New Doom Forums  
jStrife/jDuke/jBlood etc... - Page 4 - New Doom Forums
Go Back   New Doom Forums > Source Ports > Doomsday

Reply
 
Thread Tools Display Modes
Old January 16th, 2004, 10:55 AM   #61
Nephil
Commander Keen
 
Nephil's Avatar
 
Join Date: Jun 2003
Location: Germany
Posts: 2,549
I never played Strife before. Is it still avaible somewhere? A demo or a shareware version? Everyone is talking about this game, and I don't even know it!
Nephil is offline   Reply With Quote
Old January 16th, 2004, 11:08 AM   #62
Vermil
 
Vermil's Avatar
 
Join Date: Jul 2003
Posts: 1,261
Slide posted a link to the demo in the first post of the thread.
Vermil is offline   Reply With Quote
Old January 16th, 2004, 05:05 PM   #63
Caden
Commander Keen
 
Caden's Avatar
 
Join Date: Nov 2003
Location: The Docks, E1M1, Heretic
Posts: 491
about that demo... is there a way i can run it on win xp? the "port" has some bugs in it so i cant do anything.
Caden is offline   Reply With Quote
Old January 16th, 2004, 06:56 PM   #64
Sin4U
Guest
 
Posts: n/a
Quote:
Originally Posted by ToXiCFLUFF
Sin4U can do it. He blows his trumpet and bleats and bloats endlessly on about coding (coder's joke? heh), tailors his posts to give him opportunities to throw out a few easy morsels of tech jargon, and - despite all this - still manages to leave you doubting that he can actually code anything worthwhile.

Sin4U: Here's a project for you, steeep on up!
No actually, I just know ABOUT coding. Not the actuall coding itself, if that makes sense. I can look at something and see what it does, or can give a general idea on what and how something is possible, but dont have the basic comprehension on how to do it. Not to mention im lazy as hell, and cant be bothered. Apart from that though, you have me completly sussed out. I say a coders joke because I have seen it done BY coders, and thought it was funny. I just need to get a boot in my ass, and coding at uni just may do that. (a decent course, not that java crap they choke you on in the first year.)
  Reply With Quote
Old January 17th, 2004, 04:26 PM   #65
Cain
Commander Keen
 
Cain's Avatar
 
Join Date: Sep 2002
Location: France
Posts: 321
I know well that what I will say is crazy.. but why not program a convertisor... since the doomsday engine can to use the same functions that the build engine.?

- yes that need an very good coder..
..but is possible..no ?
Cain is offline   Reply With Quote
Old January 18th, 2004, 10:47 AM   #66
destarus
Commander Keen
 
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
sounds familiar

Cain, that's exactly what I was suggesting in my post above a while back. No one responded though.
destarus is offline   Reply With Quote
Old January 19th, 2004, 05:50 AM   #67
ToXiCFLUFF
Commander Keen
 
Join Date: Dec 2002
Posts: 1,596
Quote:
Originally Posted by Sin4U
No actually, I just know ABOUT coding. Not the actuall coding itself, if that makes sense. I can look at something and see what it does, or can give a general idea on what and how something is possible, but dont have the basic comprehension on how to do it. Not to mention im lazy as hell, and cant be bothered. Apart from that though, you have me completly sussed out. I say a coders joke because I have seen it done BY coders, and thought it was funny. I just need to get a boot in my ass, and coding at uni just may do that. (a decent course, not that java crap they choke you on in the first year.)
All is now understood. My curiosity has been sated, and I'm ready to be nice again.
ToXiCFLUFF is offline   Reply With Quote
Old January 19th, 2004, 08:40 AM   #68
Kaiser
 
Kaiser's Avatar
 
Join Date: Aug 2001
Location: Houston, Tx
Posts: 299
Creating and Mimicing Strife's code is quite easy. But there are some elements like the conversation system and other minor things posses a problem.
Kaiser is offline   Reply With Quote
Old January 19th, 2004, 09:02 AM   #69
Chilvence
Commander Keen
 
Chilvence's Avatar
 
Join Date: Feb 2003
Location: I ham in the land of Oz - oooooo....
Posts: 1,524
The conversation system has actually been emulated near enough completely by Vavoom, so once someone codes all the actors, linetypes and gameplay/ui stuff we should have a 99% accurate strife port.
Chilvence is offline   Reply With Quote
Old January 19th, 2004, 03:00 PM   #70
Cain
Commander Keen
 
Cain's Avatar
 
Join Date: Sep 2002
Location: France
Posts: 321
You rigth Destarus...

well.. if have time and power to code an convertisor....why does not include the Build engine code in the Doomsday code...( arrr i'm going crazy.. :\\ )
Cain is offline   Reply With Quote
Old January 20th, 2004, 07:59 AM   #71
destarus
Commander Keen
 
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
I'll look into it...

I've been coding in C/C++ for a decade now, but the real problem is time. My current project http://corridor.has.it is stalled for the same reason. Time is never on my side.

The idea appears simple though (Notice I said: 'appears')

1. Extract verticies, sectors, and lines from the MAP file

2. Extract sector data such as height/depth lighting and color

3. Extract all 'standard' sprites, directions etc. (NOT flattened sprites)

Now...

