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smite-meister

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  1. smite-meister

    Heretic and Hexen Sources Re-released Under the GPL

    Luckily that's the component easiest to reverse engineer legally. Good news, thanks to everybody involved!
  2. smite-meister

    Final Attempt to Get Heretic/Hexen GPL'd

    Come on now, nowadays there are no sensible targets which do not support dynamic linking. You could just as well add support for tape drives in case a possible target system does not support random access storage:) Legacy also makes all states and action funcs available in all game modes, but I fail to see how this would prevent using DLL libraries which introduce additional action funcs, states which use them and mobjinfos that use those states. All you have to provide is the DLL-to-engine interface, which is admittedly hard and tedious to design. Which is exactly why I'm not really advocating this option. If this is somehow more legal than reading the original code and rewriting its functionality yourself, I have lost all faith in the western legal systems :D Is it? Are there any precedents? Besides, moral considerations aside, the key point here is verifiability. If there is no way to prove that the programmers either have or have not read the original code, what's the difference? Edit: Oh yeah, I would certainly be willing to participate in the AI recoding project to some extent, if it comes to that. A game that is almost-but-not-quite like Hexen is better than no Hexen at all.
  3. smite-meister

    Final Attempt to Get Heretic/Hexen GPL'd

    I agree, the hardest part to reverse-engineer "fairly" is the AI (action functions and state tables). However, it could be possible to separate them into a DLL plugin which could be distributed under a different license. A bit like what Doomsday does, but simpler.
  4. smite-meister

    Final Attempt to Get Heretic/Hexen GPL'd

    You still have to bind the states to the proper action funcs somehow, and I happen to like the new-style DECORATE... We-ell, you could change the variable names if you like:). Anyway, these small Raven code fragments are mostly trivial extensions of the (now GPL) Doom engine, and most likely non-copyrightable in themselves. I myself have rewritten significant parts of the core engine logic in Legacy, just reproducing the Heretic/Hexen functionality, not using old Raven code directly. I can think of no legally or ethically valid arguments against considering the result GPL-compliant. Edit: Where? By free, do you mean GPL? We certainly could use those, even though our polyobj implementation is largely independent from the Raven one already.
  5. smite-meister

    Final Attempt to Get Heretic/Hexen GPL'd

    Technically there is, namely a common effort of reverse-engineering and rewriting the legally troublesome (non-free) parts of Heretic and Hexen code that remain necessary from scratch, and making the results public domain. IMO these include - state/mobjinfo tables (could be distributed e.g. as DECORATE files, outside the official source port distributions if need be) - action functions (maybe fix some of the most stupid "features" while we're at it) - ACS interpreter and compiler (didn't ZDoom do this already?) The rest of the Raven code is probably already fully rewritten in most ports.
  6. It seems most right-handed players here prefer WASD+mouse, so no surprises there. Personally I find WAXD or ESCF more natural though, since I prefer not not to move my middle finger away from W and backpedal with the thumb instead. Mouse movement is for aiming of course, wheel for weapon changes and buttons 1, 2 and 3 for fire, secondary fire/use and jump, respectively. Had I a mouse with more buttons, I'd probably bind even more actions to the right hand fingers. It's a shame Doomworld has no polls. I'd like to know what fraction of players use reversed y-axis (flight simulator -style pitch control) in mouse aiming.
  7. smite-meister

    Final Attempt to Get Heretic/Hexen GPL'd

    Is the petition separate from the letter? If so, you can add me to the letter as well (and Hurdler too, I suppose): Ville Bergholm <smite-meister ### users.sourceforge.net> Programmer, Doom Legacy <http://legacy.newdoom.com/>
  8. smite-meister

    the very first time you played doom... [monster nicknames]

