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Topic: SS1src: Pre-Planning with the source releases
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66472f9d6cfafJosiahJack

Re: Pre-Planning with the source releases
66472f9d6d022
I don't really like Discord much.  It, like Facebook and other annoying mediums, puts me miles of text away from where I last checked in.  Always feel like I'm missing stuff.  Prefer to keep it here too.

66472f9d6d211winterheart

Re: Pre-Planning with the source releases
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Hello

I'm one of those individuals that attemped to port shockmac to modern OS (Linux). So here my thoghts.

It' better to wait SS EE source code as NDS promised. While huge part of sourced literally hardcoded into MacOS PPC architecture, most of code left intact or has commented out PC originals. Most difficult part is graphic representation to new platform (I decided to use LibSDL2 for that, but not even started this task).

Since SS1 code is strongly C project, there may be difficult to port it to c++, I decided to follow ANSI C99 standard, that would be easealy ported to modern platform.

Wery important task is 64 bit system support. Current code is 32 bit and uses Big Endian wrappers.

Currently I heavily rewrited FIX library (throwed away ppc asm code and rewrited it with c). Other thing is CMake build system. And currently I stuck with main application compliation as it depends to carbon library. I saw that other guy gets to compile on modern macOS, and now he is struggle with bugs.

One of my feature in mind would be externalizing resources, that allows mod support and other things such as localization or enhancied graphics.

So, when code will be available, I'd happy to help with porting community driven SS1.

66472f9d6d3b5icemann

Re: Pre-Planning with the source releases
66472f9d6d405
I tried to port one of my games that uses SDL over to Linux. Was a pain in the ass. Best I was able to manage was to get everything working except sound. Give me Windows any day. MUCH easier.

66472f9d6d685sarge945

Re: Pre-Planning with the source releases
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I would love if this port was handled similar to the ZDoom project. That is, huge extensibility and power incrementally added over time, with graphics becoming secondary.
Re: Pre-Planning with the source releases
66472f9d6d982
I would love if this port was handled similar to the ZDoom project. That is, huge extensibility and power incrementally added over time, with graphics becoming secondary.

That would be great!
Re: Pre-Planning with the source releases
66472f9d6dad7
Nah. The game is perfect. No need to add or remove anything.

66472f9d6dd7ddertseha

Re: Pre-Planning with the source releases
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Your friendly Discord report here:
Asked what they use for graphics and sound, Axemelon (the one doing the source port) replied:
I'm using the kex 3 framework
A quick internet search only produced this: https://doomwiki.org/wiki/Kex_2 (though, the information there checks out in relation to NDS).
Apparently no SDL then.
Re: Pre-Planning with the source releases
66472f9d6dedf
Quite strange choice. I would have gone a totally different route and tried to implement the low level draw functions in OpenGL. I must admit I haven't looked the source code enough to do good decisions.

66472f9d6dfedwinterheart

Re: Pre-Planning with the source releases
66472f9d6e050
KEX3 is based on SDL2 (at least as I can see on Strife VE), so there all ok about portability to Linux and macOS. KEX is mainly 3D-graphic related framework (ie 3D Render), so other aspects of engine such as sound, texturing, music and controls should be ported to SDL2 libraries.

66472f9d6e0fcicemann

Re: Pre-Planning with the source releases
66472f9d6e14c
What does KEX3 have over SDL2? I've never heard of that one before.
« Last Edit: 22. June 2018, 13:44:08 by icemann »

66472f9d6e29avoodoo47

Re: Pre-Planning with the source releases
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the NDS port requires DX11, OpenGL3.1 capable gpu, Net Framework 4.7 and VC++2015. it would be great if the community port could do away with as many of such dependencies as possible, and allow execution in legacy environments (vista, XP, win2k, pre-dx10 hardware).
« Last Edit: 22. June 2018, 09:46:52 by voodoo47 »

66472f9d6e3acicemann

Re: Pre-Planning with the source releases
66472f9d6e3f9
Doing away with the need for VC 2015 should be easy enough to implement. You just set a few things in the Visual Studio project settings and it builds it into it. No VC dll's required after that.

66472f9d6e49aJosiahJack

Re: Pre-Planning with the source releases
66472f9d6e4e8
Ya something about merge modules.

66472f9d6e5fbZylonBane

Re: Pre-Planning with the source releases
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DirectX 11? Jesus. Someone had no sense of irony.
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