tedge Posted January 9, 2020 (edited) I ported the DoomEd sources to Mac/Linux/BSD. The Mac binary, Linux install scripts, & source code are available at: http://twilightedge.com/mac/redoomed Demo video: 22 Share this post Link to post
Triple_sSs Posted January 9, 2020 I was wondering when someone would try porting DoomEd to modern systems, awesome! "DoomEd the way id did" project anyone? 3 Share this post Link to post
Redneckerz Posted January 9, 2020 Doom 2020 is off to a good start, then! For those who want to map Doom the old skool way, a bit like a Chocolate Doom Builder of some sorts. Nice work @tedge and welcome to the Doom Community. 4 Share this post Link to post
andrewj Posted January 10, 2020 Very interesting, it is more featureful than I would have expected for a program of that era. The floating windows would bug the crap out of me though. 0 Share this post Link to post
tedge Posted January 10, 2020 (edited) Here’s a corresponding demo video for the GNUstep version of ReDoomEd. It’s running on Ubuntu Linux 19.10, with the Window Maker window manager. GNUstep’s widgets and Window Maker’s windows/desktop have a NeXTSTEP look & feel, so this version’s closer to what DoomEd looked like on a 1990s NeXTSTEP workstation. 3 Share this post Link to post
tedge Posted January 10, 2020 DoomEd / ReDoomEd screenshot comparison 1993 DoomEd on NeXTSTEP (from Doom Wiki): 2020 ReDoomEd (GNUstep version) on Ubuntu 19.10 with Window Maker: 2020 ReDoomEd (Mac version) on macOS 10.14: 4 Share this post Link to post
Gez Posted January 10, 2020 Any interest in porting it to a crossplatform toolkit such as Qt or wxWidgets? It'd allow to make a Windows build. 0 Share this post Link to post
Graf Zahl Posted January 10, 2020 That might be difficult because it is written in Objective-C. 0 Share this post Link to post
ketmar Posted January 10, 2020 1 hour ago, Gez said: It'd allow to make a Windows build. i believe that there was windows GNUstep port. dunno if it is still alive, though. 0 Share this post Link to post
Triple_sSs Posted January 11, 2020 Looks like this is the first public beta release. But once it's more stable, do you have any plans to add more features/enhancements/compatibility like those in other modern level editors, e.g. Doom Builder? 0 Share this post Link to post
QuotePilgrim Posted February 4, 2020 (edited) On 1/10/2020 at 7:10 AM, Gez said: Any interest in porting it to a crossplatform toolkit such as Qt or wxWidgets? It'd allow to make a Windows build. That shouldn't be necessary. GNUStep, which is used to compile the Linux version of the program, is also available for Windows, so it should be possible to make a Windows port with the existing source code. I say "should" because I have tried it and failed. Several times, each time making small changes to some source files in order to fix the error messages I was getting, until I ran out of ideas. This is why I am here. I want to know if there's anyone here who has some experience with building GNUStep apps on Windows who's willing to try to build this program, or offer me some help in doing that. On 1/10/2020 at 11:56 PM, Triple_sSs said: Looks like this is the first public beta release. But once it's more stable, do you have any plans to add more features/enhancements/compatibility like those in other modern level editors, e.g. Doom Builder? Don't you think that defeats the purpose of porting the program? 2 Share this post Link to post
ketmar Posted February 4, 2020 35 minutes ago, QuotePilgrim said: Don't you think that defeats the purpose of porting the program? but do you really believe that nobody'll pick it up, and start adding features? ;-) 0 Share this post Link to post
Rainne Posted February 4, 2020 3 minutes ago, ketmar said: but do you really believe that nobody'll pick it up, and start adding features? ;-) Sure, but it'd still be good to have a Chocolate DoomEd to start from, rather than having to start from scratch. 0 Share this post Link to post
QuotePilgrim Posted February 4, 2020 (edited) 4 hours ago, ketmar said: but do you really believe that nobody'll pick it up, and start adding features? ;-) No, I don't. And to be honest I don't know why you would assume I do. I didn't say it won't happen, only that it would be pointless. The whole point of a project like ReDoomEd is to have a program that is as close to the original as possible in functionality, if not identical. Adding features that didn't exist in the original is outside the scope of the project. So I don't believe the program's developer will do that. And besides, if you want Doom Builder features, I don't see why you wouldn't just use Doom Builder. 1 Share this post Link to post
