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GooberMan

ID24 - a new feature set standard

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8 minutes ago, Andromeda said:

Important to note that it's a "paywall" that affects a diminute percentage of active classic Doom players, since everyone that owns the game on Steam/GOG/etc. is eligible to a free upgrade to the new version (as has been repeated throughout the thread).

True, but that's why I include it on the idealistic side rather than the practical!

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Posted (edited)
26 minutes ago, Canjul said:

The idea of "new" Doom content that is walled off behind a paywall is disconcerting in a 30 year old game that's been open source for decades. 

Yet this is something that has happened again and again, starting with Master Levels and Final Doom all the way back, then we had No Rest for the Living that was exclusive to the Xbox port. Doom 3 got The Lost Mission, Quake got Dimension of the Machine, Quake II got Call of the Machine, Doom 64 got The Lost Levels...

 

Open-sourcedness has only ever concerned the game logic and never extended to the game content. The IWADs have always been paywalled. Well, except for Shareware versions, but they don't let you run mods.

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7 minutes ago, Gez said:

Quake II got Call of the Machine

Quake 2 also had some pretty massive tech changes to the game code - merging all the expansions together, massively increasing the tick rate, converting to 64-bit, etc. - that had the minor side-effect of rendering every single previous mod ever made incompatible.

 

The community was naturally outraged about this, bitterly arguing against this grave injustice and hounding the developers out with pitchforks. Also, the entire previous sentence was a flagrant lie - people just kinda shrugged and kept making mods, bouncing between the old and new versions as mood dictated.

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5 minutes ago, Gez said:

Yet this is something that has happened again and again, starting with Master Levels and Final Doom all the way back, then we had No Rest for the Living that was exclusive to the Xbox port. Doom 3 got The Lost Mission, Quake got Dimension of the Machine, Quake II got Call of the Machine, Doom 64 got The Lost Levels...

 

Open-sourcedness has only ever concerned the game logic and never extended to the game content. The IWADs have always been paywalled. Well, except for Shareware versions, but they don't let you run mods.

Well this is admittedly where my technical knowledge lets me down a bit, but I think more people were upset at the id24 standard than the new LoR levels. The fear, if I understand correctly, is that future community wads that use it might be off-limit to fans who don't own this new copy.

 

Frankly, I have faith that the community will figure out a way around any issue pretty snappily. I just hope bridges don't get burned before then.

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1 minute ago, Canjul said:

I just hope bridges don't get burned before then.

Bit fucking late for that.

 

17 hours ago, LexiMax said:

I intend to continue contributing to Odamex, and I plan on adding ID24 features to it, but this does make me want to significantly cut back on my engagement with the greater Doom community, as I now feel like people like me have been "othered" and considered the enemy, which is soul-rending for a community that I once considered "home."

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3 minutes ago, Kinsie said:

Bit fucking late for that.

 

I know. Fucking sucks every time drama rears its head.

 

I can't speak to Odamex since I never used it, but I know Lexi worked on MBF21, right? I hope she knows that far more of the community are grateful for her work than the few people who lash out.

 

Honestly, as a lurker for 99% of Doom life and somebody whose technical knowledge ends at hacking together cblood patches, I'm sort of continually in awe of all the awesome shit people in this community have produced. I'm fairly well convinced that the end of No End in Sight, where the only video game left after the apocalypse is Doom, has a pretty solid shot at becoming reality some day.

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10 minutes ago, Redneckerz said:

What i found really disgusting is how this whole ordeal started when Goober was called a gpl launderer: Which is solely intended to piss people off and divide this community. The outcome is clear: It did piss people off and it divided people. dsda-dev's arguments could well be presented in a less than hostile manner - And with evidence given to boot.

 

Now that Goober has replied back, i would ask the same thing. Where is the evidence? Goober has delivered a spec that is out in the open, so the whole GPL antagonizing doesn't even make sense here.

I was wondering about this but didn't ask because the discussion was very heated and i don't have the technical chops that many others here do. So if you don't mind..

 

How i understood things is, Goober said it's a clean room engineered code so it could be licensed for use in consoles that don't support GPL, and license that to bethesda. Because asking everybody involved in the decades old projects is effectively impossible. That must've been a mountain of work to get things working close enough without referring to the original code for legal reasons. 

And here's my lack of understanding, and i don't mean to start the flames again but: is that not license laundering? Legally it isn't. It's not the same code. But is it ..okay? People who originally wore the code intended it to be public, for the benefit of the community. Now the code that's effectively doing the same thing is closed off with the official seal of approval of bethesda, for bethesda's benefit. 

Do i understand it correctly? And should we be okay with that? 

