Obligatory Legacy of Rust/ Nightdive Doom Port thread

If it's not ZDoom, it goes here.
User avatar
Phredreeke
Posts: 309
Joined: Tue Apr 10, 2018 8:14 am

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Phredreeke »

Criticism of the technical implementation of ID24 goes above my head.
I didn't specifically comment on the community WAD interface, but it's a mess (this does not apply to the Switch version, which only gets curated addons as in the previous port)
What I was referring to were claims of the kind that Bethesda is taking an open source game and making it closed source. You can do anything in Doom ports today as you could last month.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by zrrion the insect »

Honestly unless people start making things for ID24 who aren't working for/with id then the best thing to do is probably just make a compatibility patch rather than native support for the new features. Recreate what's there and if someone down the line makes something noteworthy for ID24 they can make their own compat patch.
User avatar
AliciaPendragon
Posts: 196
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by AliciaPendragon »

Funny thing is, I was about to ask if GZDoom was going to be updated for ID24 support.

As the animated skyboxes and custom intermission screens look cool, and could be something that spices up the other iwads.
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by scalliano »

Personally I'd be happy with DECORATE/ZScript lumps for the new actors.
User avatar
Xterra
Posts: 69
Joined: Thu Feb 24, 2011 3:20 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win7 SP1 / Tiny10 dualboot
Graphics Processor: nVidia with Vulkan support
Location: The ragged edge of disaster ('Bama)

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Xterra »

scalliano wrote: Wed Aug 21, 2024 4:26 pm Personally I'd be happy with DECORATE/ZScript lumps for the new actors.
Same. It wouldn't be hard, and a friend and I worked on a not-for-distribution autoloader which pretty much ported everything bar the weapons (because they're kinda shitty TBH) and animated skyboxes to much more GZ-friendly DEC/MAPINFO/LANGUAGE/TEXTURES lumps, and...it was a touch tedious but it's doable.

The main concern's distribution, because while I'm pretty sure the powers-that-be wouldn't whine about the assets being ported to a sourceport or a mod (for compatibility + ID24 standard-adoption reasons), the entire addon with its maps is another thing entirely. Falls under the same thing as TNT and Plutonia. If such a GZ port were made, there'd have to be some instructions or a utility for the player to provide their (preferably legitimate) id1.wad and fill in the gaps (kinda like WadSmoosh).
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Gez »

The file id24res.wad should be attempted to be automatically loaded before the IWAD when starting a Doom game. That contains the needed assets for all the new actors from the ID24 standard.

The file id1.wad is a different thing entirely; it also contains textures, music, and levels; plus some DEHACKED patch that would be #1 unneeded if we implement the ID24 standard actors, and #2 unwanted as it replaces the plasma and BFG, instead of adding the new weapons in new slots. Because yes, despite the confusion, Legacy of Rust is not actually using the ID24 standard but the MBF21+DSDHacked standard.

The custom animations shouldn't be too much of an issue; GZDoom already supports that, though with a different format. The ID24 version uses JSON. GZDoom already features a JSON parser (saved games are in JSON format after all) so that shouldn't be too much of an issue.

The new sky definitions are a bit more work, though.

But the really annoying thing will be the DEHACKED extensions.
User avatar
Xterra
Posts: 69
Joined: Thu Feb 24, 2011 3:20 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win7 SP1 / Tiny10 dualboot
Graphics Processor: nVidia with Vulkan support
Location: The ragged edge of disaster ('Bama)

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Xterra »

Gez wrote: Thu Aug 22, 2024 9:47 am ...and #2 unwanted as it replaces the plasma and BFG, instead of adding the new weapons in new slots. Because yes, despite the confusion, Legacy of Rust is not actually using the ID24 standard but the MBF21+DSDHacked standard.
I have heard some unverified scuttlebutt about those weapons (and their matching ammo, fuel) intended to be actually, properly added alongside the PR, BFG and cells, so that either complicates things or makes them easier.

The definitions themselves are easy enough to port anyway, since DECOHACK is legit just DECORATE with the serial numbers filed off, and GZ already supports most of them anyway. Those DEH extensions, though...God, what were they thinking?
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Gez »

Xterra wrote: Thu Aug 22, 2024 4:00 pm I have heard some unverified scuttlebutt about those weapons (and their matching ammo, fuel) intended to be actually, properly added alongside the PR, BFG and cells, so that either complicates things or makes them easier.
Yes, in ID24 standard, they are additional weapons in additional slots with an additional ammo type. In MBF21 (which is what LoR uses at the moment), that's not possible so they're replacements. That's why I point out that LoR is not using the ID24 standard.

