Linked Portals

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TIHan
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Linked Portals

Post by TIHan »

I think it would be efficient to have linked portals in ZDoom. I was thinking about what if someone wanted to create a complete Duke Nukem 3d conversion, he would need to have linked portals in order to fully pull it off. It probably isn't needed, but it would prove useful in many situations.
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Zippy
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Re: Linked Portals

Post by Zippy »

Sounds great!

Are you going to do it?





And there in lies the problem of course. Getting somebody to do it, either from scratch or based off somebody else's existing portal code.
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MasterOFDeath
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Re: Linked Portals

Post by MasterOFDeath »

I believe linked portals were a sucess in Eternity, but the same can't be said for ZDoom. I seem to recall hearing that they weren't possible with ZDoom's renderer unfortunately.
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TIHan
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Re: Linked Portals

Post by TIHan »

MasterOFDeath wrote:I believe linked portals were a sucess in Eternity, but the same can't be said for ZDoom. I seem to recall hearing that they weren't possible with ZDoom's renderer unfortunately.
Anything is possible if you are a good programmer.
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Graf Zahl
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Re: Linked Portals

Post by Graf Zahl »

Only if that programmer has the time and desire to work with the relevant code.

I don't have any of these.
RazTK
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Re: Linked Portals

Post by RazTK »

Also, don't even think about using the code from Eternity:
Quasar at Doomworld wrote:Also please keep in mind that if ZDoom and its derivatives want to implement this, they're going to need to do it from scratch. We've not given permission for any EE code to be used under BSD license. And I'm really looking at the multiplayer ports that are closed-source when I say this, as they could take whatever they wanted and no one would be able to verify where it came from. If linked portals popped up in such a port in short order, I would be highly suspicious. It has taken a couple of years to get them to the point they are now at, including all the work on basic non-linked portals that has to be done first.
:nope:
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Graf Zahl
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Re: Linked Portals

Post by Graf Zahl »

If I had the time to work myself through all of it I'm quite sure I could produce something that at least looks like an independent implementation. But it won't happen because I consider such a work a waste of time.

For the ZDoom software renderer I have little hope anyway since it doesn't even manage to get the simplest form of portals to work in an acceptable manner.

If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...? ;)

(And now take one goddamn guess why I want Doomscript - now! :twisted: )


However, if this was only about preventing the closed source multiplayer ports from using this stuff, I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
skadoomer
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Re: Linked Portals

Post by skadoomer »

Graf Zahl wrote:If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it.
You have no idea how happy this would make me.
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Necromage
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Re: Linked Portals

Post by Necromage »

I think I have a pretty good idea. :P
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Cutmanmike
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Re: Linked Portals

Post by Cutmanmike »

Graf Zahl wrote:The next big thing I am working on will receive a stricter license that requires a source release!
Hehe. The evil revenge of Graf Zahl! :wink:

Yet another good reason to wait for doomscript surfaces. Oh Randy, where for art thou (motivation)?
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zwouth
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Re: Linked Portals

Post by zwouth »

Graf Zahl wrote:I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
Ouch. I may be way off, but I mean it's DooM. Is Carnevil going to release a commercial version of SkullTag or what? Yea I know that's impossible with the licencing.

And like ARGH goddamnit Raven, why do they not clarify Heretic/Hexen code. *sigh* (dead horse)

*me shuts up now*
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Graf Zahl
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Re: Linked Portals

Post by Graf Zahl »

zwouth wrote:
Graf Zahl wrote:I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
Ouch. I may be way off, but I mean it's DooM. Is Carnevil going to release a commercial version of SkullTag or what? Yea I know that's impossible with the licencing.

No, but he sure can't use any code that makes source disclosure mandatory.
SoM
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Re: Linked Portals

Post by SoM »

Graf Zahl wrote:If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...? ;)
Heh... and what will you do when I obfusicate the portal code? MWAHAHAHAHAHA!!! :twisted:
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Graf Zahl
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Re: Linked Portals

Post by Graf Zahl »

Ha ha!

At least I still have the current version. :P (not that I'm really thinking about it...)
SoM
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Re: Linked Portals

Post by SoM »

Graf Zahl wrote:Ha ha!

At least I still have the current version. :P (not that I'm really thinking about it...)
heh obfusicating the code would be about the dumbest thing I could do ;) I would not be able to debug it if I could no longer read it. :)
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