Let's talk a bit about ZDuke first for those who have no idea what am referring to.
''ZDuke? What has everyone's second favorite alien asskicker have anything to do with Doom?''
As most of the users that have dabbled with ZDoom know, some of Build's code was in use with the rest of the codebase. Recently (???) this stuff has been rewritten and thus
From the Zdoom Wiki: https://zdoom.org/wiki/ZDuke
Emphasis on the bolded. Unfortunately, the ZDuke code was erased from history, never to be seen again so far. For reasons found below, this topic was made to put some light on this little thing in Zdoom's history.Starting in 1999, Randy started looking for ways of using Build-like features to enhance ZDoom and outgrow some of the limitations enforced by the use of a BSP algorithm. These forays didn't pan out entirely, as ZDoom still uses a BSP tree, but some elements (such as slopes, cameras, skyboxes and stacked sectors) were implemented as a result. Other traces of Build support can be seen in the CustomSprite actor and a limited ability to load Build maps.
But it also resulted in a ZDoom-based Duke Nukem 3D source port, entitled ZDuke. ZDuke had one release, based on ZDoom 2.0.48, and was afterwards more or less abandoned. In November 2009, after some people expressed interest in this erstwhile project, Randy uploaded the ZDuke source code to the ZDoom SVN (r1963). The thread with this discussion and the announcement of the release was in the "off topic" forum and therefore unfortunately pruned out. However, it mentioned that the ZDuke code is outdated and unsupported.
Following the migration to a Git repository, the old Subversion repository on mancubus.net was erased, and the source code of ZDuke was taken along with it.
Note that merging ZDoom and ZDuke (even an updated version) is considered more trouble than it would be worth. The internal game logics are too different to be conciliated in a single engine in a streamlined and stable fashion.
Now, a previous attempt was made on the Discords some aeons ago (May 2018) by myself to dig up the lost source port, but none came from it, although the Duke community at Duke4 had some interest in it. Excerpts of various users:
I can't compile for shit really so a prebuilt zduke binary would be nice even if its REALLY outdated
And Community Guide Gez also did a mention back in September: viewtopic.php?p=1118550#p1118550 along with Graf's comment: viewtopic.php?p=1118552#p1118552is the ZDuke source available somewhere at all?
Nevertheless, every now and then it still gets mentioned in the ZDoom discord, lastly this October as of writing. So, at the very least, there is some interest for this port, for whatever reasonings. I feel this angle should be explored more.
So where am i going with this?
Ofcourse, you would have to be a legit madman to do anything serious with the source code, if it presumably can be found. But i believe that the ZDuke port, small as it was with its single release, is elligble and noteworthy to preserve, for Historic, academic or research purposes.. It represents a small, but influential stepping stone in the ZDoom history tree.
Note: This is specifcally about R1963 which as far as i know contained the ZDuke port based on ZDoom 2.0.48.
I don't have high hopes anyone has something laying around, but nevertheless, lets discuss and explore. If nothing else comes from it, then atleast there is now some sort of official thread regarding this lost legacy.
Sources:
Topic discussing Build in Doom stuff: viewtopic.php?f=3&t=22268
The R1963 release notes (R1962 on displaly as R1963 is considered lost for now): https://zdoom.org/Changelog/1963/files
EDIT: The R1963 release notes redirected to the wrong page. This is fixed.