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Old 12-21-2002, 10:30 PM   #1
Crezzy_man

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Type of port.
If you guys make a RottGl or anything? Here's my question... Are you guys aiming at making it completely model based (like Vavoom-Engine) or are you going to do something which uses the pre-existing sprites but makes things look really good (like JDoom)? Just a thought....
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Old 12-21-2002, 10:44 PM   #2
IceColdDuke
Re: Type of port.
All new MD2 models [img]images/icons/smile.gif[/img]
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Old 12-22-2002, 02:35 AM   #3
Java the Hutt
 

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Re: Type of port.
Hmmm....

I remember a post from Joe S. about GL dog turd. Kind of funny.

I would be happy if someone would port the ROTT source code to DirectDraw under Windows. That is not as sexy as an OpenGL port, but it would be true to the original game. Kind of like the old Doom95 port from Microsoft years ago.

Just my $.02, but I bet it would be easier to rewrite the DOS renderer code to DirectDraw than creating a full 3D Open GL port of the game.

OK, if Java the Hut has to downgrade into C coding to see a Direct Draw version of ROTT, then so be it. I was hoping some of you younger dudes would tackle this project, so I wll hold my breath until I see no movement on this endevour.

:-0
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Old 12-22-2002, 04:13 AM   #4
CYBDMN
Re: Type of port.
Quote:
Originally posted by Java the Hut:

I would be happy if someone would port the ROTT source code to DirectDraw under Windows. That is not as sexy as an OpenGL port, but it would be true to the original game. Kind of like the old Doom95 port from Microsoft years ago.
<font size="2" face="Verdana, Arial">Just what i think. For the DooM Thing, i never really play jDoom. I like zDoom.
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Old 12-22-2002, 06:46 AM   #5
Crosma

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Re: Type of port.
I'm planning a port myself, but it'll be a while ('cuz I've never tried anything like this before). It'll be in GCC-compliant C with libSDL, essentially so it can be ported to (almost) any OS quickly afterwards. It'll just use the built-in rendering code.

Personally (and this is just my opinion), I think the MD2 models approach is bad, it might be good if there were some decent models, but the Doom MD2 models that are floating around look terrible.
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Old 12-22-2002, 07:18 AM   #6
The Stinger
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Re: Type of port.
Just wondering, why don't all the coder that want to port this work on this together? Wouldnt that be better ?_?
Quote:
Originally posted by Crosma:
Personally (and this is just my opinion), I think the MD2 models approach is bad, it might be good if there were some decent models, but the Doom MD2 models that are floating around look terrible.
<font size="2" face="Verdana, Arial">Yeah those models arnt really top notch. Mainly because the skinning doesnt look good on the models and most of them are too fat.
 
Old 12-22-2002, 08:53 AM   #7
ADM

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Re: Type of port.
If done right they can look good.. and from what I've seen so far of the models in GLROTT they are pretty good.
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Old 12-22-2002, 09:07 AM   #8
IceColdDuke
Re: Type of port.
Using MD2 models, is the best approach with a OpenGL port. The reason the models look bad, is NOT because of the MD2 format, it is because the model designers suck. [img]images/icons/smile.gif[/img] .

I think are model desingers will do just fine.

As far as a DirectX port.....good luck [img]images/icons/smile.gif[/img] . I personally, hate programming with Direct3d. And it cant be ported to another OS as easily either.

I personally, like MSVC 6.0. I hate things like GCC, dont have any GUI(unless I installed it wrong). It would be easier for anyone that wants to do a TC, to use MSVC 6.0 or some compiler that has some type of a GUI.

EDIT:

If anyone wants to do the DirectX portion of the port, we can do it like Quake, where we have seperate builds but of the same thing.

It might be better if we work together.

[ 12-22-2002, 09:19 AM: Message edited by: IceColdDuke ]
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Old 12-22-2002, 03:08 PM   #9
Crosma

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Re: Type of port.
Quote:
Originally posted by IceColdDuke:
The reason the models look bad, is NOT because of the MD2 format, it is because the model designers suck. [img]images/icons/smile.gif[/img] .
<font size="2" face="Verdana, Arial">Agreed. I hope some decent MD2 models appear, if they do then I'd be happy to implement them.

Quote:
I personally, like MSVC 6.0. I hate things like GCC, dont have any GUI(unless I installed it wrong). It would be easier for anyone that wants to do a TC, to use MSVC 6.0 or some compiler that has some type of a GUI.
<font size="2" face="Verdana, Arial">If you really need an IDE, hundreds are available for GCC. It's not a case that the MSVC compiler has a GUI, it just comes with an IDE that you may or may not use, GCC just doesn't come with one.
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Old 12-22-2002, 07:39 PM   #10
Guest
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Re: Type of port.
Quote:
Originally posted by Java the Hut:
Hmmm....

I remember a post from Joe S. about GL dog turd. Kind of funny.

I would be happy if someone would port the ROTT source code to DirectDraw under Windows. That is not as sexy as an OpenGL port, but it would be true to the original game. Kind of like the old Doom95 port from Microsoft years ago.

Just my $.02, but I bet it would be easier to rewrite the DOS renderer code to DirectDraw than creating a full 3D Open GL port of the game.

OK, if Java the Hut has to downgrade into C coding to see a Direct Draw version of ROTT, then so be it. I was hoping some of you younger dudes would tackle this project, so I wll hold my breath until I see no movement on this endevour.

:-0
[img]graemlins/nelson.gif[/img]
<font size="2" face="Verdana, Arial">JROTT has a good ring to it [img]images/icons/tongue.gif[/img]
 
 

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