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kristus
Godlike/Doglike


Posts: 6311
Registered: 07-00


I was lazy and didn't read the entire discussion.
So, if it's a common misconception that Zdoom use Quake code, then what about the supposed Build code?


Quasar said:
However, ZDoom 1.18b's p_effect.c is nearly line-identical to Fusion's p_effect.c -- why did the Fusion author get permission to recast this code as GPL when I did not? :(


Fusion?

Old Post 07-30-08 08:50 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10410
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http://doomquarter.tripod.com/fusion.htm


Quasar said:
However, ZDoom 1.18b's p_effect.c is nearly line-identical to Fusion's p_effect.c -- why did the Fusion author get permission to recast this code as GPL when I did not? :(
Is there any concrete reason why the ZDoom coders said no to you? (If they did, explicitly.) Is that part of the code based on something non-free? Besides, the Odamex team got permission to relicense ZDoom v1.22 to the GPL once they removed any conflicting code, if I am not mistaken.

Old Post 07-30-08 09:17 #
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Gez
Member


Posts: 382
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There is some Build code in there, though I'm not sure whether it's really used (or usable). (There's a half-functional polymost renderer that doesn't do texture mapping, and ZDoom is able to load a Build map but not to a point where you could play it.) I think nobody would notice if the Build code was removed.

Old Post 07-30-08 11:25 #
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Kyka
needs to LURK MORE


Posts: 483
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Heya guys. This will probably turn out to be a noob question, as you people clearly know a lot more about this stuff than I do, but when I first got into editing, I used a couple of programs that I couldn't see on the chart anywhere. There was DEU, then later WinDEU and DEUtex. Was wondering why these weren't on the chart, or is the chart more about code derivation than the completed utilities themselves?

Old Post 08-05-08 14:01 #
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Ralphis
Everything I do involves penises


Posts: 7801
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Kyka said:
Heya guys. This will probably turn out to be a noob question, as you people clearly know a lot more about this stuff than I do, but when I first got into editing, I used a couple of programs that I couldn't see on the chart anywhere. There was DEU, then later WinDEU and DEUtex. Was wondering why these weren't on the chart, or is the chart more about code derivation than the completed utilities themselves?


Those are level editors. Everything on the chart tracks modifications from the original Doom code and the paths they took to their respective source ports

Old Post 08-05-08 14:07 #
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Kyka
needs to LURK MORE


Posts: 483
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<--facepalm.

Told you it was a noob question. I guess thats how we learn though eh...

*sigh

Nice work on the chart.

Thanks Ralphis for answering my silly question btw.

Old Post 08-05-08 15:49 #
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leileilol
dork stalker


Posts: 2437
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Gez said:
I think nobody would notice if the Build code was removed.

Then there would be no slopes!

Old Post 08-05-08 23:38 #
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GhostlyDeath
Mini-Member


Posts: 54
Registered: 08-05


Sorry for the bump, but I updated the graph!

Old Post 08-11-08 22:26 #
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Chilly Willy
Newbie


Posts: 6
Registered: 08-08


You have the old PSP Doom in the graph, which is fine, but not the new Doom for PSP v1.4. It's not based on the old PSP Doom at all, but a completely new conversion based on the ADoomPPC (v1.7) code.

Old Post 08-12-08 01:09 #
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iceman57
Junior Member


Posts: 183
Registered: 11-06



Chilly Willy said:
You have the old PSP Doom in the graph, which is fine, but not the new Doom for PSP v1.4. It's not based on the old PSP Doom at all, but a completely new conversion based on the ADoomPPC (v1.7) code.


That certainly explains why your "Doom for PSP" port is REALLY better than "PSP Doom" :D

"Doom for PSP wins",... "Fatality"...
http://www.emunova.net/img/dossiers/mortalkombat/cage-fatality3.png

Question :
What about "C2DOOM" (Nokia smarphones, Ngage) and "DSDOOM" (Nintendo DS one based on PRBOOM) ?
Didn't see them in the graph...

Last edited by iceman57 on 08-23-08 at 00:18

Old Post 08-23-08 00:09 #
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GreyGhost
Senior Member


Posts: 1031
Registered: 01-08


Are you looking at the most recent graph? C2Doom branches from SDLDoom (below and to the right of Boom v2.02) and DSDoom is bottom-centre branching from PrBoom v2.4.2

Old Post 08-25-08 14:59 #
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iceman57
Junior Member


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Apologies for C2DOOM, what about DSDOOM ?... ( Don't forget WIIDOOM too :D )

Old Post 08-25-08 18:23 #
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spank
I'm afraid of Americans


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I posted this at http://www.reddit.com/goto?id=6y3wf, I hope that's OK.

Old Post 08-26-08 18:33 #
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iceman57
Junior Member


Posts: 183
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Chilly Willy said:
You have the old PSP Doom in the graph, which is fine, but not the new Doom for PSP v1.4. It's not based on the old PSP Doom at all, but a completely new conversion based on the ADoomPPC (v1.7) code.


Still miss this great masterpiece of Chilly Willy "DOOM for PSP v1.4" under "ADOOMPPC" (third column from the right starting with "ADOOM").

Old Post 08-26-08 23:46 #
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GhostlyDeath
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I updated the chart (and hopefully I don't get banned for doing so).

Old Post 10-14-08 04:21 #
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myk
patron mod of ugly ducklings and black sheep


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Heh, what changed?

You could add that Boom was influenced a bit by the v1.9 sources, which the development team apparently had access to. Killough said so once on a webpage of his.

Old Post 10-14-08 04:50 #
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GhostlyDeath
Mini-Member


Posts: 54
Registered: 08-05



myk said:
Heh, what changed?

You could add that Boom was influenced a bit by the v1.9 sources, which the development team apparently had access to. Killough said so once on a webpage of his.



Added ADoomPPC, Chocolate Heretic and Chocolate Hexen; Updated some port's versioning information.

Old Post 10-14-08 08:23 #
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fraggle
Super Moderator


Posts: 4355
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GhostlyDeath said:


Added ADoomPPC, Chocolate Heretic and Chocolate Hexen

Chocolate Heretic/Hexen are not separate ports derived from Chocolate Doom; the three are a single codebase. You would be better off representing it as eg.

(Chocolate Doom v1.1.1) -> (Chocolate Doom future release) <- (GPL Heretic/Hexen Sources)

Old Post 10-14-08 17:43 #
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Vermil
Junior Member


Posts: 187
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Not to mention that the Doomsday lineage remains incorrect ;)

The HeXen, Heretic and Doom sources would each branch to JHeXen, JHeretic and JDoom respectively.

Each Jport would then have a single branch that leads into Doomsday 0.96>. I wouldn't worry about representing the plugins.

Doomsday 0.96> would then have a single branch leading to Doomsday 1.7.14.

Branching off of Doomsday 1.7.14 would be both Doomsday 1.9.0 and Boomsday.

The final version of Doom64TC was also built off Doomsday 1.7.14 IIRC and was technically its own port in that it wasn't a plugin to the Doomsday engine so maybe that could be added as a branch off 1.7.14 as well.

Then branching off Boomsday, would be Risen3D.

Last edited by Vermil on 10-14-08 at 18:25

Old Post 10-14-08 18:11 #
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