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Neapolitan Doom v0.02


BBQgiraffe

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Nice!  I've toyed with the SFML Doom version (C++) as part of my source port build stuff, looks like you're doing pretty good work here.  I'll assume this is Linux Doom on CSFML?

 

You did a good thing by going with SFML and not SDL.  It is a much simpler layer, always wondered why other source ports don't use it.

Edited by Gibbon

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41 minutes ago, Gibbon said:

Nice!  I've toyed with the SFML Doom version (C++) as part of my source port build stuff, looks like you're doing pretty good work here.  I'll assume this is Linux Doom on CSFML?

 

You did a good thing by going with SFML and not SDL.  It is a much simpler layer, always wondered why other source ports don't use it.

yes it's the OG Linux DOOM, I'm also using some of the C++ version(mus2midi, as I have a very poor grasp on how midi works)

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Any plans on ripping out X11 and rendering it with CSFML entirely?  Also, I love how you're not using CMake.  Simplicity all the way!

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1 minute ago, Gibbon said:

Any plans on ripping out X11 and rendering it with CSFML entirely?  Also, I love how you're not using CMake.  Simplicity all the way!

already did lol

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2 minutes ago, BBQgiraffe said:

already did lol

Ahh, nice.  I assumed by using the X11 linker (-lXext -lX11) you did not remove it entirely.

Edited by Gibbon

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6 hours ago, Gibbon said:

Ahh, nice.  I assumed by using the X11 linker (-lXext -lX11) you did not remove it entirely.

yeah I just forgot lool

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1 hour ago, BBQgiraffe said:

yeah I just forgot lool

No worries.  I tried compiling it on MacOS but I noticed that it is still using the linux kernel headers for sound stuff.  Otherwise, this is pretty damn good for such a short time.

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currently trying to get fluidsynth to behave should have it working sometime tomorrow, after that I gotta fix some input stuff and I'll have a functional port, my main issue is I can't dynamically resize an array so I think I'll just take the easy route and make a temp file and load that into sfml

Edited by BBQgiraffe

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1 hour ago, Gibbon said:

Another source port to the list, any ideas for a cooler name? :)

Well it is vanilla, so what about something like:

 

Neapolitan Doom (vanilla (320x200 resolution), but a little bit chocolate (support for widescreen), with a hint of strawberry (new coding))

VANDOOM+ (vanilla Doom with a few added features)
 

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14 hours ago, xdude_gamer said:

Well it is vanilla, so what about something like:

 

Neapolitan Doom (vanilla (320x200 resolution), but a little bit chocolate (support for widescreen), with a hint of strawberry (new coding))

VANDOOM+ (vanilla Doom with a few added features)
 

 

15 hours ago, Gibbon said:

Another source port to the list, any ideas for a cooler name? :)

I'll probably go with Neapolitan Doom, I do plan on adding some features like widescreen and perhaps Lua scripting(since it's an easy to use language and I already have experience embedding it)

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Neapolitan Doom is an excellent name. It complements the ice-cream motif/terminology the community uses like Vanilla, plus its sourceport counterparts (Chocolate, Crispy, Rum & Raisin) really well on multiple levels. :^)

Edited by Biodegradable

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@Redneckerz will probably be overtime on the wiki this month :)

 

 

2 hours ago, Biodegradable said:

Neapolitan Doom is an excellent name. It complements the ice-cream motif/terminology the community uses like Vanilla, plus its sourceport counterparts (Chocolate, Crispy, Rum & Raisin) really well on multiple levels. :^)

 

But it makes me hungry..

Edited by Gibbon

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music is mostly working, it takes a few seconds to load and it crashes a lot during the intro screen, I was just going to do E1M1 but I got distracted because I love DOOM

 

using FluidSynth with the Roland SC-55 v3.7 soundfont

 

Edited by BBQgiraffe

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2 hours ago, BBQgiraffe said:

I also implemented pitch shifting but I can't figure out how to add new menu options

You'll have an 'm_misc.c' file.  You add a config there (extern your ints from where you declared them).  For a new entry, mostly you can use 'ss_none' and 'wad_no'.  Then in m_menu.c you can add the menu entry and bind it to your variable so that it changes with the reading of the config.

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so turns out precaching music as pcm audio uses just a whole lot of memory, I'm going to try implementing real time playback but it might take some fiddling to sound right since SFML isn't really designed for that

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8 hours ago, Biodegradable said:

Neapolitan Doom is an excellent name. It complements the ice-cream motif/terminology the community uses like Vanilla, plus its sourceport counterparts (Chocolate, Crispy, Rum & Raisin) really well on multiple levels. :^)

Thank you so much! :D

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11 hours ago, BBQgiraffe said:

 

I'll probably go with Neapolitan Doom, I do plan on adding some features like widescreen and perhaps Lua scripting(since it's an easy to use language and I already have experience embedding it)

If you throw in Lua Scripting, it will definitely get a page. For now a port to SFML is unusual and this stuff is highly impressive. But ill duke it out (heh) till you feel comfortable on the sense of direction you want to go with this :)

 

Lua scripting could be great to have, i can't quickly think of a port that supports that. I know Lua is pretty easy to understand even for a non-programmer (is me) so i'd love to see how far you want to go with that idea. Maybe it easifies mod author to implement scripts.

 

And as for mod authors: How are your thoughts on supports for common standards, like DeHacked, MBF21?

8 hours ago, Gibbon said:

@Redneckerz will probably be overtime on the wiki this month :)

Lol, indeed, especially now with DoomXS around the corner. But i have ran into a fever so ill see how far i can go.

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Luca scripting would be sweet.  Also it is a walk in the park to embed and assign functionality to the interpreter.  The easiest proof of concept would be to change the config script into a Lua script and read those values via the embedded interpreter instead of how it's currently done.

Edited by Gibbon

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