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64-bit Boom Editing Utilities removed


Quasar

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The code previously referenced at https://www.doomworld.com/vb/thread/127895 (which was at the github repository URL of https://github.com/atsb/boom-editing-tools ) has been removed by its author. If you have a local clone of that repository, and you have a github account, please look at pushing it online. If you can't or don't want to do that, then please send me a zip of the code and I will do it myself.

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He seems to have removed several other Doom related projects from his Gthub account as well.

Sadly I cannot help with Quasar's request - this was one of the projects I didn't clone.

 

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12 hours ago, ChopBlock223 said:

Removed, why?

Dev is angry that he got banned from this forum and is punishing the rest of the world for it.

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I have then on my hard drive. When I get home I'll upload them here for others to use. As for why they got removed, I'm not sure. I sent Gib a message. 

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3 hours ago, Dusty_Rhodes said:

I have then on my hard drive. When I get home I'll upload them here for others to use. As for why they got removed, I'm not sure. I sent Gib a message. 

 

Per his Github:

 

Quote

Note: 30.09.2022 - some have noticed that all my Doom related content is gone. While this is true, it is due to many of my popular and known works being transferred to Sourceforge, as it has better reach on search engines than GitHub.

Many of my older builds have been given to community members to host on FTP servers.

However, since I was unable to communicate this to people on Doomworld, nobody knew. A few projects will not be returning, these are the Boom Editing Utilities and my updated DETH version. I've since ported the entire Boom Editing Tools including the main program to native Windows, Mac and Linux but I will not redistribute them again, as I have done that and got no respect for it.

I think many developers would agree, that if a community does not want you, then why would they want the content you create, for free, in your spare time? I think this is fair.

Keep on developing folks! Respect yourselves and respect your craft.

Much love!

~Gib

 

4 hours ago, Quasar said:

Dev is angry that he got banned from this forum and is punishing the rest of the world for it.

 

I can't say I blame him. If a group of people decided I wasn't allowed to be part of a community, and then I later discovered that said group of people were using my work behind my back, I wouldn't be very happy about it. This is well within his right and frankly totally understandable. After all, you did decide he shouldn't be here.

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Oh wow, he's moving his stuff to an ad infested cesspool of a website instead of the de-facto standard project hosting service  because of supposedly better reach with search engines?

I don't know what to think.

 

That aside, if you publish your projects like this you have no right to complain if others make use of them. Seriously, what did he expect?

 

 

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Most people showed that in his threads when they were still alive.

 

But considering that he got banned, and all his threads were locked that would have been hard afterward...

 

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5 hours ago, segfault said:

 

Per his Github:

I can't say I blame him. If a group of people decided I wasn't allowed to be part of a community, and then I later discovered that said group of people were using my work behind my back, I wouldn't be very happy about it. This is well within his right and frankly totally understandable. After all, you did decide he shouldn't be here.

So you think everybody here is on the same page? The decision was made by a single admin (corrected:) the admins (which I am not one of). Don't talk at me like I had any say in it. And even if I think it was a valid decision, which I can't even be for sure because I've seen no information about it at all up to and including whatever thread caused the whole thing to begin with which apparently got hidden/deleted, deleting all of this stuff still wouldn't be a valid reasoning that I would support. There's whole parts of the Doom community that have no connection whatsoever to Doomworld. As for the utilities, their code is GPL. So if I can get ahold of it then I have every right to use it however I see fit.

Edited by Quasar
Correcting misinfo

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1 hour ago, Quasar said:

So you think everybody here is on the same page? The decision was made by a single admin. Don't talk at me like I had any say in it. And even if I think it was a valid decision, which I can't even be for sure because I've seen no information about it at all up to and including whatever thread caused the whole thing to begin with which apparently got hidden/deleted, deleting all of this stuff still wouldn't be a valid reasoning that I would support. There's whole parts of the Doom community that have no connection whatsoever to Doomworld. As for the utilities, their code is GPL. So if I can get ahold of it then I have every right to use it however I see fit.

