DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Remaking released mod into SDL
Page 1 of 1
DieHard Wolfers Forum Index -> SDL Code Crackers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Fri Jul 25, 2008 7:05 pm
   Subject: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

I was thinking of redoing my mod ' Escape from Castle Holle' in SDL

I was wondering what steps are involved in transferring an already released mod into SDL?
Am I going to have to totally recode everything again?
Can someone please give a general rundown of what would be involved? Thanks in advance. Smile

_________________
... Still alive Razz
Zombie_Plan
DieHard Wolfer
DieHard Wolfer


Joined: 12 Oct 2004
Last Visit: 13:13 ago.

Topics: 108
Posts: 1723
Location: A hole in the wall
australia.gif

PostPosted: Fri Jul 25, 2008 7:40 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

recoding Very Happy

the entire engine is written in c++ instead of C, so you'll have to redo everything so it fits.

_________________
WolfSource - Your news source since the beginning of time (2019)
Ripper
Code Master - Developer
Code Master - Developer


Joined: 15 Mar 2003
Last Visit: 30 Sep 2008

Topics: 21
Posts: 527
Location: Germany
blank.gif

PostPosted: Sat Jul 26, 2008 7:47 am
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

C++ is just a bit more strict than C, so that's not the basic problem. Problematic are things like loops waiting for user input (they must call IN_ProcessEvents()) and direct access to the screen buffer outside wl_draw.cpp (meaning not called by ThreeDRefresh).
Also the same problems happen as they did for porting from Wolf3D to Wolf4GW: As Wolf4SDL is also 32-bit code, an "int" is not 16-bit, but 32-bit. All pointers are not 16-bit anymore but 32-bit or when compiled for a 64-bit system even 64-bits! As Wolf encodes some things in the actorat map this may cause problems (I created the IS_POINTER macro (or similar) for these cases).
Except for the "int"-problems, porting changes related to game logic rather than graphics should be a matter of copy and paste.

To port a Wolf3d mod to SDL I would do the following:
- Create a "diff" from the original Wolfenstein 3D code the mod is based on to the source code of the mod to find out the changes (use "diff -u -r wolforigsrc wolfmodsrc > modchanges.diff" in Cygwin, wolforigsrc is the folder containing the original code, wolfmodsrc is the folder containing the mod code)
- Use an editor like Notepad2 to view the diff file with syntax highlighting. Lines preceeded by a "-" (colored red in Notepad2) have been deleted by the mod, those preceeded by a "+" (colored green in Notepad2) were added.
- Try to recognize single features and port them one by one, testing the game after added feature to make sure, you didn't mess something up. Also you should create backups regularly or much better use a local source control system like Subversion. Of course the Wolf data files should fit to the already ported features...
- When ever you port some part of the diff file, I recommend removing the related lines from the diff (but keep a copy of the original diff file). This way you will easily see, what still needs to be done.
- Keep in mind, that Wolf4SDL may already contain some of the features.

I hope this helps a bit.

_________________
Life is an awful game, but the graphics resolution rocks ;D
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Sat Jul 26, 2008 3:26 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thanks for the information guys. It does help (and confuse me a fair bit!) for whats involved.

I'll have to think about it a bit more before I attempt this I think. Hopefully it gave others an inisght for who may be thinking of doing the same thing Smile

_________________
... Still alive Razz
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 16:01 ago.

Topics: 167
Posts: 8412
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Jul 26, 2008 6:24 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Dean, does your mod use the 90 Available Walls code? If so, I have yet to see a code tutorial on enabling this. WolfDX itself lacks this feature, as a matter of fact. Sad
WSJ
DieHard Officer
DieHard Officer


Joined: 17 Apr 2004
Last Visit: 30 Nov 2017

Topics: 24
Posts: 506

blank.gif

PostPosted: Sun Jul 27, 2008 11:43 am
   Subject: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Tricob wrote:
Dean, does your mod use the 90 Available Walls code? If so, I have yet to see a code tutorial on enabling this. WolfDX itself lacks this feature, as a matter of fact. Sad

Since Wolf4SDL doesn't have the memory limit, you could probably enable even more walls than that by changing "tilemap" from a byte to an integer so that it could hold more data. You might also have to make a few other changes, like the numbers used to detect doors and pushwalls, but I don't think it would be too difficult to do.
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Mon Jul 28, 2008 10:43 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thanks everyone, I've decided to be a bit more ambitious and start a mod that I've had an idea for a long time of.