    Lets see. I'll just put the translations of the codewords we tend to use in LAN games, the Finnish originals would not make much sense to most readers. And yeah, my perception of the mosters has certainly been contaminated by exposure to the source. Zombiemen, shotguys - Come on, they're cannon fodder. Why would you need to name them? HWD - Chaingunner Imp - Imp. Actually we used the English word since it's so short. Demon - Pig Spectre - Shadow pig Caco - Battle tomato or just caco Pain Elemental - Meatball Lost Soul - Skull Revenant - Skeleton Arachnotron - Spider Hell Knight - Hell Knight (In English, again. I have no idea why.) Baron - Baron Mancubus - Fatso or tub of lard Arch-Vile - Jesus (resurrects dead people:). Usually exclaimed with a really sharp Spanish J to get other players' attention since they can be so nasty in the tougher WADs. Spider Mastermind - Big spider Cyberdemon - Cyber
  9. smite-meister

    32-Bit Map Format Proposal

    Actually we already have something like that, just with less authority and organization :) We have managed to write some (quite good, even if I say so myself) standard drafts under the name of the new Joint Doom Standards (JDS) group. So far our policy has been not to try to introduce an entirely new mapformat, but rather some smaller, self-contained "standards" which each address a single problem area and hopefully fix it "for good" (yeah, right...) The Texture standard (managed by Ajapted): http://glbsp.sourceforge.net/JointTextureSpec.txt The MAPINFO standard (managed by me): http://users.tkk.fi/~vberghol/doom/JDS_MAPINFO.html
  10. smite-meister

    32-Bit Map Format Proposal

    Come on, I don't think any modder/author will save each version of each of his maps using a unique custom lumpname, which is the only way that could work. Adding the wad-prefix for the map command is the easiest way to do this, and that way you can limit yourself to standard mapnames. Comparing two versions of MAP14:doom -file TCv1.wad TCv2.wad map TCv1::MAP14 map TCv2::MAP14 Best of all, this can be done as a sourceport feature (if seen necessary) and thus does not need to affect the ED standard in any way.
  11. smite-meister

    32-Bit Map Format Proposal

    This is of very little use, since even Doom1 and Heretic have overlapping mapnames, and if you wanted to jump from a Doom1 map to a Doom2 map, you would (in principle) have to rebuild your texture cache and your internal MAPINFO representation using the other IWAD before running the new map. Or did you mean jumping from one PWAD to another? Again there are the texture cache and MAPINFO problems, and AFAIK by far most PWADs still use standard, overlapping, maplumpnames. Even if they do use custom mapnames, there is still no guarantee against random name collisions. If you want to load several PWADs in a single session and jump between them, a better alternative would be to add an optional wad-selector prefix to the map command:map wad3::MAP07 meaning: Re-read MAPINFO and textures using wad3 as the primary source, then start MAP07 from wad3.
  12. smite-meister

    32-Bit Map Format Proposal

    Yes, and it's completely unnecessary. I've never seen a WAD with more than 99 maps in it, and assuming we choose the add-[-to-beginning-of-maplumpname system, you can in principle use MAPxxxx to have 9999 logically and consistently named maps in a single wad. Remember that the map lumpname is just a label for the map, and the end user never needs to see or use it. The MAPINFO lump should be used to give the maps pretty long names (and unique numbers if they have weird, nonstandard names). I'll also use this opportunity to remind you of the Joint MAPINFO spec, which is still unfinished. Here's the latest draft.
  13. smite-meister

    32-Bit Map Format Proposal

    Graf, where can the current ED draft be found?
  14. smite-meister

    32-Bit Map Format Proposal

    That :), and maybe collation order too (more natural to have the extra character at the end of the name). But since the lumps will be handled by editors, all this is of little importance. What is important is to have as few special cases as possible. Therefore I think it would be best to either use only one char (] or # or whatever) to denote the extradata lump so only 8-char names need special handling, or do the renaming I suggested and use MAP00 for TITLEMAP. After considering all the trouble the renaming would cause to the MAPINFO lump, I'm inclining to support the ] scheme after all.
  15. smite-meister

    32-Bit Map Format Proposal

    You can remedy that by introducing another special case. You could use for example the lump MAP00#ED or MAP-1#ED or something similar for TITLEMAP extradata.
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