Intriguing developments

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Re: Intriguing developments

Postby Graf Zahl » Mon Aug 30, 2010 11:58 am

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... :(
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Re: Intriguing developments

Postby Kinsie » Mon Aug 30, 2010 12:12 pm

Might be best to just burn it with fire and start from square one.
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Re: Intriguing developments

Postby Graf Zahl » Mon Aug 30, 2010 12:37 pm

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.
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Re: Intriguing developments

Postby Ceeb » Mon Aug 30, 2010 2:12 pm

If I may ask, Graf, how did the menu code end up so alarmingly hideous?
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Re: Intriguing developments

Postby NeuralStunner » Mon Aug 30, 2010 2:37 pm

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.
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Re: Intriguing developments

Postby Blzut3 » Mon Aug 30, 2010 4:23 pm

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.)
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Re: Intriguing developments

Postby Slasher » Mon Aug 30, 2010 4:29 pm

r2646 changelog wrote:Created new branch for Doom 64 support.

Well there's an intriguing development. That was...unexpected.
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Re: Intriguing developments

Postby Gez » Mon Aug 30, 2010 4:32 pm

Isn't it exciting?
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Re: Intriguing developments

Postby Slasher » Mon Aug 30, 2010 4:45 pm

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)
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Re: Intriguing developments

Postby phi108 » Mon Aug 30, 2010 4:51 pm

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...
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Re: Intriguing developments

Postby Graf Zahl » Mon Aug 30, 2010 5:54 pm

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.
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Re: Intriguing developments

Postby Ceeb » Mon Aug 30, 2010 6:50 pm

phi108 wrote:though I have been meaning to get a N64 for years...


Wish you would've said something a couple months ago. :shrug:
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Re: Intriguing developments

Postby Kinsie » Tue Aug 31, 2010 1:00 am

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)
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Re: Intriguing developments

Postby Ceeb » Tue Aug 31, 2010 12:43 pm

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
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Re: Intriguing developments

Postby Xaser » Tue Aug 31, 2010 12:48 pm

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.
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