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3 types of portal skies, the standard, the global (the one like HL2 ), and the local for cutscenes #35
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related to: dhewm/dhewm3#582 |
I'm not sure what to do with this. But it's a nontrivial amount of code, so putting it into master would make merging future mods harder. Also, a more specific note: Shouldn't these changes be merged into d3xp as well? IIRC so far it only supports one kind of portal sky? Maybe we could have a branch that can be used for new mods which includes some nice features vanilla doesn't have, like the portal skies and some nice features from the existing mods. But then again, who would use that? Also, what other features from other mods deserve to be included? |
I could work it out so it is also in d3xp, it isn't difficult to implement, it got two extra types of portal skies, besides the standard one of d3xp, also the other mods have their own branch, so it isn't a problem for them isn't it? Newer mods, its the same as any other improvements in the master branch isnt it? |
I added the new portal skies for D3XP now both the d3xp and game have the same modified content, and both play the portal skies testmap correctly |
is there a way I could change your stance on including this in the main branch? |
Dunno, do you have any arguments for it? |
for me at the moment it could be useful in order to show it to the Phobos team, so they can use it, experiment with it, and enhance their mod. Dhewm3 is the easier way to allow them to test it. you say it's a non trivial amount of code, no, it's a small amount of code, of only 5 changing files, no new files, the changes are not different than any push with small fixes in the code. of course any map uses the feature, because it's an improvement over the other way to do it via scripts, other maps would have used it if they had the chance, it's the only credible way to make huge spaces with a reasonable space in current doom3. it' is difficult that any future doom3 map would ever use it if you gatekeep it out of this SDK. is this SDK then only for fixes to the game code? in this case the idea of a branch with improvements and new mechanics from the community its a good idea then? |
I've always told them that all they have to do is release their source (publicly or just send it directly to me) and I'll port Phobos to dhewm3. If zipping up their sourcecode and sending an E-Mail is too much work then no one can help them. For at least four years (and two releases) they've told us that they'll look into it "after the next episode has been released" - apparently they have no intention to ever release it and are just trolling. You can show them your portal skies and tell them they can only use the code if they release their source under GPL, but I doubt it'll convince them. Honestly, I wouldn't waste much time on them.
It's almost 600 lines of code in 17 files, according to https://github.com/dhewm/dhewm3-sdk/pull/35/files
You are aware that the game DLLs of the base game and D3XP that are shipped with dhewm3 are not built from this SDK, but from the code in game/ and d3xp/ in the dhewm3 main repo? I don't know if anyone still creates maps for Doom3; even less likely for the mods maintained in this repo (except maybe Revility for Ruiner and Rivensin, but if/when he wants this feature it could be merged directly into the corresponding branches)?
So far it has only ever been used to port existing Doom3 mods, and that is easier the fewer changes there are to the code (and thus to the original SDK), as every change is a potential merge conflict.
Yeah, that's what I was trying to suggest. |
on the 600 lines of code: Dhewm3 game/d3xp folders not being Dhewm3SDK ones:
maps and mappers: new branch:
what do you think? |
Submodules are a pain in the ass, you always need special commands for updating the repo etc, not gonna happen.
I don't think that's technically feasible, AFAIK D3BFG uses a different Game API and network protocol.
AFAIK people use it anyway for its graphical effects
Pretty sure people still use it anyway, for example to play Phobos or other legacy mods
That would be nice - but I still guess they'll stick to the features available on all ports (incl. D3BFG)
I don't think those models are GPL, they weren't released with the Doom3 GPL source, but only with the (proprietarily licensed) original Doom3 SDK.
I agree that a water mod would be a very nice addition for a branch targeting new mods. Of course we could have two versions of assets: A nice one for Doom3 mods, and a more barebones one for standalone projects, that may look like shit but at least demonstrates how water or vehicles are used |
/added 3 portal skies types
-> this should not collision with any other mod so it could be added to the base so all can use
here is an example video of how it works: