funny thing is, having one embedded language that is optimised would be a hell of a lot easier to maintain and would perform better than having three or four different standards smashed together like they do now.
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kvsari
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Post by kvsari on Jul 7, 2022 8:37:09 GMT -5
This raises an interesting project. You guys would get together and decide on such a well designed language to embed in your respective ports. Then I and any who'd join me would release monthly WADs targeting these features.
But... it sounds corporate... so I'll just leave it as is. Would make one hell of a crusade though.
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Post by Deleted on Jul 7, 2022 9:20:23 GMT -5
Sounds like the three stooges main question is whose port would we hack the shit out of first lol
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