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Trouble-Person

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Posts posted by Trouble-Person


  1. I'm almost done with the next version. I have already added SDL graphics (i mooched the basics from Chocolate Doom becuase I don't know X well enough to convert that graphics stuff) and I am working on added SDL mouse support (button presses work, I'm working on mouse warping at the moment. Once thats done and I work out a few bugs (with strafing) it will be a playable doom port!


  2. MikeRS said:

    Well if that's all that you're going to use SDL for, then fine. But many other developers use other features of SDL as well; input, sound, and networking code can be abstracted to SDL for high portability (the SDL team does the hard work of keeping things cross-platform).

    My source port is for linux (and any other *NIX it happens to compile on), portability isn't a goal.

    I have heard that linuxdoom can use svgalib. Anybody know anything about that?


  3. LogicDeLuxe said:

    Thus, they removed it. SDL has sound support, so what? And as the sound code was for DOS, it doesn't matter anyway, unless you're doing another DOS port.

    The point of using SDL is not for DOS, but so the game can be rendered outside of X11 in 256 color mode.


  4. fraggle said:

    You might also want to consider replacing the X code with SDL code - the X code is pretty nasty and I see you've already encountered the 256 color limit. X is a pretty complicated mess to support and SDL just takes care of it all for you.

    Yea. I'm working on that now.


    Best of luck, feel free to ask any questions!

    Thanks.

    CODOR said:

    Didn't TeamTNT have access to the real source for Doom, including the DOS-specific code that wasn't in the released source, in order to fix some bugs for Boom?

    I suppose if that image were expanded upwards, the Linux source would branch from all of the 1.9 variants. Heretic would be somewhere in there too, I guess...

    I THINK that idgames didn't actually have the rights to the sound code for the DOS version (this is according to the README file), and thus couldn't license it under the GPL.


    I'll post the next version as soon as SDL is complete.


  5. myk said:

    Nope, nothing. And, since you're new here, I'll tip you off on that when you start a thread, you have to expect that it is not unlikely that people will in turn start branching conversations within "your" thread that are only related to what you are talking about, perhaps even distantly so. Only admins and mods dictate what can or can't be said in any thread or area, while regular members merely start threads and post (or at most they can close a thread, if they started it and feel it's done its course... as long as any admins or mods don't disagree, of course).

    I didn't mean it that way. I was just trying to keep things on topic. If this isn't one of those forums that is really crazy about that, that's OK, I respect that.

    I wasn't telling you to say anything. I was just wondering if you had any thoughts.


  6. myk said:

    There should be an explanation as to why Final DOOM's engine is placed separately from the released source. Is there some statement or evidence that indicates this? Evidently Kreimeier had the sources used for v1.9, v1.9u, and v1.9f to build the release ready source. The fact that the teleporter code has a note doubting the usefulness of the line without which the teleporter bug appears would indicate he compared each to make sure all the games would work correctly and that the released source is based on files from all three variants.

    Ummmm. OK. Anything about the port?...


  7. I'm writing a new source port for linux (though it may run on other *NIX systems) based on the original source.

    I have made several small modifications to the original source, so it compiles on a modern system, as well as add always running and removing the turn ticks.

    This is v0.01 (I threw it together in an hour or two), more stuffs coming!

    http://www.megaupload.com/?d=IVUCJUEH

    I have the slightly modified sndserver hosted here:

    http://www.megaupload.com/?d=W1DLIGQN

    If you have any features you want added, just PM me.

    It is under the GPL. If you make any major mod's, please send them to me as a patch, so that I may include them.

    PLEASE NOTE: It can only run in X with 256 colors (8 depth). To run it, quickly change your xorg config, so it reads "DefaultDepth 8", instead of "DefaultDepth 24"

    INSTALLING:

    run `make` in both linuxdoom and sndserver. Copy the binaries (linuxdoom and sndserver) from linux/ to /usr/local/bin . Run linuxdoom in a directory with a wad file.

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