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1 minute ago, Sneezy McGlassFace said:

And here's my lack of understanding, and i don't mean to start the flames again but: is that not license laundering? Legally it isn't. It's not the same code. But is it ..okay? People who originally wore the code intended it to be public, for the benefit of the community. Now the code that's effectively doing the same thing is closed off with the official seal of approval of bethesda, for bethesda's benefit. 

Enjoy some closed-off code!

2 minutes ago, Sneezy McGlassFace said:

Do i understand it correctly? And should we be okay with that? 

No, console peasants should not be allowed to experience the full glory of Modded Doom, so as to convince them to stop buying walled garden consoles and start playing on the Linux-powered Ouya instead.

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5 minutes ago, Sneezy McGlassFace said:

is that not license laundering? Legally it isn't. It's not the same code. But is it ..okay? People who originally wore the code intended it to be public, for the benefit of the community. Now the code that's effectively doing the same thing is closed off with the official seal of approval of bethesda, for bethesda's benefit. 

Do i understand it correctly? And should we be okay with that? 

Dual-licensing.

The code has been effectively dual-licensed, "GPL or Commercial" as it were, which enables the code to be offered to Bethesda on the basis that both them and GooberMan settle on, but also is GPL licensed so any source port can still make use of it. And yes, it's fine, source ports don't support ID24 yet, but they will eventually. The whole license laundering thing is over dramatization, specifications are specifications, and as long software specs have existed, there have been both proprietary and open source implementations of said specs. I, for one, am glad this whole project, from the beginning was going to be made not only for Bethesda, but also for the community simultaneously, as the moment KEX Doom was available, we had the draft spec almost immediately after, and all things considered these events will be a net positive for Doom and the community on the long term.

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Posted (edited)
23 minutes ago, Sneezy McGlassFace said:

Do i understand it correctly? And should we be okay with that? 

GooberMan released his source under two licenses: one GPL and the other commercial for Bethesda/id/Nightdive.

 

The clean room implementation was needed because to release code under dual licenses you need to own that code, to avoid the GPL virality.

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13 hours ago, Ravendesk said:

Can you be so kind to point in the OP where it says "draft" or "request for comments".

 

If you cannot do that, can you be so kind to not act snarky after making a factually wrong statement, as this poisons already heated conversation.

I might have conflated draft with later comments by someone else, however the context of the OP and what i have read of the documentation and the wiki entry heavily suggested this to be a in development standard. it's still funny to see people working themselves up over something that isn't even finished. As for the usage of the word literally that was a mistake  i try not to misuse that word but i didn't reread a product of quickly typing up something before leaving to work.

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Unpopular opinion: I think it's about time we moved on from DEHACKED, the biggest HACK to every touch Doom.

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30 minutes ago, esselfortium said:

I think that those are absolutely desirable goals, though I also assume that they're probably way outside of the scope of what a handful of contract programmers and level designers can likely accomplish. "We want to support these popular community port features and lay out some new ones for the future" is presumably fairly easy because Bethesda has no real stake in that beyond "will this help keep our most dedicated players happy? i guess? okay!", whereas something like "we want to completely relicense the game for free" is a vastly harder sell, unfortunately, no matter how old the game is. (To be clear, I'd love to be proven wrong.)

 

there was a point about this that i written down in my outline and then forgot to actually include in the final post, which was the following:

 

if we sincerely believe that these things are impossible because the folks in question are not capable of reducing the power of id software in any meaningful way, then we should not trust anything they do to expand id software's power either, no matter how minor or seemingly innocuous.

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The community should make id25 Unreal 5 compatible for the Ray tracing and DLSS compatible.

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1 hour ago, anotak said:

gooberman makes the claim that id software fully owns the components of chocolate doom that interface with his r+r code that was used in the kex port.

I'm probably completely wrong about this (and thus fully expect my post to be removed as was my previous one in this thread), but I interpreted what he wrote as the kex port not having any code that was first written for chocolate doom.

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31 minutes ago, esselfortium said:

As I said above, I do not believe that this expands id Software's power. It explicitly places limits on their power, limits that did not previously exist. Without ID24's specific range carveouts, any future Doom expansions would simply be occupying the same dehacked spaces that community ports are already using. It doesn't grant the company anything that it couldn't do previously.

 

I suppose the alternative here is if they had hardcoded everything and not released a spec.

 

sorry, i should be clearer, it's not about the carveout. i actually agree with the carveouts, and wish other ports had done something like that. it's about the way the implementation was done, about id's name being on it, etc

 

my brain is a bit fried and i don't know if i'm expressing myself well in this post, compared to the long one i spent a long time thinking about and editing and finishing up.

i'm going to step away from responding for a little while because i don't want to go back and forth quickly on this, i think that's part of what's lead to the misunderstandings etc

 

essel i consider you a friend and i hope you have a good day

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Just now, anotak said:

essel i consider you a friend and i hope you have a good day

Thanks, you too. I have Covid from QuakeCon (fffffffff) but I'm recovering.

