Duke3d or Shadow Warrior Support?

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Rad

Duke3d or Shadow Warrior Support?

Post by Rad »

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
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HotWax
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Post by HotWax »

ZDoom is based off the Doom engine, not the Build engine. Randy has a very preliminary Duke 3D port in the works, but it's really buggy and limited at the moment and not available to the general public.
Rad

Post by Rad »

Thanks for the reply, will be looking forward to this one.
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Biff
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Post by Biff »

For Duke right now, look here

http://jonof.edgenetwork.org/buildport/duke3d/

It's coming along....slowly as far as multiplayer.
rpeter
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Post by rpeter »

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)
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Graf Zahl
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Post by Graf Zahl »

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.
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Post by Cyb »

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
rpeter
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Post by rpeter »

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.
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Ultraviolet
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Post by Ultraviolet »

It's the flat-sprites that would be coolest... convincingly 3d sprite bridges that you can sometimes shoot and watch fall...
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HotWax
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Post by HotWax »

rpeter wrote:A separate Duke engine makes little sense, other than the challenge itself to compete with JonoF and Ken.
...and the fact that the Build engine code is completely different than the Doom code.

Just because two games are FPS'es doesn't mean they can both share the same engine and will behave exactly like each other.
rpeter
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Post by rpeter »

True.

Still, if you have a hammer everything looks like a nail.

So, how about Quake support? ( :lol: )
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Post by Matt »

If there's Quake support I want a hammer in it. :D
NiGHTMARE
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Post by NiGHTMARE »

If there's Quake support I want to destroy it with an extremely large hammer.
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HotWax
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Post by HotWax »

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.
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Graf Zahl
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Post by Graf Zahl »

NiGHTMARE wrote:If there's Quake support I want to destroy it with an extremely large hammer.
You may want to try the one from one of Quake's mission packs. :P
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