So, I guess that means that I am starting a new mod from scratch.... wow ....

I have Rippers source code and other files and I've downloaded 'Visual basic 2008 Express Edition'. Is there anything else I need to get be able to get started with the coding?

_________________
... Still alive Razz
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 16:01 ago.

Topics: 167
Posts: 8412
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Mon Jul 28, 2008 11:12 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Dean wrote:
Is there anything else I need to get be able to get started with the coding?
Well, if you use my source code of WolfDX as a guide, you might want to PM me for an updated version; I've fixed a number of bugs since then. For one thing, 100% of the weapon bugs are now corrected.
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Tue Jul 29, 2008 12:49 am
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thanks Tricob. PM sent Smile

_________________
... Still alive Razz
Ripper
Code Master - Developer
Code Master - Developer


Joined: 15 Mar 2003
Last Visit: 30 Sep 2008

Topics: 21
Posts: 527
Location: Germany
blank.gif

PostPosted: Mon Aug 11, 2008 2:24 am
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Dean wrote:
...and I've downloaded 'Visual basic 2008 Express Edition'. Is there anything else I need to get be able to get started with the coding?
WT...!?!?!
Dude, Visual C++, NOT Visual Basic! That'll be another half an hour of installation Wink

_________________
Life is an awful game, but the graphics resolution rocks ;D
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Mon Aug 11, 2008 9:14 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

bugger.... Thanks Ripper Smile

_________________
... Still alive Razz
lilmanjs
Bring 'em On
Bring 'em On


Joined: 27 May 2008
Last Visit: 30 Jul 2012

Topics: 5
Posts: 111

usa.gif

PostPosted: Wed Aug 13, 2008 12:59 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I'd really like to see castle holle made into an SDL mod. its a good way to get you fimilar with the SDL code. I'm currently working on 6 new maps for the Final Fight 1 SDL conversion.

_________________
Leader of Team Aardwolf
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Wed Aug 13, 2008 4:55 pm
   Subject: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

To be honest its probably not going to be done. I have a new mod idea that I'm developing instead. Mouth Shut

_________________
... Still alive Razz
lilmanjs
Bring 'em On
Bring 'em On


Joined: 27 May 2008
Last Visit: 30 Jul 2012

Topics: 5
Posts: 111

usa.gif

PostPosted: Thu Aug 14, 2008 3:31 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

please make the new mod in SDL.

_________________
Leader of Team Aardwolf
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 24 Jun 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Thu Aug 14, 2008 4:58 pm
   Subject: Re: Remaking released mod into SDL
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

Oh it will be, I would have made it already if it could have be done in the Original Wolf engine. Size was always going to be the issue until SDL.
The main problem is going to be the coding, I'm a poor coder at the best of times let alone having to learn new stuff for SDL.

It's going to take a fair bit of development so don't look for an offical announcement anytime soon.

_________________
... Still alive Razz
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> SDL Code Crackers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts Announcement: Wolf4SDL released
Author: Ripper
522 263081 Mon May 22, 2017 2:04 pm
Tricob View latest post
No new posts Announcement: Wolf3d & Spear of Destiny Shareware SDL Downloads
Author: BrotherTank
10 18589 Tue Aug 24, 2010 10:18 am
dcbasic View latest post
No new posts SDL Tutorials available on Haasboy Software
Author: Haasboy
4 2893 Tue Aug 12, 2008 10:11 pm
Haasboy View latest post
No new posts [Help] Gun Bobbing in SDL
Author: RichterBelmont12
8 3807 Wed Jul 23, 2008 6:37 pm
Tricob View latest post
No new posts [SDL] Apply 2nd ScaleFactor to selected (hi-res) vga gfx
Author: Andy_Nonymous
9 5780 Sun Apr 27, 2008 2:30 am
AlumiuN View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group