[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Ok I did a try to compile it, and I ended up in some points
-It's missing glew-1.10.0 (not included from tutorial since it's a zdoom tutorial not gzdoom)
about the glew library, is that one? "lib/Release/Win32/glew32.lib" because there's the release and release mx folder, also, include glew32.lib or glew32s.lib?
ok next step was that I'm missing the libgcc_s_sjlj-1.dll file for running GLOOME.exe...
but it compiled over Visual Studio 2013 (just some wrong paths on cmake for openal, sndfile and mpg123 but it was easy fixed)
edit: Found a generic dll over the internet and it's now working
Sugestion: Autoload lights.pk3 since it'll not be more vanilla doom look...
and for people who want to play it with nice midi here're two sugestions:
-Coolsoft Virtual Midi Synth: it's a virtual synthetizer that loads .sf2 file, it's like timidity, but it works for everywhere (windows media player,...)
-YMF262 SYNTH EMULATOR, it's a virtual opl3 synthetizer (actually better than the one inside zdoom [even boths comming from mame, but idk whats going there, maybe zdoom is using some outdated code]) but I would recomend if someone want to use opl3 on their new games, record it to mp3 and it'll be fine
-It's missing glew-1.10.0 (not included from tutorial since it's a zdoom tutorial not gzdoom)
about the glew library, is that one? "lib/Release/Win32/glew32.lib" because there's the release and release mx folder, also, include glew32.lib or glew32s.lib?
ok next step was that I'm missing the libgcc_s_sjlj-1.dll file for running GLOOME.exe...
but it compiled over Visual Studio 2013 (just some wrong paths on cmake for openal, sndfile and mpg123 but it was easy fixed)
edit: Found a generic dll over the internet and it's now working
Sugestion: Autoload lights.pk3 since it'll not be more vanilla doom look...
and for people who want to play it with nice midi here're two sugestions:
-Coolsoft Virtual Midi Synth: it's a virtual synthetizer that loads .sf2 file, it's like timidity, but it works for everywhere (windows media player,...)
-YMF262 SYNTH EMULATOR, it's a virtual opl3 synthetizer (actually better than the one inside zdoom [even boths comming from mame, but idk whats going there, maybe zdoom is using some outdated code]) but I would recomend if someone want to use opl3 on their new games, record it to mp3 and it'll be fine
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Thank you.JPL wrote:This is really cool to see and I'm glad it exists, thanks for the shoutout in the readme! One hope is that this clarifies the remaining work required to remove or make optional (via #ifdef or whatever makes sense) the code in mainline [G]ZDoom that keeps it from being incompatible with commercial and more liberal license use cases.
It seems to be going both ways at once. I've been adding requested features that I think would be useful, and also some more major changes like moving the cheats (i.e. idkfa) to KEYCONF (for the purpose of redefining them).JPL wrote:It seems like there's two possible futures for this project:
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
if people are going to make games with it, it would be nice to be able to disable cheats, I don't remember the last game that I played that had cheat support (hm quake2?)
I just think the only thing required is a good clean up over options menu, there're too many vanila settings that people never touched it, and may feel confused (like opening blender for the first time or visual studio) or maybe, a way to let the modder choice what configurations will be visible to the end use...
I just think the only thing required is a good clean up over options menu, there're too many vanila settings that people never touched it, and may feel confused (like opening blender for the first time or visual studio) or maybe, a way to let the modder choice what configurations will be visible to the end use...
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Agreed w/ibm's last paragraph, but I strongly recommend making sure noclip, give/take, warp and god are always available because
a) Sometimes as players we just want to read the story and see what happens without spending hours learning how to push a sequence of buttons at exactly the right time (sometimes not even an option due to carpal tunnel, work/family/school commitments, etc.)
b) Sometimes people just release glitchy shit and people get stuck
a) Sometimes as players we just want to read the story and see what happens without spending hours learning how to push a sequence of buttons at exactly the right time (sometimes not even an option due to carpal tunnel, work/family/school commitments, etc.)
b) Sometimes people just release glitchy shit and people get stuck
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Working on that right now, actually.ibm5155 wrote:if people are going to make games with it, it would be nice to be able to disable cheats, I don't remember the last game that I played that had cheat support (hm quake2?)
This can already be done with MENUDEFS.5515mbi wrote:I just think the only thing required is a good clean up over options menu, there're too many vanila settings that people never touched it, and may feel confused (like opening blender for the first time or visual studio) or maybe, a way to let the modder choice what configurations will be visible to the end use...
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Ok, everything on my game is working with Gloome, but, there's only one thing that's making me sad, My game had a heretic loading screen modified, it would work fine as a mod, but I never could make it work on a "Doom 2 IWAD" well, I think I'll just drop it .
At least Gloome already detect the two iwads, the portuguese and the english version ( and also load the big file that shares the rest of the game data with both iwads).
I hope I can re-release it today if you guys let me
Also, is there some specific page for each Project 67 & Nocturne in Yellow projects?
EDIT: Also thanks for the great port, ehm, it would be nice to share some binary with people, so they could test it (I already did one windows build, but it came with a file that I think it shouldn't be required...)
AH, before I miss, my game/mod was using gzdoom before, it has a folder called LICENSE, and inside of it there're alot of .txt files talking about bsp, freedoom, doom engine, zlip?,... Do I need to keep that files with Gloome? (they're the same files inside of licenses.zip from zdoom)
At least Gloome already detect the two iwads, the portuguese and the english version ( and also load the big file that shares the rest of the game data with both iwads).
I hope I can re-release it today if you guys let me
Also, is there some specific page for each Project 67 & Nocturne in Yellow projects?
