Graf Zahl wrote:The biggest issue prompting this fork has been addressed by now, i.e. changing the CVAR defaults. I'm not sure there's anything really relevant in here.
What would stop you or Zan from backporting those QoL's back to GZDoom? Because looking at the features it does differently, i am seeing very little that couldn't be taken into account by GZDoom (And for a wider purpose).
It might be personal preference obviously, so in no way am i attacking Zan's decision. I just wonder why the need for an extra fork arose (Which is to be expected considering my stance on it haha).
EDIT: And this has been iterated on by Rachael.
dpJudas wrote:
If only it was that simple. To get things into mainstream GZD you need to go through a (relatively) long process that may not even get your changes in. If I was to release something based on GZDoom some of the first things I'd do would totally not be approved directly as-is and would require a lot of work to even get Graf to consider including it. For better or worse, GZD was made to target Doom games from the 90's and not standalone spinoffs.
Hence why i said
When presented on a platter. I can't possibly reasonably expect that a mere feature suggestion with some sample code would be sufficient for either Graf or Mental to be like:
''You know what, that's a mighty fine idea. In.''. Often this only occurs when either something truly handy is presented or a good solution to an annoying bug is found, in my experience.
Rachael wrote:
I'm sorry - but I disagree vehemently here.
Im glad you do, in fact. All in all i present an argument and i try to represent that argument as sensible as possible - Ofcourse its not absolute, even though my phrasing may make it sound like it is. (This is not done on purpose. Its just how i write.)
Rachael wrote:
The changes I made to hGZDoom are things I do not want in the main GZDoom repo. For one, it does use a specific asset of Hedon, which has no place in the main GZDoom repository. Currently, GZDoom does not allow you to customize its icon, and particularly in order to do so on its executable you must use an icon replacer, or replace the icon in the source and recompile.
Ill basically just build on what ive said to Judas here - I am not saying that a mere suggestion should be in, but
what if the implementation is delivered as-is, ready for inclusion. What would the stance then be?
This also means replacing specific assets with a general one - That's the idea in this case of a patch anyway, to make things general for which you now had to fork specifics for. Because what you are describing in my ears should not defacto be such a hassle that you need to cast a fork out of it.
This is a hypothetical, literal definition, mind you. When taken into account how the
actual situation is, obviously it makes much more sense to fork and i hope you don't think i am denying this. Just taken by a literal sense, in that imaginative perfect world, i would argue that such changes would not absolutely
need a fork.
Rachael wrote:
If GZDoom had to backport this, it would have to be done another way and it would be a lot more work.
And that wouldn't be on Graf/Mental obviously, but on Zan, because its outside the scope of Graf and Mental to work that out.
Graf Zahl wrote:The biggest issue prompting this fork has been addressed by now, i.e. changing the CVAR defaults. I'm not sure there's anything really relevant in here.
Suppose someone else wants to make a standalone game and want these QoL things. Obviously they have to change these to the game they are making, but would such a thing be useful for them? I can't imagine folks making game specific forks just to apply the same thing there. So in that sense, its relevant stuff?