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sblevin
07-02-2005, 06:34 AM
Hi everyone - just a log here to let you see how I'm comming along with one of my retro game engine ports.

Currently I'm working on: http://www.doomsdayhq.com/

This is a wonderful thing indeed.

So far I have:

TiMidity PBI
Made a PBI for TiMidity (not uploaded yet) that is now ...at last ...100% (I think) TiMidity++ and the ancient TiMidity-0.2i compatible. This is BIG step forward, as now there is a midi player engine that supports Creative Sound Fonts and Gravis UltraSound patches. You don't need midi chip access on your soundcard to use this as it's 100% software rendered. This is the command line version atm as I have yet to decide what, if any frontend should be used. KMIDI is good for it (not the crap KMid) but I can't find a FreeBSD version of it yet - I may go with the ugly GTK and MoTiff versions.

DENG PBI
This installs the latest Doomsday engine, and I have modified the install to also include the shareware versions of Doom1, Herectic and Hexen. Doom2 had no shareware version.

I've put binary package files for SDL that install using pkg_add (no ports or internet access required) into the PBI itself, to add the sound and graphics accelleration and network/internet play modules, and to ensure their full and working feature sets (can't just copy things this important - you just can't - unless I work out how to actually do it that is : )

Enhancement PBIs
I am currently auditing/comparing the add ons for all three games. I am having a LARGE amount of grief and NO SLEEP with this as the original developement has taken place on Windows boxes. This means that I am working my way through over 500 files and discovering their case sensetivity needs, and renaming them as I go. I've done very well so far - Dosen't Hexen look nice when you add 87 MB of high resolution texture data to it : )

The Doom1 3D model replacement pack is the worst - I haven't touched it yet - it is basically a zip file, with path data, containing scores of smaller zip files, also with multiple paths. Unfortunately the path data is in the wrong case as well - but that should only take a few hours once I get the full, expected CORRECT path-case data. I'll get a .PK3 builder and wad file opener happening.

These games look SO much better with hi res. textures, 3D models, and all the GL Special effects, up to 1600X1200 resolution, jumping and mouselook (up and down as well!) and 16 bit and greater colour. It's like a new experience and showed me just how little later games actually added to the "gameplay" of a 1st person shooter.

Sound and midi music (using TiMidity) via SDL_mixer is working spot on as well!

Problems so far?
The games crash (the Doomsday engine actually) and freeze on exit, so have to be run in a window so you can Alt+Tab out to the console they launch from, so you can kill the console and thus the game. I thought this was MY problem, as I had recompiled the Linux sources to run fully BSD native (no compat libs required). However, I tried the pkg_add version and it does the same : ( I've contacted the FreeBSD Package maintainer and asked for help.

I haven't tested TCP/IP multiplayer games yet, but I anticipate no problems as the networking modules appear to load correctly.

To Do?
I want to make a wizard for installing the full versions of the games if you get/buy/have/find them. This includes Plutonia, TNT, Final, Ultimate Doom as well as Doom2. They are not that hard to "find" - you can even look in a shop!

Why am I doing this?
This is a start - a small one. I'll finish the work on my PBI's for the Mame emulator and frontend uploaded soon. Then I'll do some of the others like snes up.

Once confident, the work on Unreal, UT, the Quakes and Doom3 will start. They should actually be easier from what I've researched so far, but PC-BSD isn't about adding a pork/package. There are user convinience considerations that make simply bundling up a PKG and sticking an icon on it over-ride.

A GREAT example of this is creating add-on packs for an existing install, and asking a non terminal session person to "simply" start doing anything is a current no-go in *NIX land. "SIMPLY mount the CD, then SIMPLY, extract, via a DOS emulator the windows only packed/extractable resource files, then SIMPLY, as root, cp these files to blahblahblah, then SIMPLY chmod, SIMPLY sym link, SIMPLY SIMPLY SIMPLY. Forget it : )

I'm SIMPLY getting these things covered as I go.

Anyway - enough of me - back to the re-casing fun!

dean_fry
07-02-2005, 06:07 PM
hell yeah!!!

i'm waiting for your GREAT work on doom3 and quake3 :D
when you are able to publish those 2 pbi's...WOW :D

this would be definitly a milestone (indirectly) for pcbsd!!

good luck and thx!!

sblevin
07-02-2005, 06:28 PM
Thanks Dean - I've just spent another 12ish hours changing the case of texture names and testing and comparing the BEST patches for compilation into a PBI - Everything is looking just WONDERFULL now. I managed to get the Doom1 and 2 3D models loading up and running around - hardly a sprite in site now!

I've just got these last 600ish textures (ewwwwwwwww) to "audition" and it's looking good ....except for the shutdown bug but hey! Thats the code - not me : )

I dug up all my old copied and archives of the originals and it's hard to stop "testing" them sometimes : )

Onward and upward!

Thanks for the encouragement.

pcbsdusr
07-02-2005, 09:06 PM
Does anyone have a clue on where to find someone that can fix that bug???

I can't hardly wait!!!

Cheers!

Renato Flórido

sblevin
07-04-2005, 04:18 AM
Update:

The guys who write Doomsday suggested I try Version 1.9.0-Beta1. I installed a second copy of PCBSD into another patition and tried a fully clean compile /install /different configs. Still crashes on exit. POOPY PLOPS!

But, as the developers are aware of it now there is hope.

I finished my timidity port - I went with no GUI - that can be a seperate port due to the GUIs various dependency spiderwebs. I've converted the Man Pages to TXT for docs and put icons against them - this is important for a command line program. Once I upload this, and hopefully Kris accepts it for the downloads, I'll start a thread to work out how to integrate timidity as a /dev/sequencer option, so PC BSD will have a fully OSS integrated hardware independant Sound Font compatible midi playback system.

Also MANUALLY renamed over 1000 graphics files this weekend so the various hi-res Texture Packs for Doom/Heretic/Hexen can be evaluated - looks BEAUTIFULL now : )

If anyone wants to Alpha test this work so far please let me know - it all install/de-installs properly - The SDL libraries completely and permanently install and DONT come out - this is a good thing - This is like a mini Direct X and copying tiny little bits and pieces here and there really should not be considered an option (IMHO).

sblevin
07-05-2005, 04:05 AM
OK - This one has gone on hold till the crash bug is fixed - now I'm looking at TuxRacer while Doom3 Demo downloads : )