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20 minutes ago, LuciferSam86 said:

Afaik actor logic is harcoded and it is in the spec 

 

Sort of. It's very possible (and, according to the spec, this is by design) to modify the actors via DEHACKED, it's just that the negative index space isn't supposed to be used by mod authors to create new things. Questions about how that can possibly be enforced aside, it would be just like editing an Imp or Zombieman in DEHACKED.

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Posted (edited)
15 minutes ago, Andromeda said:

I'm probably completely wrong about this (and thus fully expect my post to be removed as was my previous one in this thread), but I interpreted what he wrote as the kex port not having any code that was first written for chocolate doom.

Completely accurate. The Doom code integrated with Kex is the Vicarious Visions / Nerve Software branch which originated from the Linux Doom source, the same one used for all previous builds of Doom Classic and other console builds of Doom.

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14 minutes ago, Quasar said:

Completely accurate. The Doom code integrated with Kex is the Vicarious Visions / Nerve Software branch which originated from the Linux Doom source, the same one used for all previous builds of Doom Classic and other console builds of Doom.

This is actually news to me, that the OG Xbox port is essentially where the console renderer started, before being integrated in Unity and now Kex. It certainly isn't mentioned on the Wiki (the Xbox page, atleast)

 

As far as i get it, ID24 is merely a (code) extension to that renderer with Boom/MBF/MBF21 included as opposed to the Unity port, which had DeHacked support implemented by Fraggle's work (Embedded patches).

 

Very interesting. If there is anything more you remember about it, i'd love to hear it.

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Posted (edited)
4 minutes ago, Redneckerz said:

This is actually news to me, that the OG Xbox port is essentially where the console renderer started, before being integrated in Unity and now Kex. It certainly isn't mentioned on the Wiki (the Xbox page, atleast)

 

As far as i get it, ID24 is merely a (code) extension to that renderer with Boom/MBF/MBF21 included as opposed to the Unity port, which had DeHacked support implemented by Fraggle's work (Embedded patches).

 

Very interesting. If there is anything more you remember about it, i'd love to hear it.

Yes it's mentioned, follow the genealogy links at the bottom of each page. You seem to be conflating "renderer" with "game engine" by the way. The renderer used in the Kex port is entirely new, written by GooberMan. It uses a multithreaded architecture to paint the screen in multiple horizontal zones in parallel, which is the only way to get acceptable performance at 4K while still maintaining a software renderer. The game code is still 90% the same as the previous Doom Classic based on Unity. The additions to game code since the Unity version are largely to bring in the Boom/MBF compat.

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4 minutes ago, Quasar said:

Yes it's mentioned, follow the genealogy links at the bottom of each page. You seem to be conflating "renderer" with "game engine" by the way. The renderer used in the Kex port is entirely new, written by GooberMan. It uses a multithreaded architecture to paint the screen in multiple horizontal zones in parallel, which is the only way to get acceptable performance at 4K while still maintaining a software renderer. The game code is still 90% the same as the previous Doom Classic based on Unity. The additions to game code since the Unity version are largely to bring in the Boom/MBF compat.

As usual i am blind. This sounds like perfectly sound, thanks for replying :)

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Posted (edited)

Here is one more actual-standard-relevent concern I have:

 

Quote

ID24HACKED

Special items previously had the ability to remain in the world on collection as a hardcoded feature of certain multiplayer modes. A thing is now able to explicitly define this behavior for single player, cooperative, and deathmatch modes.

I think many ports may not be interested in dispensing with the concept of the classic deathmatch 1.0 (weapons stay, items do not respawn) and deathmatch 2.0 (everything does not stay and does respawn) rules as Nightdive Doom does, but this ID24 specification kind of implies that there is only one "deathmatch" (likely the Nightdive interpretation of 'weapons stay, items respawn')

 

Possible solutions:

  • The explicit "deathmatch" per-item stay specifications should be specified to be for a separate deathmatch mode (perhaps "deathmatch 3.0") separate from 1.0 and 2.0 rather than deathmatch broadly
  • or specify that 1.0 and 2.0 or a particular port may override this per-item stay behavior based on settings or their own gamemodes
  • Or, is it intended that the 'item stay' bit is specifically to allow more things to stick around in deathmatch 1.0, with the provision that some ports may alter deathmatch 1.0 to respawn non-staying items rather than them being gone forever? In this case I think clarity in the spec would be helpful.

 

Now upon thinking about it, does it even make sense for anything other than weapons to stay after pickup? How does this work with a medkit for example? Would the player pick it up every single tic they are standing on it?


Maybe the same considerations for cooperative.

Edited by Trov

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