Game compatibility
Moderator: GZDoom Developers
Game compatibility
Of course this is very hard to do, but the compatibility of ZDoom and the other Doom Engine games are very good. Don't BFG me because I said that:
COMPATIBILITY WITH KEN SILVERMAN'S BUILD ENGINE GAMES!!!!
The graphics, music and sound are very friendly with Doom Engine, but the map format and sector specials would be the hardest (and EVIL) part of the work. Imagine the games that will have a compatibility with ZDoom:
Duke Nukem, Redneck Rampage, Shadow Warrior, Outlaws, Blood, Witchaven 1 and 2...
It's only a suggestion. I know it is far to be released, but it isn't impossible... maybe in ZDoom 9.0 523a....
COMPATIBILITY WITH KEN SILVERMAN'S BUILD ENGINE GAMES!!!!
The graphics, music and sound are very friendly with Doom Engine, but the map format and sector specials would be the hardest (and EVIL) part of the work. Imagine the games that will have a compatibility with ZDoom:
Duke Nukem, Redneck Rampage, Shadow Warrior, Outlaws, Blood, Witchaven 1 and 2...
It's only a suggestion. I know it is far to be released, but it isn't impossible... maybe in ZDoom 9.0 523a....
- HobbsTiger1
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The entire problem with this feature being implemented is contained in the first post. ZDoom uses the Doom engine, these games use the Build engine. AFAIK they don't even use the same file types (wad files) so that would be a big problem. If my memory serves the Build engine was baed heavily off the Doom engine, but was enhanced enough that it could not be easily implemented into modern source ports (ZDoom as an example).
@HobbsTiger1: All true, but (IIRC) Zdoom can already load Build levels (at least Duke ones and maybe Blood I think) and let you look around. Nothing more than that works, and that's a long, long way from supporting the games, but it's interesting none the less.
[edit]Graf beat me to some of that[/edit]
7
[edit]Graf beat me to some of that[/edit]
7
- wildweasel
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Build is not based on Doom at all, unless you consider a phone call between John Carmack and Ken Silverman where Carmack suggested Silverman use sectors to be enough to establish a connection between the two engines. Up until then, the Build engine used raycasting like the Wolfenstein and Ken's Labyrinth engines.HobbsTiger1 wrote:If my memory serves the Build engine was baed heavily off the Doom engine, but was enhanced
- David Ferstat
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Re: Game compatibility
I'm sorry, but to the best of my knowledge LucasArts' Outlaws used an in-house engine. Unless, of course, you're talking about another game, but I don't know any other FPS of about the same era called Outlaws.Daniel wrote:... Duke Nukem, Redneck Rampage, Shadow Warrior, Outlaws, Blood, Witchaven 1 and 2...
- HobbsTiger1
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@Randy, thats the last time I listen to Surbs for anything. He told me Duke and Blood were based off of Doom, but had extra features (Surbs is my best friend and, well, big retro gamer).
Sorry for the misinformation, and forgive me if I don't show up for a while, I do belive you get arrested for domestic disturbance
Sorry for the misinformation, and forgive me if I don't show up for a while, I do belive you get arrested for domestic disturbance
- DoomRater
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A quick shot, have you tried using NTFS4DOS? That might get you a native DOS environment in which to run it, with some clever use of modded 98 boot disks and the right DOS drivers.NiGHTMARE wrote:I just want a port for Exhumed/Powerslave :). It won't work properly even with DosBox.