ketmar Posted February 5, 2020 3 hours ago, QuotePilgrim said: And to be honest I don't know why you would assume I do. i was joking. didn't made myself clear enough, sorry. 1 Share this post Link to post
printz Posted April 18, 2020 On 2/4/2020 at 11:50 PM, QuotePilgrim said: No, I don't. And to be honest I don't know why you would assume I do. I didn't say it won't happen, only that it would be pointless. The whole point of a project like ReDoomEd is to have a program that is as close to the original as possible in functionality, if not identical. Adding features that didn't exist in the original is outside the scope of the project. So I don't believe the program's developer will do that. And besides, if you want Doom Builder features, I don't see why you wouldn't just use Doom Builder. The point is that macOS doesn't have Doom Builder. Instead it only has some cross platform editors (Eureka, SLADE). This DoomEd would make a nice base for a good native macOS editor. 2 Share this post Link to post
QuotePilgrim Posted April 21, 2020 On 4/18/2020 at 5:50 PM, printz said: The point is that macOS doesn't have Doom Builder. Instead it only has some cross platform editors (Eureka, SLADE). This DoomEd would make a nice base for a good native macOS editor. I see. I don't use macOS, I run Windows 7 (begrudginlgy), Lubuntu, and Manjaro Linux (which I actually enjoy), so I wouldn't know. I could have looked it up, I guess, but the thought didn't even cross my mind. Out of curiosity, though, what is wrong with SLADE? Is it just the fact that it's not native on its own or does that actually cause problems that the program doesn't have on other platforms? You see, I have tried SLADE and Ultimate Doom Builder, and I like SLADE a lot better. From what I understand there's nothing Doom Builder does that it can't, and it also has many features Doom Builder doesn't because of its wider scope as a general WAD editor rather than only a map editor, which forces people to use SLADE anyway if they use Doom Builder as their map editor. Assuming SLADE runs as well on macOS as it does on the OSes I have installed, I see little reason to have a native program. Being native for the sake of being native is... not a great reason, to say the least. IMHO, that is. 1 Share this post Link to post
ImpieEyez95 Posted April 23, 2020 On 4/21/2020 at 1:21 AM, QuotePilgrim said: I see. I don't use macOS, I run Windows 7 (begrudginlgy), Lubuntu, and Manjaro Linux (which I actually enjoy), so I wouldn't know. I could have looked it up, I guess, but the thought didn't even cross my mind. Out of curiosity, though, what is wrong with SLADE? Is it just the fact that it's not native on its own or does that actually cause problems that the program doesn't have on other platforms? You see, I have tried SLADE and Ultimate Doom Builder, and I like SLADE a lot better. From what I understand there's nothing Doom Builder does that it can't, and it also has many features Doom Builder doesn't because of its wider scope as a general WAD editor rather than only a map editor, which forces people to use SLADE anyway if they use Doom Builder as their map editor. Assuming SLADE runs as well on macOS as it does on the OSes I have installed, I see little reason to have a native program. Being native for the sake of being native is... not a great reason, to say the least. IMHO, that is. On Mac, every time I've used it it has crashed on me. Also, building levels in SLADE is a bit different and cumbersome as compared to what I'm used to (coming from DoomBuilder 1 and 2). It would be great to get ReDoomEd to the point of where it could possibly incorporate features from DoomBuilderX (if the author of that would allow such things) on Mac OS so we would have an editor that is up to par with something like DB-X on Windows, or GZDoomBuilder on Windows... I think the reason (and it's been noted here and elsewhere) is the use of SlimDX? .. if we could find a work-around for it for a Mac Build, to get DBX features ported into ReDoomEd (or just DBX ported over in general) that would be great... 0 Share this post Link to post