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Port TDM Changes into dhewm3 ?


Melchior

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Greetings, as there seem to be few or no(?) visible developments getting the antiquated TDM codebase looking like something that came out this decade - what about taking all the TDM changes and forward porting them to a modern Doom 3 engine like:

 

https://github.com/dhewm/dhewm3

 

Where you'd get (for 'free');

 

  • 64 Bit support
  • OpenAL - EFX == E.A.X.
  • Better build support
  • Lots of other fixes and things
  • Ports for most platforms

 

What would be nice to know is the depth and scope of TDM 'features' inserted into Doom3.

 

The idea is to take bits from TDM (engine) itself that are unique and needed for TDM (mod) and re-insert these into a branch of dhewm3. Making a TDM-compatible dhewm3.

as the final result.

 

That way a modern, fast-moving codebase is leveraged immediately and TDM gains alot of goodies, without hair-pulling.

Edited by Melchior
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Value-add to date: the initial port, jettisoning the D3 requirement, hundreds of new features, over 2,100 bugs logged and fixed, and countless unlogged bugs fixed.

 

Moving all that is quite a bit of work.

 

There are numerous dead threads where folks have suggested porting TDM. It's a whole lot of work that the current small dev team can't possibly take on.

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We already have an internal branch that is based on Dhewm3.

 

If you have the ability to help us with the compiler challenges then we would gladly

accept your assistance.

 

Related discussion for reference:

 

http://forums.thedarkmod.com/topic/17317-64-bit-patch-for-the-dark-mod/

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Like a lot of fan suggestions, we actually have a long history with exactly this proposal. :)

 

I'd definitely second the idea if you want to volunteer to help out on it you've come to the right place.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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We already have an internal branch that is based on Dhewm3.

 

If you have the ability to help us with the compiler challenges then we would gladly

accept your assistance.

 

Related discussion for reference:

 

http://forums.thedarkmod.com/topic/17317-64-bit-patch-for-the-dark-mod/

NBohr is the man :D

 

(But "Niels Bohr", right ? )

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Greetings, as there seem to be few or no(?) visible developments getting the antiquated TDM codebase looking like something that came out this decade -

Best way to introduce yourself to a new forum, for sure: Telling everyone that basically everything they've done is shit or outdated. :-D

 

Anway, welcome! Enjoy your stay and don't mind the bickering.

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  • 5 years later...

If someone is eager to improve dhewm3 by taking changes from TDM, I can review what I personally did, and provide a list of bugtracker issues and probably commits which are worth porting. But I won't spend my time on actually cherry-picking them.

One issue is that goal of dhewm3 is preservation of Doom 3 game. I recall a few changes, which make perfect sense or fix plain bugs, but can actually break maps, and such changes probably won't fit dhewm3 at all.

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