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January 16th, 2004, 10:55 AM
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#61 |
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Commander Keen
Join Date: Jun 2003
Location: Germany
Posts: 2,549
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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!
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January 16th, 2004, 11:08 AM
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#62 |
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Join Date: Jul 2003
Posts: 1,261
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Slide posted a link to the demo in the first post of the thread.
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January 16th, 2004, 05:05 PM
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#63 |
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Commander Keen
Join Date: Nov 2003
Location: The Docks, E1M1, Heretic
Posts: 491
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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.
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January 16th, 2004, 06:56 PM
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#64 | |
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Guest
Posts: n/a
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Quote:
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January 17th, 2004, 04:26 PM
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#65 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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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 ? |
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January 18th, 2004, 10:47 AM
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#66 |
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Commander Keen
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
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sounds familiar
Cain, that's exactly what I was suggesting in my post above a while back. No one responded though.
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January 19th, 2004, 05:50 AM
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#67 | |
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Commander Keen
Join Date: Dec 2002
Posts: 1,596
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Quote:
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January 19th, 2004, 08:40 AM
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#68 |
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Join Date: Aug 2001
Location: Houston, Tx
Posts: 299
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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.
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January 19th, 2004, 09:02 AM
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#69 |
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Commander Keen
Join Date: Feb 2003
Location: I ham in the land of Oz - oooooo....
Posts: 1,524
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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.
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January 19th, 2004, 03:00 PM
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#70 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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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.. :\\ ) |
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January 20th, 2004, 07:59 AM
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#71 |
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Commander Keen
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
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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. |
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January 20th, 2004, 09:54 AM
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#72 |
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Guest
Posts: n/a
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It looks very incomplete... where are the:
Until the Doomsday engine supports things like that, a Duke to Doomsday conversion will not be possible or, at least, not accurate. |
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January 20th, 2004, 12:18 PM
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#73 |
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Commander Keen
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
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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. |
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January 20th, 2004, 02:15 PM
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#74 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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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... ).....
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January 20th, 2004, 02:44 PM
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#75 |
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Commander Keen
Join Date: Oct 2002
Location: Jacksonville, Florida, US
Posts: 15
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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. |
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January 20th, 2004, 03:45 PM
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#76 |
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Guest
Posts: n/a
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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 |
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January 20th, 2004, 04:19 PM
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#77 |
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Commander Keen
Join Date: May 2003
Location: The Sticks, Canada
Posts: 279
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WOW. 3DRealms better release those models.
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January 20th, 2004, 06:57 PM
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#78 |
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Commander Keen
Join Date: Oct 2003
Location: Idaho
Posts: 2,613
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can't wait till a good JDuke port comes out that actually works, uses high res textures and 3d models.
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January 20th, 2004, 08:46 PM
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#79 |
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Guest
Posts: n/a
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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. |
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January 22nd, 2004, 03:16 PM
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#80 |
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Commander Keen
Join Date: Jun 2003
Location: Phlegethon
Posts: 258
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Sehacked v0.4 should help.
Last edited by Gokuma; January 24th, 2004 at 10:50 AM. |
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