 

The decision was made by a single person? According to Baja Blast Rd. it was unanimously agreed-upon by all members of the admin team. This doesn't make any sense; if the decision was unanimous but you yourself are unsure of the context and reasoning as to why it happened, then did you perhaps abstain at the time? That's the only explanation I can think of here.

Edited by segfault

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12 minutes ago, segfault said:

 

The decision was made by a single person? According to Baja Blast Rd. it was unanimously agreed-upon by all members of the admin team. This doesn't make any sense; if the decision was unanimous but you yourself are unsure of the context and reasoning as to why it happened, then did you perhaps abstain at the time? That's the only explanation I can think of here.

Since when is Quasar a member of the admin team? What am I missing here?

 

EDIT

I see now that his title is "moderator", I wasn't aware of this. His name isn't on the staff page, and I can't see titles in mobile view.

Edited by TheMagicMushroomMan

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4 hours ago, segfault said:

I can't say I blame him. If a group of people decided I wasn't allowed to be part of a community, and then I later discovered that said group of people were using my work behind my back, I wouldn't be very happy about it. This is well within his right and frankly totally understandable. After all, you did decide he shouldn't be here.

Here's my opinion as a hobbist programmer myself: those kind of decisions are to be made prior to release your software to the public. Changing your stance after source is released only hurts those who used it--not likely the ones behind this decision.

 

It's like gossip, you need to be totally okay with it leaving your mouth, and once it does it's not yours anymore.

Edited by Antkibo

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21 minutes ago, Antkibo said:

Here's my opinion as a hobbist programmer myself: those kind of decisions are to be made prior to release your software to the public. Changing your stance after source is released only hurts those who used it--not likely the ones behind this decision.

 

It's like that saying about gossip, once it leaves your mouth you can't control it.

 

Correct, any open source code you publish is out of your hands, so to speak, but that doesn't obligate you to continue hosting, updating, and compiling said code if you have a reason not to.

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1 hour ago, TheMagicMushroomMan said:

Since when is Quasar a member of the admin team? What am I missing here?

 

EDIT

I see now that his title is "moderator", I wasn't aware of this. His name isn't on the staff page, and I can't see titles in mobile view.

I am a forum moderator, that means I have control over posts in a single forum (Eternity Engine). I am not on the admin team and do not have any special access or any privileges to ban/mute users.

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1 hour ago, Quasar said:

I am a forum moderator, that means I have control over posts in a single forum (Eternity Engine). I am not on the admin team and do not have any special access or any privileges to ban/mute users.

I see, thank you for explaining that to me. I knew at the very least that you weren't a global moderator. I don't feel particularly sorry for the fellow who was banned either way, as he was a bit of a twat. Seems like he did all of this for sympathy points/attention/drama, he had a bit of history doing things like that as you can see in rd's explanation as to why he was banned. Kind of funny, since he was the kind of guy who whined about Doomworld being too sensitive. I also don't understand how people can be using your software "behind your back" when you've released said software to be used by the general public.

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Vandalizing your own projects and blaming other people for it is transparent manipulation.

Edited by AlexMax

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He just moved them guys, it's really not a big deal. And he also literally got two replies on the Boom Utilities port, so he really didn't get much recognition for that. He's not angry (not assuming, I chatted with him last night) he just finds it humorous that now after he's been banned and ignored that people are just now caring about one of the obscure ports he's made. He was never mad about the ban either, he told me at the time he was more relieved because some mods were often in contention with himself. Can we stop bringing him up? It's unfair to Gibbon to make accusations when he can't defend himself. Also banning him from Doomworld is totally removing him from the larger community. Little Discord servers don't really compare to the actual hub of online Doom activity. Give him and break and drop it. 

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13 minutes ago, Dusty_Rhodes said:

And he also literally got two replies on the Boom Utilities port, so he really didn't get much recognition for that.

