Graf Zahl wrote:
Doubtful. Remember - this is mostly the original state of the code. EDuke is so heavily dependent on the changes made by JFDuke it cannot go back to the roots - feature wise it wouldn't make any sense. The main problem is - JFDuke, while adding cool stuff, hasn't done the code quality any favor. And when you think about it, the transition from JFDuke to EDuke32 was 13 years ago - and in all that time nobody ever thought about refactoring the problem spots, the main addition was more and more scripting crutches that make the engine infinitely hard to handle these days.
I was thinking along the lines of the start up code and the menu system - Though, admittely, stuff like that would also exist in ZDoom itself already.
jdredalert wrote:I know it's probably too early for this since the source code has just resurfaced, but is it too much to dream with another take on ZDuke, development wise?
I can't see that happening honestly.There is way too much exit points inbetween the Doom core and the Build core for it to handle, let alone that both pieces of code are designed around a vastly different design philosophy. In Build's case that would be
convoluted given who made it. Its amazing that it works considering, but in terms of third party friendlyness, everyone, including Duke members, would have to agree that the Doom engine has a better position here.
Note that i am not talking about modding, but rather reading the code and applying improvements on it.
What
could be interesting but which isn't present in ZDuke is fulfilling a full grown Polymost implementation so ZDoom gains true 3D rendering support. But likewise, history gives a good reason why that never came to full fruition.
Graf Zahl wrote:This code? No chance. It's simply too old. Remember: Despite the misgivings I have with the direction Build ports took, it has been 16 years in which development has not stood still.
The only thing of real interest is that this features a basic port of the sound system to FMod. EDuke and all its child ports still use a primitive homegrown 2D sound mixer, so for an eventual migration off that thing there may be some pointers in here how to do it. Beyond that - nah.
Indeed. At best, it provides a
glimpse of what one could use - Even using code out of the source you would definitely need to spice it up modern standards. Nevertheless, it remains an interesting piece of code for various reasons and most importantly, the
option now exists to examine, learn or experiment with it.
Which is more than anyone ever could ask for in the first place, its a novelty port in the ZDoom/Build history tree after all.
Blzut3 wrote:
Don't read so much into file dates. It was just uploaded. I'm not sure what that 2007 date is, I would say "when these forums switched to phpBB 3.0" but I don't think we used beta versions of phpBB?
Build engine asm file. There are a few other files dated in June.
Noted, it was just a passing mention, nothing more.
Regarding the second bit: Interesting, i just went off by the logs initially. I guess it saw some look ups then, but obviously, nothing significant.
Blzut3 wrote:
Definitely WinRAR.

Sorry, I've had too many people think it's acceptable to send me a rar file and made my life more difficult. When you have a public domain compression algorithm that achieves similar ratios (LZMA) I have no idea why people insist on using the proprietary one. (I'm going to assume Graf hates WinRAR for similar reasons but I can't speak for him.)
I don't even know what people find so great about the WinRAR file manager either (compared to all the other tools available anyway).
Can't provide you a proper answer there. I am just a user of the program, not someone that works with compression methods and all. And for that job, it is sufficient (Else why would you sell it in the first place). Developers, such as yourself and Graf will have a different perspective of it, i am just saying, here i am the consumer's POV.
jdredalert wrote:
Well, shame. But i was expecting that, specially after that thread about a GZDoom-like engine for Build and the George.txt file that describes how much of a pain was to work with Silverman's code. Now this is just out of curiosity,but let's say someone starts to work on the ZDuke code, how doable would be adding Duke-oriented Decorate lump to it? I think the greatest strength of the ZDoom family is how easy it is to make mods for it. In a hypothetical scenario were someone decides to make ZDuke into something more than just a piece of history, would that be even possible?
The question should rather be why you would use such old code for that. I would rather backport whatever is useful to either a Duke based source port, or grab a more recent zDoom build and work from there.
Something like what you are suggesting would/could be in the same realm as Randi's Polymost integration - Experimental, for sure, and perhaps someone may find a use out of it, but ultimately, it would be a case of
''How much additional work will this non related to DOOM code cost me?''.
Ultimately, i would rather wager, perhaps Team Build should first look at other things from ZDoom to implement in their own code - Be as it may, ZDoom's code is rather universally better to read than the spaghetti code of Build, though ofcourse veterans may have implemented their own features to it.
Even me as a non-programmer (But with knowledge of how things work) can read ZDoom code better than Build code, and that's not even without the commentary that's added in. If Dr.Smallbrains can read it, then i am fairly certain any Build dev can.
EDIT: Catch-22: Basically Rachael is saying the same thing as i do, to the point of calling it
''spaghetti''
To add to that: Nowhere will i say Ken is a shitty programmer - Far from it. Nor will i say anything bad on his release policies as he includes sources for everything. And i do think it would be interesting to look at code from his other engines (Polytex, Kenvex, Cubes5 and Voxlap) but, assuming Build 2 is equally spaghetti (As noted by Graf), i would expect similar there.
Silverman was and is a brilliant coder, but as the George.txt mentions, Silverman has little affinity with system design and
coherency.