Linked Portals

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Re: Linked Portals

by SoM » Sun May 18, 2008 7:39 pm

Graf Zahl wrote:Amazing, how easy it is to make a function with 7 lines of code close to unreadable... :mrgreen:
haha killough was always good for stuff like that. His never ending chains of ?s and :s are quite overwhelming some times.

Re: Linked Portals

by Graf Zahl » Sun May 18, 2008 3:04 pm

Code: Select all

static boolean PTR_NoWayTraverse(intercept_t *in)
{
   line_t *ld = in->d.line;                       // This linedef

   return ld->special ||                          // Ignore specials
     !(ld->flags & ML_BLOCKING ||                 // Always blocking
       (P_LineOpening(ld, NULL),                  // Find openings
        openrange <= 0 ||                         // No opening
        openbottom > usething->z+24*FRACUNIT ||   // Too high it blocks
        opentop < usething->z+usething->height)); // Too low it blocks
}
Amazing, how easy it is to make a function with 7 lines of code close to unreadable... :mrgreen:

Re: Linked Portals

by SoM » Sun May 18, 2008 2:25 pm

Graf Zahl wrote:Ha ha!

At least I still have the current version. :P (not that I'm really thinking about it...)
heh obfusicating the code would be about the dumbest thing I could do ;) I would not be able to debug it if I could no longer read it. :)

Re: Linked Portals

by Graf Zahl » Sun May 18, 2008 12:47 pm

Ha ha!

At least I still have the current version. :P (not that I'm really thinking about it...)

Re: Linked Portals

by SoM » Sun May 18, 2008 9:37 am

Graf Zahl wrote:If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...? ;)
Heh... and what will you do when I obfusicate the portal code? MWAHAHAHAHAHA!!! :twisted:

Re: Linked Portals

by Graf Zahl » Mon Jan 07, 2008 4:17 am

zwouth wrote:
Graf Zahl wrote:I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
Ouch. I may be way off, but I mean it's DooM. Is Carnevil going to release a commercial version of SkullTag or what? Yea I know that's impossible with the licencing.

No, but he sure can't use any code that makes source disclosure mandatory.

Re: Linked Portals

by zwouth » Mon Jan 07, 2008 3:40 am

Graf Zahl wrote:I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
Ouch. I may be way off, but I mean it's DooM. Is Carnevil going to release a commercial version of SkullTag or what? Yea I know that's impossible with the licencing.

And like ARGH goddamnit Raven, why do they not clarify Heretic/Hexen code. *sigh* (dead horse)

*me shuts up now*

Re: Linked Portals

by Cutmanmike » Mon Jan 07, 2008 3:40 am

Graf Zahl wrote:The next big thing I am working on will receive a stricter license that requires a source release!
Hehe. The evil revenge of Graf Zahl! :wink:

Yet another good reason to wait for doomscript surfaces. Oh Randy, where for art thou (motivation)?

Re: Linked Portals

by Necromage » Sun Jan 06, 2008 9:28 pm

I think I have a pretty good idea. :P

Re: Linked Portals

by skadoomer » Sun Jan 06, 2008 7:45 pm

Graf Zahl wrote:If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it.
You have no idea how happy this would make me.

Re: Linked Portals

by Graf Zahl » Sun Jan 06, 2008 3:09 pm

If I had the time to work myself through all of it I'm quite sure I could produce something that at least looks like an independent implementation. But it won't happen because I consider such a work a waste of time.

For the ZDoom software renderer I have little hope anyway since it doesn't even manage to get the simplest form of portals to work in an acceptable manner.

If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...? ;)

(And now take one goddamn guess why I want Doomscript - now! :twisted: )


However, if this was only about preventing the closed source multiplayer ports from using this stuff, I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!

Re: Linked Portals

by RazTK » Sun Jan 06, 2008 2:04 pm

Also, don't even think about using the code from Eternity:
Quasar at Doomworld wrote:Also please keep in mind that if ZDoom and its derivatives want to implement this, they're going to need to do it from scratch. We've not given permission for any EE code to be used under BSD license. And I'm really looking at the multiplayer ports that are closed-source when I say this, as they could take whatever they wanted and no one would be able to verify where it came from. If linked portals popped up in such a port in short order, I would be highly suspicious. It has taken a couple of years to get them to the point they are now at, including all the work on basic non-linked portals that has to be done first.
:nope:

Re: Linked Portals

by Graf Zahl » Sun Jan 06, 2008 1:07 pm

Only if that programmer has the time and desire to work with the relevant code.

I don't have any of these.

Re: Linked Portals

by TIHan » Sun Jan 06, 2008 11:36 am

MasterOFDeath wrote:I believe linked portals were a sucess in Eternity, but the same can't be said for ZDoom. I seem to recall hearing that they weren't possible with ZDoom's renderer unfortunately.
Anything is possible if you are a good programmer.

Re: Linked Portals

by MasterOFDeath » Sun Jan 06, 2008 1:46 am

I believe linked portals were a sucess in Eternity, but the same can't be said for ZDoom. I seem to recall hearing that they weren't possible with ZDoom's renderer unfortunately.

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