If you look at the content of id24res.wad you'll find STAMMO24 and STARMS24, which are quite explicit.
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by scalliano »

Xterra wrote: Thu Aug 22, 2024 4:00 pm The definitions themselves are easy enough to port anyway, since DECOHACK is legit just DECORATE with the serial numbers filed off, and GZ already supports most of them anyway. Those DEH extensions, though...God, what were they thinking?
Just had a quick look at the DECOHACK lump in id1-res.wad and yes, it is uncannily similar. This should be less of a pain in the arse than I had anticipated.
User avatar
Xterra
Posts: 69
Joined: Thu Feb 24, 2011 3:20 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win7 SP1 / Tiny10 dualboot
Graphics Processor: nVidia with Vulkan support
Location: The ragged edge of disaster ('Bama)

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Xterra »

scalliano wrote: Fri Aug 23, 2024 12:28 pm Just had a quick look at the DECOHACK lump in id1-res.wad and yes, it is uncannily similar. This should be less of a pain in the arse than I had anticipated.
The UMAPINFO also isn't hard to convert to more GZ-friendly MAPINFO + LANGUAGE as well, though that'd only be of use if you intend to WadSmoosh it (which I have done for myself).
DECOHACK really is just a variant of DECORATE made for DoomTools to convert into MBF21-standard DEH lumps.
User avatar
Rachael
Posts: 13797
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Rachael »

GZDoom already supports UMAPINFO it is a standard that was agreed upon by other source port devs, they came together to draft it up.
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Gez »

There's a few UMAPINFO features currently lacking in GZDoom, though. It's missing at least the "label" and "author" fields.
https://doomwiki.org/wiki/UMAPINFO#Revisions
User avatar
Xterra
Posts: 69
Joined: Thu Feb 24, 2011 3:20 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win7 SP1 / Tiny10 dualboot
Graphics Processor: nVidia with Vulkan support
Location: The ragged edge of disaster ('Bama)

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Xterra »

Rachael wrote: Fri Aug 23, 2024 10:48 pm GZDoom already supports UMAPINFO it is a standard that was agreed upon by other source port devs, they came together to draft it up.
I'm aware; however, at the moment, as Gez said, GZ's support of it is a touch lacking compared to ZMAPINFO standards, and ZMAPINFO is a lot more manageable to use when you're compiling shitloads of different mapsets into an all-in-one package.
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by scalliano »

Xterra wrote: Fri Aug 23, 2024 4:15 pm The UMAPINFO also isn't hard to convert to more GZ-friendly MAPINFO + LANGUAGE as well, though that'd only be of use if you intend to WadSmoosh it (which I have done for myself).
DECOHACK really is just a variant of DECORATE made for DoomTools to convert into MBF21-standard DEH lumps.
Might look into that actually (and incorporating in into WadSmoosh) - if for no other reason than getting the PSX fire sky working on the maps that feature it.

I have been able to do a quick-and-dirty conversion of all of the LoR monsters over to DECORATE - the only thing I'm tripping over at the minute is getting the Shock Trooper's head/torso to spawn/fall properly.
User avatar
Xterra
Posts: 69
Joined: Thu Feb 24, 2011 3:20 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win7 SP1 / Tiny10 dualboot
Graphics Processor: nVidia with Vulkan support
Location: The ragged edge of disaster ('Bama)

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread

Post by Xterra »

scalliano wrote: Sat Aug 24, 2024 1:39 pm Might look into that actually (and incorporating in into WadSmoosh) - if for no other reason than getting the PSX fire sky working on the maps that feature it.

I have been able to do a quick-and-dirty conversion of all of the LoR monsters over to DECORATE - the only thing I'm tripping over at the minute is getting the Shock Trooper's head/torso to spawn/fall properly.
It's certainly doable, on both fronts; the DEC conversion I've got with SilentZorah has the head spawn and fall correctly. I don't know how SZ did it at the moment, as I haven't looked at the code as of writing.

Return to “Off-Topic”