I'd expect use of command line tools to be very niche. However I personally consider them to be something important to have around, and it's one of the repos that he did not migrate, and I was told second-hand would not be coming back, so that's why I started this thread to see if anybody had the code. Assuming that does not happen, I've started an effort to re-port them myself as I feel like it's something that should exist; those programs shouldn't be stuck in the DOS age when most of them are very simple and should have been written cross-platform to begin with.

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2 minutes ago, Quasar said:

I'd expect use of command line tools to be very niche. However I personally consider them to be something important to have around, and it's one of the repos that he did not migrate, and I was told second-hand would not be coming back, so that's why I started this thread to see if anybody had the code. Assuming that does not happen, I've started an effort to re-port them myself as I feel like it's something that should exist; those programs shouldn't be stuck in the DOS age when most of them are very simple and should have been written cross-platform to begin with.

I definitely agree. There's tons of great command line programs and I've actually used the orignal ones a fair bit before Gib ported them. I'm glad you did post though, as things are cleared up now.

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@Quasar Got some news regarding this, some positive ones.

I don't like to be the messenger of things (Last time i did *Ahem Tormentor Ugh*) got me a lot of meta commentary, so here is what Gib said:

 

Quote

Hey red.. do me a favour. Please let them know on that thread that I will release it if it is causing them so many problems, I'd prefer not to have this bad blood around. I will give it to you in 1 week and you can do whatever you wish, let me just clean it up and document some things so it is a good release. The Patcher program has itself been broken up into the individual programs it is composed of, due to the extensive usage of the GRX library for the view and drawing code. So it is fully command line only and 64bit clean.

 

But I would appreciate the reduction of the shit slinging

 

You know what, sod it I’ll give it to you tonight. Just let them know :)

Seems fair. And it also includes Patcher so you can basically re-create the Daedalus compile environment under Windows.

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Update:

So.. The Gib came through.

@Quasar please change title appropiately (Say: Christmas is early, or something)
@OpenRift @Doomkid@JadingTsunami Heads up!

 

Here are the Boom Editing Utilities, with source.

Contents:

Spoiler
  • BIN2C.EXE: This converts a binary file to a C array for inclusion in info.c from the Doom source code as a predefined lump

  • BMP2C.EXE: This converts a .BMP file for a patch or a graphic to a C array for inclusion in info.c as a predefined lump

  • CMAPTOOL.EXE: Colormap creation utility

  • MAKETRLMP.EXE

  • MUS2MID.EXE: A tool to convert a .MUS file (or a list of possibly wildcarded .MUS files) to the corresponding .MID file(s). Its usage is MMUS2MID musfile[.MUS] and it writes musfile.MID as output

  • SWANTBLS.EXE

  • TODOS.EXE: Converts a UNIX format file to a DOS format file

  • TOUNIX.EXE: Converts a DOS format file to a UNIX format file

 

and posted not only Boom Editing Utilities, but also..

 

A port of Jim Flynn's Patcher DOS-based toolkit,. The result of 3.5 weeks of porting. Now you can re-create the Daedalus Development Environment now natively on Windows (and Linux!)

 

Contents: So which tools of Patcher are ported and what do they do?

Spoiler
  • BRK.EXE: Breaks a WAD into its component resources in subdirectories. A control file (.RES) to reconstruct the wad is also generated

  • CMP.EXE: Reports resource differences between base and patch WADS

  • CP.EXE: Cutpaste. Loads COLMAPS and PLAYPALS and can place them in a WAD

  • CVT.EXE: Changes a collection of .BMPs to another palette

  • DEM.EXE: DEMON. From built-in or standalone demo, dump header, motion data or change version number or level demo editor

  • DIF.EXE: Creates a difference wad containing all in revised WAD that is new or changed from original wad

  • DUP.EXE: Checks lump and texture names in a WAD for duplicates

  • FLTU.EXE: Analyzes the levels in a WAD for flat usage. Can work on all flats in all levels, or on specified flats in specified levels

  • GAM.EXE: Changes the light levels in one or all levels of a WAD by a percentage or absolute increment. Note information is LOST during conversion - backup BEFORE applying GAMMA

