port to GZDoom?

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Shh, don't let AJ hear you, let us have v1.09.1 first. Then you may talk to AJ about this. Just don't say I hadn't told you so when he starts sacrificing beetles to please the higher gods :twisted:
 
Listen, this has been mentioned before, but it was aq while ago. SRB2 has gone too far away from the original engine that a "port" would be next to impossible. The most you may get out of it is a few bit of code, such as the lighting or something.
 
I don't believe this is the first time it was brought up - I recall mentioning it before.

To which I recall JTE saying the only thing stopping him is the fact that all the builds of ZDOOM he compiles tend to not work. Or something like that. He'll have to elaborate if that's not right.

But yeah, this would have huge potential. ACS, Thing tags, slopes AND FOFs, fully custom enemies (maybe?) through DECORATE, external cameras, a TITLEMAP, hi-res/quality texture support, and a lot more. The only problem is, that'd take a ridiculous amount of time, and, well, it also would nix compatibility on lower-end machines. That is, machines that were made before, like, 1998 or something.
 
Blue Blur's right on the money - SRB2's so different now, that to move it to a different port would be a rewrite and not a port. Moving SRB2 to GZDoom would take just as much work as if we ported it to Quake 2.

Sure, the ACS might be great, Shadow Hog, but everything in SRB2 would have to be written to accomodate ACS, and new ACS functions would have to be written to use SRB2-specific things, etc. Same with the other stuff. It doesn't just happen automatically.

...what's a TITLEMAP?
 
AJ, do bear in mind that I know there's no chance in Heck (cue that jazz tune from EWJ!) that such a port can or will be made, if only due to the sheer amount of effort it would take for a minimum-to-moderate gain. But hey, I can dream, can't I? ;P (Besides, I did prefer ACS to linedef executors, myself...)

As for TITLEMAPs, basically you make a map, put in all sorts of fancy ACS scripting to make it look nice, and then title the map TITLEMAP instead of MAPxx. The result would be that loading it up in ZDOOM will forgo the title screen (and subsequent screens) and display the map you made in the background instead. Of course, you can't control it, hence why you have ACS scripting in there for a moving camera or cutscene or something to make it much more than staring at a motionless scene. It's actually a very neat feature.
 
Yes, I am well aware that it would be a complete rewrite in order to port it. That's what I was trying to do. But I was stopped because I could not properly compile ZDoom with Dev-C++, but that's the only compiler I can really use... However, this has been fixed in newer versions of ZDoom, so it's not a problem anymore... I just lost interest in the idea. :(

Yes, I have certainly heard of GZDoom before. I was planning on backporting the FOFs from it in porting SRB2, but since the project never got anywhere, I decided to make SRB2JTE instead...
 
Shadow Hog said:
AJ, do bear in mind that I know there's no chance in Heck (cue that jazz tune from EWJ!) that such a port can or will be made, if only due to the sheer amount of effort it would take for a minimum-to-moderate gain. But hey, I can dream, can't I? ;P (Besides, I did prefer ACS to linedef executors, myself...)

Yeah, I'm not chewing you out or anything, I'm just responding to that for the sake of other people.

The TITLEMAP thing sounds neato.
 
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