What the heck happened to Doom Touch/D Touch??

14 hours ago, MrD!zone said:

Well Beloko Might revisit the Duke3D port after delta touch is done.

Dont think so.. as far as I know, not without Gearbox permision. So we are stuck with Dos emulation.

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17 hours ago, qweqioweuo123 said:

Dont think so.. as far as I know, not without Gearbox permision. So we are stuck with Dos emulation.

Yeah, that's the one of reasons why HTTKC edition was cancelled.

But the hope wasn't lost yet(Gearbox may still considering about mobile ports), it still possible, but...you know, I don't hold my breathe, considering the DN3D World Tour just flipped, no more patches and then the game was removed from Steam about one or two weeks ago and Gearbox still try to resolve it... :(

Edited by Player Lin

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The Duke3D engine source code is GPL, just as Doom's is. The links you cited seem to all have included the actual game data (GRPs, equivalent to Doom's WAD files), so I can't really draw the same conclusion from them.

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Duke3D being GPL is questionable, since the Build source hasn't been released under GPL.

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On 2018/2/8 at 9:21 PM, chungy said:

The Duke3D engine source code is GPL, just as Doom's is. The links you cited seem to all have included the actual game data (GRPs, equivalent to Doom's WAD files), so I can't really draw the same conclusion from them.

Yes, I forgot this part, as the expansions still in copyright hell(Megaton edition considered to illegal too because no one seems know who actually own/responsible for the copyright of Sunstorm Interactive's Duke expansions, thus cannot get proper license) and the contract just invalid so they had canceled it. But as Danfun64 said, the Build engine itself just not GPL but Ken Silverman's own Build license, incompatibile to GPL. Duke3D engine code just released on GPL by 3DR and they got permits from Ken to do so if I'm not mistake.

 

Even the GZDooM got permits from Ken for a small part of engine code(voxel related?) so it can be fully GPL now.

Edited by Player Lin
Spell wrong on Ken's name, s**t.

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14 hours ago, Player Lin said:

Duke3D engine code just released on GPL by 3DR and they got permits from Ken to do so if I'm not mistake.

Might be misremembering, but I don't think 3dRealms really asked permission to do anything...they just did it, just like Rebecca Heineman released the 3DO Doom source under the MIT license, despite previous Doom source port releases being more restrictive in one way or another. 

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On 8/2/2018 at 1:20 PM, Player Lin said:

Yeah, that's the one of reasons why HTTKC edition was cancelled.

But the hope wasn't lost yet(Gearbox may still considering about mobile ports), it still possible, but...you know, I don't hold my breathe, considering the DN3D World Tour just flipped, no more patches and then the game was removed from Steam about one or two weeks ago and Gearbox still try to resolve it... :(

damn, megaton and now this.. i bought both

 

sad that duke's IP is in the hands of a bunch of idiots

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13 hours ago, Danfun64 said:

Might be misremembering, but I don't think 3dRealms really asked permission to do anything...they just did it, just like Rebecca Heineman released the 3DO Doom source under the MIT license, despite previous Doom source port releases being more restrictive in one way or another. 

 

Well, I do remember about I did read something about that, but just cannot sure...maybe I'm also misremembering too...

 

From the source release archive's readme.txt of SPECIAL THANKS section:

Quote

Thanks also to Ken Silverman and Jim Dose for allowing us to include some of their source in this build, so we have it all in one archive.

 

 

So, I guess it's "some sort of" permission from Ken Silverman, after all, the Duke3D engine still based on his code.

Also, BUILD engine source code released on 2 years and 10 months ago before 3DR released their Duke3D source code.
 

Edited by Player Lin
added shit, fix the link, no needed to use wayback machine, as legacy pages still vaild, just on other URL..

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From what i've read, you could go as far as making a game under GZDoom and get a greenlight on Steam without no copyright surprises as long as you don't use any of the Doom or other copyrighted assets, the problem is GZDoom sucks for multiplayer.

Could you use the Build engine as the base of a new game?

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2 hours ago, qweqioweuo123 said:

From what i've read, you could go as far as making a game under GZDoom and get a greenlight on Steam without no copyright surprises as long as you don't use any of the Doom or other copyrighted assets, the problem is GZDoom sucks for multiplayer.

Could you use the Build engine as the base of a new game?

Because Build multiplayer is better than GZDoom multiplayer? For one thing, EDuke32 still requires the "OldMP" branch for working multiplayer, and I don't know how well that is maintained, or more importantly how portable it is.

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1 hour ago, Danfun64 said:

Because Build multiplayer is better than GZDoom multiplayer? For one thing, EDuke32 still requires the "OldMP" branch for working multiplayer, and I don't know how well that is maintained, or more importantly how portable it is.

yeah, both are garbage multiplayer wise

 

I would like to make a brand new game, and use neither engines (I like both) but I would like my game to be playable online

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17 hours ago, Danfun64 said:

For one thing, EDuke32 still requires the "OldMP" branch for working multiplayer, and I don't know how well that is maintained, or more importantly how portable it is.

 

The "OldMP" branch is the temporary because current eduke32 snapshot builds' multiplayer just non-exist, totally broken, and the new one(Client/Server) still WIP, so that branch just for those who wish play Duke3D multiplayer matches with eduke32, it just working fine with some later eduke32 features but still has the same suckage like the original game, just like GZDooM, still is the original DooM multiplayer with some tweaks.

 

Just use something totally different, maybe better multiplayer supports.

Edited by Player Lin

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On 12/2/2018 at 0:28 PM, Player Lin said:

 

The "OldMP" branch is the temporary because current eduke32 snapshot builds' multiplayer just non-exist, totally broken, and the new one(Client/Server) still WIP, so that branch just for those who wish play Duke3D multiplayer matches with eduke32, it just working fine with some later eduke32 features but still has the same suckage like the original game, just like GZDooM, still is the original DooM multiplayer with some tweaks.

 

Just use something totally different, maybe better multiplayer supports.

unfortunately, i have no idea how to code

 

i tried unity, just got at an headache, i wouldn't even know how to start, making the 8 angle sprite thing etc, so my only hope was an already existing old school fps engine that i could use and get started doing what i actually enjoy (mapping mostly)

Edited by qweqioweuo123

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Doom Touch allowed people to access the chocolate doom setup program. I can't find that option in Delta Touch.

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21 hours ago, Danfun64 said:

Doom Touch allowed people to access the chocolate doom setup program. I can't find that option in Delta Touch.

I'm adding this back in now, mainly for multiplayer setup and launch.

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on the doom rouch version I have, chocolate doom doesn't save options, for example, the screen size setting is not saved, so everytime i boot i have to increase the default screen size.

 

also i tried some mods like perk's smooth animations for the weapons and when i shoot the sprite disappears. it works fine on gzdoom.

 

also, do you know any way to program your shotting method into any of the existing dos ports? I would love to play duke on my phone, it works fine on magic dosbox, but it lacks the shotting button that allows you to look around while shotting. this method you have is the best i've seen on any fps:

 

 

 

 

i would love a solution. if we can get your shotting button method in a dos emulator we could play pretty decently on touchscreens.

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