EDIT: Also thanks for the great port, ehm, it would be nice to share some binary with people, so they could test it (I already did one windows build, but it came with a file that I think it shouldn't be required...)
AH, before I miss, my game/mod was using gzdoom before, it has a folder called LICENSE, and inside of it there're alot of .txt files talking about bsp, freedoom, doom engine, zlip?,... Do I need to keep that files with Gloome? (they're the same files inside of licenses.zip from zdoom)
-
- Posts: 191
- Joined: Sun Apr 28, 2013 2:06 am
- Location: RU
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I'M JUST A GUY WHO LIKES TO MAP, KNOWS BASIC ACS AND THAT'S ABOUT IT.
Please keep that in mind, because I have two noob questions that bothers me:
1) Is it still in progress?
2) Do I need some additional knowledge to combine/compile this whole thing together to release it as my own indie game(with own maps,decorate, etc)?
Please keep that in mind, because I have two noob questions that bothers me:
1) Is it still in progress?
2) Do I need some additional knowledge to combine/compile this whole thing together to release it as my own indie game(with own maps,decorate, etc)?
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
You're not noob, and a badass mapper...
2)The situation now is that they only released the source, if you want I can sent my windows compiled build. (it's just like gzdoom 1.8.3 but without some copyrighted stuff)
You just need to edit the iwadinfo inside of engine.pk3 for let Gloome know what maps it needs to check to know it's your IWAD. Also you could load extra .wad files if your wad was detected (like I did on cursed maze, there're two iwads, both only have maps, voices and texts, but they share the CM.wad where all the sprites, decorate and the rest of the game is)
2)The situation now is that they only released the source, if you want I can sent my windows compiled build. (it's just like gzdoom 1.8.3 but without some copyrighted stuff)
You just need to edit the iwadinfo inside of engine.pk3 for let Gloome know what maps it needs to check to know it's your IWAD. Also you could load extra .wad files if your wad was detected (like I did on cursed maze, there're two iwads, both only have maps, voices and texts, but they share the CM.wad where all the sprites, decorate and the rest of the game is)
-
- Posts: 191
- Joined: Sun Apr 28, 2013 2:06 am
- Location: RU
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
ibm, I would highly appreciate that!! I wonder if I can put a puppet IWAD without textures/sprites/sounds etc, and put all this stuff in pk3 folders as usual.
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Yeah.Zeberpal wrote:1) Is it still in progress?
Builds will be uploaded some time soon-ish. I will also be writing up a tutorial for making games with it, probably along with some tools to assist in this.Zeberpal wrote:2) Do I need some additional knowledge to combine/compile this whole thing together to release it as my own indie game(with own maps,decorate, etc)?
No, wildweasel asked us to keep GLOOME projects in this thread.ibm5155 wrote:Also, is there some specific page for each Project 67 & Nocturne in Yellow projects?
The builds I will upload will have a licenses.zip just as ZDoom along with the source code, as it is required by some licenses.ibm5155 wrote:AH, before I miss, my game/mod was using gzdoom before, it has a folder called LICENSE, and inside of it there're alot of .txt files talking about bsp, freedoom, doom engine, zlip?,... Do I need to keep that files with Gloome? (they're the same files inside of licenses.zip from zdoom)
-
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
As requested by a few people, I've set up a public Github/Copy folder for Nocturne, that people can peruse through and poke at whatever they'd like:
https://github.com/TerminusEst13/NocturneInYellow
https://copy.com/l8kOw6GUJwu30lFv
Maps still haven't been started and enemy/weapon graphics are still in placeholder status, but we're picking and stabbing at replacing things bit by bit.
https://github.com/TerminusEst13/NocturneInYellow
https://copy.com/l8kOw6GUJwu30lFv
Maps still haven't been started and enemy/weapon graphics are still in placeholder status, but we're picking and stabbing at replacing things bit by bit.
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I hope it's not too late to ask , but can I already use the build that I made from it for my game?Marrub wrote: Builds will be uploaded some time soon-ish. I will also be writing up a tutorial for making games with it, probably along with some tools to assist in this.
I don't see a need for that since the projects would run over zdoom/gzdoom just fine ( It's like this forum could only post zdoom only projects and not gzdoom only projects, if the project works in both engines I don't see a need for it but, I'll not enter in details over this case).Marrub wrote:No, wildweasel asked us to keep GLOOME projects in this thread.ibm5155 wrote:Also, is there some specific page for each Project 67 & Nocturne in Yellow projects?
And just in case, I'll need to post my GLOOME projects only on this thread or can I make other threads? (Like I already had the cursed maze thread, but it was using gzdoom before)
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Yeah, sure. And I'm not just saying that because I'm legally obligated to.ibm5155 wrote:I hope it's not too late to ask , but can I already use the build that I made from it for my game?Marrub wrote: Builds will be uploaded some time soon-ish. I will also be writing up a tutorial for making games with it, probably along with some tools to assist in this.
They won't, though. GLOOME already has features that are not in mainline (G)ZDoom.ibm5155 wrote:I don't see a need for that since the projects would run over zdoom/gzdoom just fine ( It's like this forum could only post zdoom only projects and not gzdoom only projects, if the project works in both engines I don't see a need for it but, I'll not enter in details over this case).
I'm not sure, you'd have to ask weasel.ibm5155 wrote: And just in case, I'll need to post my GLOOME projects only on this thread or can I make other threads? (Like I already had the cursed maze thread, but it was using gzdoom before)
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I don't remember saying anything about projects being limited to this thread. Just tag it in the title.
-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Just curious, what features does this currently have that (g)zdoom do not?