Maes
I like big butts!

Posts: 8664
Registered: 07-06 |
It may sound like a rhethorical question, but other than the usual unfixed Doom bugs, how "ready to run" is the linuxdoom 1.10 source code considered to be, seeing how it's used as a base for many "proof of concept" Doom ports?
OK, I never hid the fact that I used it as a base for Mocha Doom (which might have been a bad decision after all, and in fact I'm trying to move away from it), but I encountered many parts of the code that are, well, too broken to really make a viable source port out of it by just throwing a video/sound library at it and slapping it on a generic C compiler (or cross compiler to Javascript/Actionscript, as the recent trend seems to be).
Some of the stuff I needed to fix by hand once I realized they were really broken:
- Proper IWAD support for anything other than Shareware, non-ultimate Doom (registered) and Doom II. There are literally dozens of places where TNT/Plutonia and even Ultimate (retail) Doom quirks are not properly taken into account. Perhaps one of the weirdest was that Episode 4 switches didn't animate because the initializer didn't discriminate between "retail" and "registered", while the end texts etc. are utterly broken. Also, TNT/Plutonia are not treated uniformly as "commercial" where appropriate, with proper support being left as somewhat of an "exercise for the reader".
- Sound, but that's a no-brainer. Still, I discovered a few things that would be broken even with a fully functional sound driver added (e.g. sound handle numbers start out from 0, increase to 100, but never roll back to 0 from 100, there's only code to roll back 0 to 100 :-S
- Gamma settings/palette code also seems like an "exercise for the reader" to guesstimate how to properly implement.
There are probably others, but you get the drift. Is there any sort of "fixed linuxdoom" out there which is actually "almost" ready to use/plug in/convert with those outstanding issues fixed?
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