Recompile verticies, sectors etc into a BSP, add sprites or Doom-equivalent sprites.

If this small portion of the 'Duke3d.dll' could be done, it would allow a very basic version of a Duke3d level to be played. Obviously, many build-specific abilities would have to be filtered out (slopes, sector teleporting, sector-over-sector) but those features could:

1. Be handled through emulation of some sort
2. Added to future version of JDoom by SkyJake
3. Ignored

In any case, it'd be a good start if anyone reading this is motivated enough to try it. A wealth of information on the Duke3d .MAP arcitecture is available in the Duke3d source itself.

Last edited by destarus; January 20th, 2004 at 08:11 AM.
destarus is offline   Reply With Quote
Old January 20th, 2004, 09:54 AM   #72
Renegado
Guest
 
Posts: n/a
It looks very incomplete... where are the:
  • Slopes (used very often in every duke level).
  • SectorEffectors, MasterSwitches, Activators, ... (the sprites used to make all the special effects in duke, from moving sectors to underwater areas).
  • MusicandFX, the sprites wich can be used to add ambience sound to the level (I think Doom doesn´t have ambience sound in his levels, correct me if I´m wrong) like wind, echo, city sounds, etc...
  • Mirrors
  • Room over Room
and many more...?

Until the Doomsday engine supports things like that, a Duke to Doomsday conversion will not be possible or, at least, not accurate.
  Reply With Quote
Old January 20th, 2004, 12:18 PM   #73
destarus
Commander Keen
 
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
Just the basics

Incomplete? See Notes 1,2 and 3 in the second paragraph

This is an incremental approach, to establish a proof-of-concept. If what I proposed is done and it works, then as SkyJake adds things like slopes, moveable sectors, etc, they can be integrated into the converter.

You are correct about accuracy though. The likelyhood a converter will fail to generate a true-to-form version of Duke3D is high. But I don't think its impossible to get so close to the original that we'd even notice the inconsistencies.
destarus is offline   Reply With Quote
Old January 20th, 2004, 02:15 PM   #74
Cain
Commander Keen
 
Cain's Avatar
 
Join Date: Sep 2002
Location: France
Posts: 321
Yea... that look promisin...

it just a little start, but it can be better with a lot of work...

If an coder can trying that, i can to start the graphique stuff..
( that remeber me, in the past, i have porting a lot of duke3d sprites in doom...well if the code are good i never need to make that... ).....
Cain is offline   Reply With Quote
Old January 20th, 2004, 02:44 PM   #75
destarus
Commander Keen
 
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
Good start

Cain: Here's a good idea,

Go ahead and start modelling 3D stuff. If this never pans out, I'm sure your work wouldn't be wasted.

But your models may provide an inspiration for someone to write a converter as suggested. If I remember, your work was pretty good.
destarus is offline   Reply With Quote
Old January 20th, 2004, 03:45 PM   #76
Renegado
Guest
 
Posts: n/a
Or it also will be useful when Jonof´s port will have 3D model support (Maybe when Polymost supports them).

Also Jonof confirmed he´s going to include external Hi-res textures support

In a side note: To make the enemies, 3D Realms first made 3D models in Hash animation master and used them to make the sprites. The community is begging to 3DR to release the models if they still keep them somewhere, but looks like it´s not gonna happen..


Another model
  Reply With Quote
Old January 20th, 2004, 04:19 PM   #77
Weenuk
Commander Keen
 
Weenuk's Avatar
 
Join Date: May 2003
Location: The Sticks, Canada
Posts: 279
WOW. 3DRealms better release those models.
Weenuk is offline   Reply With Quote
Old January 20th, 2004, 06:57 PM   #78
Tyberious
Commander Keen
 
Tyberious's Avatar
 
Join Date: Oct 2003
Location: Idaho
Posts: 2,613
can't wait till a good JDuke port comes out that actually works, uses high res textures and 3d models.
Tyberious is offline   Reply With Quote
Old January 20th, 2004, 08:46 PM   #79
Sin4U
Guest
 
Posts: n/a
jDuke? or a normal Duke Port? Honestly, if we DO get jDuke it WILL be in 2.0 or above, and from the look of the design specs Jakko put up for that, everything you need for Duke would be FAR easier to implement.
JonoF's will definatly be the best from the looks of it, unless someone out there is re-coding the WHOLE program from scratch in the dark somewhere. you may have to wait about 5 months before we get 3D-models support, but it will be WORTH it.

EDIT: forgot to mention a new JonoF release. mostley menu-reordering is all you will notice, but there are a few cleanups as well.
  Reply With Quote
Old January 22nd, 2004, 03:16 PM   #80
Gokuma
Commander Keen
 
Gokuma's Avatar
 
Join Date: Jun 2003
Location: Phlegethon
Posts: 258
Sehacked v0.4 should help.

Last edited by Gokuma; January 24th, 2004 at 10:50 AM.
Gokuma is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 03:36 PM.


Powered by vBulletin® Version 3.8.5
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
NewDoom.com © 2000-2009 Mindless Games & Entertainment. All Rights Reserved.