Intriguing developments

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Intriguing developments

Post by Graf Zahl »

I don't want to think about that right now. Maybe, yes, but this is the least of the problems.

Now that I dug deeper into the menu code the true nightmares begin to surface. This code is magnitudes more horrible than I ever imagined... :(
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: Intriguing developments

Post by Kinsie »

Might be best to just burn it with fire and start from square one.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Intriguing developments

Post by Graf Zahl »

Almost. I still have to use it as reference. Which isn't that easy if all the stuff for one menu is all over the place.

Fortunately, I will probably be able to recycle larger parts of the load/save and player setup menu without completely redoing it. The worst in terms of organization is, oh the irony, the 'New game' menu and its submenus. There's so many special cases, exceptions, adjustments and hacks in there it's unbelievable. And I thought I'd get through that in a day and a half... No such luck.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: Intriguing developments

Post by Ceeb »

If I may ask, Graf, how did the menu code end up so alarmingly hideous?
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Intriguing developments

Post by NeuralStunner »

Ceeb wrote:If I may ask, Graf, how did the menu code end up so alarmingly hideous?
Graf Zahl wrote:In fact this has to be the single worst piece of code in the entire ZDoom source. Nearly everything else got cleaned up at some time. Not the menu. It has grown cancerously since ZDoom started. Every new feature was just tacked on without doing anything about the design problems it inherited from the id source.
Blzut3
 
 
Posts: 3219
Joined: Wed Nov 24, 2004 12:59 pm
Operating System Version (Optional): Kubuntu
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Intriguing developments

Post by Blzut3 »

From the quick glances I've seen of the menu code it seemed fairly similar to the menu code from Wolfenstein 3D. I wonder if any of it was carried over. (The menu code was the first thing I ripped out of my ECWolf source port.)
User avatar
Slasher
Posts: 1160
Joined: Sun Mar 16, 2008 11:17 pm
Location: California

Re: Intriguing developments

Post by Slasher »

r2646 changelog wrote:Created new branch for Doom 64 support.
Well there's an intriguing development. That was...unexpected.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Intriguing developments

Post by Gez »

Isn't it exciting?
User avatar
Slasher
Posts: 1160
Joined: Sun Mar 16, 2008 11:17 pm
Location: California

Re: Intriguing developments

Post by Slasher »

Gez wrote:Isn't it exciting?
Well I've never properly played Doom64, so yeah I suppose it could be interesting, if it works out.

Makes me wonder if this will reinforce the mentality of Zdoom support of other games... like the Build Engine games. (doubtful)
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: Intriguing developments

Post by phi108 »

It's pretty exciting, considering I've never finished Doom64 due to Project64 messing up on that game for me. I still need to try Doom64ex, though I have been meaning to get a N64 for years...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Intriguing developments

Post by Graf Zahl »

Ceeb wrote:If I may ask, Graf, how did the menu code end up so alarmingly hideous?

Heaping special case upon special case, support 5 different games with one set of code, have some external programmers mess with it to add new features (player classes, for example) but having nobody who'd even think of cleaning it up (most likely because the code did the job) will do that. Easily.

The intermission screen code was in a similar shape in 2.0.9x times but that was much, much easier to clean up because if was far less complex and the special cases much more easily removed and externalized.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: Intriguing developments

Post by Ceeb »

phi108 wrote:though I have been meaning to get a N64 for years...
Wish you would've said something a couple months ago. :shrug:
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: Intriguing developments

Post by Kinsie »

Slasher wrote:Makes me wonder if this will reinforce the mentality of Zdoom support of other games... like the Build Engine games. (doubtful)
Each BUILD engine game is very different internally, it can't really happen.

(Also, the Witchhaven source is kind of illegal)
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: Intriguing developments

Post by Ceeb »

Kinsie wrote:(Also, the Witchhaven source is kind of illegal)
Isn't Strife's? Also was Chex Quest straight-up PD or is there some draconian copyright for it deep in the bowels of Chex? :P
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Intriguing developments

Post by Xaser »

Strife has no released source -- all support was done through pure reverse-engineering. And Chex Quest did have a legit engine license and is now freeware all around as far as I can tell.
Post Reply

Return to “General”