ADD Support for Nocturne in Yellow IWAD (PK3)

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ADD Support for Nocturne in Yellow IWAD (PK3)

Postby WilliamMacau » Tue May 02, 2017 1:45 am

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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby _mental_ » Tue May 02, 2017 3:46 am

Does everything work correctly in GZDoom? As far as I know Nocturne in Yellow uses some GLOOME features that are not present in GZDoom.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby WilliamMacau » Tue May 02, 2017 4:02 am

Shows a lot of script warnings and menudefs erros in the console... But can't it be "scriptfied" to be compatible like recent versions of Gzdoom do to most of the games?
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Kinsie » Tue May 02, 2017 5:07 am

GLOOME adds new features to the ACS scripting engine. It also has features that conflict with or are differently named from features that have since been added to GZDoom. There are also features in GLOOME that it's safe to say will never, EVER be officially added to the mainline engine, full stop.

So, no.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Graf Zahl » Tue May 02, 2017 8:16 am

The errors on startup are mostly just from copying stuff together that contained common DECORATE mistakes, which only get flagged as warnings since 2.3

The menu seems to have some problems, it is quite broken in GZDoom.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Rachael » Tue May 02, 2017 9:27 am

If there's a way to build compatibility work-ups in GZDoom to at least get it to a runnable and playable point, then it seems feasible we could support this, but honestly with the issues here it's easier to file-13 this.

Not to say it's a bad game - but honestly Gloome went in a whole different direction and truly epitomized the meaning of "fork" in some potentially dangerous ways.

I will download this and look at the errors. I might be able to PR some Gloome features back to GZDoom if they do not conflict with GZDoom's own moving forward. Do note that the shrine mechanic (that I saw in Icarus's video) will definitely not be ported - I have no plans whatsoever to cripple the save system to make that work. Also if this takes too long or too much effort, that might also kill the effort towards making this work.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Xaser » Tue May 02, 2017 9:30 am

Since the author (TerminusEst13) is quite active here, it's probably worth pulling him into the discussion.

[EDIT] I sent him a quick PM pointing him here, just in case it's of interest one way or another.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Rachael » Tue May 02, 2017 9:48 am

So I'm trying this out. So far it seems to work, but I haven't gotten far in the mod.

I figured out that the shrine is simply an autosave mechanic. I should've thought of that. :P However - there is still an issue with that - somehow he managed to remove "Save Game" from the menu. I understand that's part of the mod, but as far as I remember Graf intentionally coded the menu system to specifically not allow that to happen.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Graf Zahl » Tue May 02, 2017 9:56 am

The reason why I never tried to backport stuff from Gloome is very simple: There is no merge history, features were selectively picked and added, it is virtually impossible to do a meaningful comparison.

There's also quite a bit of stuff that clashes with newer ZDoom features.

@Rachael:

Of course I cannot prevent anyone from removing the save menu entry, but the actual save menu still works. The whole thing exhibits quite an amount of glitches due to the differences between engines.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Rachael » Tue May 02, 2017 10:27 am

Graf Zahl wrote:There's also quite a bit of stuff that clashes with newer ZDoom features. [...] The whole thing exhibits quite an amount of glitches due to the differences between engines.

I think the ultimate question is can those differences be reconciled to the point where this can be officially supported? The answer to that will be the same answer to whether or not this can be done - and whether to close this thread.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Graf Zahl » Tue May 02, 2017 10:51 am

Since comparing Gloome with the GZDoom repo is quite problematic due to the bad management I don't think this will happen, I'm still checking but it's very time consuming to find a good reference commit.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby TerminusEst13 » Tue May 02, 2017 2:06 pm

Graf Zahl wrote:The whole thing exhibits quite an amount of glitches due to the differences between engines.


If you would be willing to actually list them for me, I could take a look at fixing them and making an iwad version.
I'm not sure how useful it would be, given the game was a novelty for a contest, but I'd be happy to give it a shot regardless.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby Graf Zahl » Tue May 02, 2017 2:18 pm

The biggest issues I noticed were with the menu. There was some broken episode menu in-between and the load/save menu had some parts where the checkerboard was displayed. I didn't play long enough to check for gameplay glitches, but that will mostly depend on whether you used some Gloome-specific features in the scripts.
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby WilliamMacau » Tue May 02, 2017 3:02 pm

TerminusEst13 wrote:
Graf Zahl wrote:The whole thing exhibits quite an amount of glitches due to the differences between engines.


If you would be willing to actually list them for me, I could take a look at fixing them and making an iwad version.
I'm not sure how useful it would be, given the game was a novelty for a contest, but I'd be happy to give it a shot regardless.


Yes, it would be useful :shock: : Like The Adventures of Square, like Harmony or Action DOOM 2 - Great showcases of what can be made with original ideas, custom resources and this versatile DOOM source port, that is ZDOOM/GZDOOM :thumb:
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Re: ADD Support for Nocturne in Yellow IWAD (PK3)

Postby TerminusEst13 » Fri May 05, 2017 2:56 am

Graf Zahl wrote:I didn't play long enough to check for gameplay glitches, but that will mostly depend on whether you used some Gloome-specific features in the scripts.

Not that I can remember, which Marrub actually fussed at me a bit about. I did a stream run a while ago of the game in GZDoom and it ran without any major issues that I could see.
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