Doom 64 in GZdoom?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Doom 64 in GZdoom?

Post by Skunk »

Anyone ever consider it?
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Graf Zahl
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Post by Graf Zahl »

Yeah, I once converted one of the TC's levels. It sure can be done but it's a lot of work.
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Post by Skunk »

I wouldn't think it'd be that hard. Just some 3D floors have to be added in. And lights.
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Post by Enjay »

And redefining the monsters, and the scripts, setting up the coloured lighting, doing the weapons... ;)
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Post by Graf Zahl »

You forgot the biggest chunk of all: Writing proper scripts! The TC uses a shitload of Doomsday XG to handle all its effects and all of that has to be converted.

This reminds me of something I posted some time ago on the ZDoom forum about improperly using the word 'just'.

Trust me, a full conversion won't happen - ever! I don't know many people who have the patience to comprehend the TC's XG scripts which is a necessity to make it work. I lost interest after spending several hours on the first level alone.
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Post by Enjay »

Graf Zahl wrote:You forgot the biggest chunk of all: Writing proper scripts!
I mentioned them. However, I didn't emphasise the size of the task as much as you did. ;)
Graf Zahl wrote:This reminds me of something I posted some time ago on the ZDoom forum about improperly using the word 'just'.
Heh, I think I made a very similar post myself. Perhaps it was in response (or in agreement) with yours. Most requests or instructions have the word "just" in them despite the fact that, for the person the post is aimed at, what is required is anything but something you "just" do quickly, casually, or easily.
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Post by Skunk »

Okay okay okay, that's not what I meant. What I meant was a Doom 64 TC would, in fact, look play sound and generally BE better in GZDoom, and that because the levels are already there to work with thanks to Elbryan all it takes at that point is the conversion from one engine to another. Basically by just I mean it won't take... a Mordeth amount of time to do. :P

Also, I didn't know there was any scripting involved in the jDoom version, so I apologize.
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Post by Enjay »

There's scripting in just about every, if not every, level. Think about the number of times that when you pick up something or cross a line monsters spawn, or a number of different sector actions happen... All of those are scripted. And there's bound to be more that I haven't even thought of. Have a poke around inside the TC files and you'll see that it is a pretty significant job.

But I agree, getting it working with GZdoom would be a good thing. I think it would dramatically improve a number of things about it and also make it more likely for people to mod for it.
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Post by Nuxius »

Graf Zahl wrote:Yeah, I once converted one of the TC's levels. It sure can be done but it's a lot of work.
Yeah, I actually messed around with it a bit too. After Kaiser announced he was working on the new version though, I stopped doing anything with it.
Enjay wrote: I think it would dramatically improve a number of things about it and also make it more likely for people to mod for it.
That was one of the things I think bugged Kaiser most about the original PC mod, it was just too difficult to make anything for. According to him, the new version he's working on will be a lot easier to edit for, though.
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Post by Enjay »

Nuxius wrote:the new version he's working on
I didn't know he was working on a new version. That is good news. Which engine is it based on this time?
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Post by Graf Zahl »

Doomsday.
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Post by Nuxius »

No Graf, that's the one DaniJ is working on. The one I'm referring to is completely separate from that one. Whereas DaniJ is converting the original Doom64TC so it can run in the current and future releases of Doomsday, Kaiser is pretty much starting completely from scratch.

I'm not really sure what engine it is based on, it seems to be a custom engine, judging by what he has said of it so far. I know that is using a custom map format, since he thinks that the hacks he had to use to work around Doom's map format limitations were part of the reason why the Doom64TC was so hard to edit for. I also know that he is creating a custom version of Doom Builder that will support this format.

I wish I could find the thread/s on Doomworld for this, I remember that they are buried in other threads (he has never created a new topic announcing this, just posted in others threads where the topic came up).
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Post by Janitor »

i finally asked about this, Samuel Villareal does indeed have a new Doom64 on its way, I'm rather impressed by what he's shown here
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