Duke3d or Shadow Warrior Support?
Duke3d or Shadow Warrior Support?
I Just wanted to say thanks for what you have created. Its nice to play some of my favorite games again.
Just wondering if you have any plans for Dukenukem 3d or Shadow warrior, two of my other favorites.
Thanks again,
Rad
Just wondering if you have any plans for Dukenukem 3d or Shadow warrior, two of my other favorites.
Thanks again,
Rad
For Duke right now, look here
http://jonof.edgenetwork.org/buildport/duke3d/
It's coming along....slowly as far as multiplayer.
http://jonof.edgenetwork.org/buildport/duke3d/
It's coming along....slowly as far as multiplayer.
Actually, ZDoom isn't THAT Doom-based for quite some time now, it does contain build engine code. It already has code to load duke and blood maps. I think duke support is already on Randy's list (since duke source code is available, not sure about its licence), Shadow Warrior and Blood support is not possible, unless someone reinvents its code (like monster AI).
(I wonder if Ken's polymost engine can be applied to ZDoom, in the interest of Timmie)
(I wonder if Ken's polymost engine can be applied to ZDoom, in the interest of Timmie)
- Graf Zahl
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Duke3D source is GPL.
And even though Randy has used some Build code in the renderer this doesn't mean that there is any chance of getting Duke3D support running in ZDoom. The engines are just too different. If Randy should ever decide to do Duke3D it should be as a separate project. Then again, I think the existing Duke ports are sufficient. There haven't been many good user maps and what's available right now is enough to play the original game.
And even though Randy has used some Build code in the renderer this doesn't mean that there is any chance of getting Duke3D support running in ZDoom. The engines are just too different. If Randy should ever decide to do Duke3D it should be as a separate project. Then again, I think the existing Duke ports are sufficient. There haven't been many good user maps and what's available right now is enough to play the original game.
it doesn't actually load build engine maps, it just converts them to hexen format and textures them, but they don't have any of the features that make build different from ZDoom, nor are they working maps outside of the fact that you can walk around in them.
with dumpmap and the duke resources, one could probably make a fairly accurate duke3d TC (with some effort) however
with dumpmap and the duke resources, one could probably make a fairly accurate duke3d TC (with some effort) however
A separate Duke engine makes little sense, other than the challenge itself to compete with JonoF and Ken.
Enhancing the Doom engine with build's features sounds good, but I'm not a level designer.
As a game theme, mixing lizard troopers and imps sounds stupid. As a matter of fact I don't like the idea of D'Sparil and Doom's techno monsters appearing in the same map either.
Enhancing the Doom engine with build's features sounds good, but I'm not a level designer.
As a game theme, mixing lizard troopers and imps sounds stupid. As a matter of fact I don't like the idea of D'Sparil and Doom's techno monsters appearing in the same map either.
- Ultraviolet
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...and the fact that the Build engine code is completely different than the Doom code.rpeter wrote:A separate Duke engine makes little sense, other than the challenge itself to compete with JonoF and Ken.
Just because two games are FPS'es doesn't mean they can both share the same engine and will behave exactly like each other.
Just keep in mind that for you, the end user, Doom, Duke 3D, Quake, and Unreal Tournament all look roughly the same. Not so for the programmer who has to somehow create an engine that can process all of those formats while maintaining the feel (read: physics) of each individual game. Doom's physics code is a mess that Randy has expressed hesitation to screw with. It is undoubtably nothing like Duke 3D's or Quake's. Therefore, you'd have to have separate physics engines (at the least) to be able to run all of those games. And then you run into what happens when you bring a Quake enemy into Doom. Does he follow Doom physics, or Quake's?
See, it's not so straightforward and simple on the inside as it might appear on the outside.
See, it's not so straightforward and simple on the inside as it might appear on the outside.