  • HIST.EXE: Views the history in a WAD output by Patcher v4.0 or later

  • KIL.EXE: Creates an output WAD that is the input wad with any resources in the kilspec deleted. The kilspec is a .SGN or .RES file listing the resources to delete in the usual sections

  • MAK.EXE: Makes a WAD from a resource file and resource tree

  • MER.EXE: Merges base and patch WADS to form output WAD with resources of both

  • MOVE.EXE: Moves or center things and vertices in a DOOM/DOOM2 WAD

  • MUSP.EXE: Inserts music from .MID, .MUS or .WAD into an existing WAD or create a new wad containing only that music

  • NBLD.EXE: Builds the nodes and blockmap for a WAD

  • NOSEC.EXE: Clears all secret sectors in the specified levels

  • REN.EXE: Renumbers specified linedefs as lowest in level specified

  • REPL.EXE: Replaces textures, flats, things, and level names

  • SPAL.EXE: Sets PALETTE and SIGNLOOK sections for the specified palette in the resource definition file specified

  • STAT.EXE: Reports information about a DOOM, DOOM II, or BOOM WAD

  • STUC.EXE: Reports things in a DOOM II WAD for poor placement

  • TXTU.EXE: Analyzes the levels in a WAD for texture usage. Can work on all textures in all levels, or on specified textures in specified levels

 

Readme:

Spoiler

This is the BOOM EDITING UTILITIES by JIM FLYNN (R.I.P)
Ported to Windows and (mostly) Linux by Adam (Gibbon).

BATCH and SHELL files are created for Windows and GNU/Linux systems.

All code compiles using Linux GCC and Windows (MinGW).
MSVC isn't tested and will not work without modification.
MacOS was tested in the past and worked but I my main Mac machine died
before this was done.

 

Building:

  • makutil.bat - makes the utilities in the root directory (the BOOM Editing Utilities)
  • makutil.sh - does the same but for UNIX/UNIX-Like systems

Additionally, those above scripts also make the 'cmaptool' in the cmaltool/ directory.

 

Building the Patcher Utilities:

makpatcher.bat and makpatcher.sh - builds the utilities that make up the Patcher tool.
Please note that the patcher utilities are not entirely UNIX compatible, like the BoomUtilities are.  I've laid the groundwork, but there is much to do there.

 

I have not gotten the actual Patcher itself to build as it relies on a lot of GRX code for DOS.
It is highly likely a new frontend needs to be written to house all the utilities under one program.

 

Notes:

Some programs doing BMP file reading/writing seem to be broken (produce corrupted files).
This should be the first place to start.

You will notice an allegro.h file.  This is allegro 3 from 1998 and the header file is fixed to be used on modern systems.  This is used for the mus2mid program as it contains its definitions and uses those functions.  It has NOT been heavily tested and probably
should be ported to another API.

 

This is dedicated to Jim Flynn and TeamTNT.


Enjoy it!

~Gibbon.

 

The only thing's missing is CLED, because according to Gibbon, its full of GRX DOS sources.

 

And not only deth...

 

There is also an updated version of DETH, version 4.3.1 with source!. Can now run BSP.EXE within DETH!

 

Changes from DETH 4.24:

Spoiler

------------------------------
DETH 4.31 [8th May 22]
------------------------------

Added a new window for Legends

Added the ability to run BSP.EXE against a chosen PWAD from within DETH itself.

Fixed a bug that prevented HETH compilation

Removed Supercharge Sphere from COMMON.CFG and replaced with Soul Sphere.

 

boom_utilities_and_patcher_src_and_exe.zip

deth431_bin.zip

deth431_src.zip

Edited by Redneckerz
DETH is not ported, but it is upgraded on DOS.

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1 hour ago, Redneckerz said:

Always wanted to write it but procrastinated it for later. This motivated enough to also put it up on Wiki: https://doomwiki.org/wiki/Patcher

 

Jim Flynn's tools legacy is now complete on DoomWiki and rejuvenated for modern platforms. Powertools for the diehard WAD maker.

 

Wow, I didn't even know those existed. That's awesome.

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