Modern source port?

Post » Thu Mar 21, 2013 4:44 pm

Now that the source code is out, I wonder if anyone is working on a modern source port of the game? Similar to what people are doing with games like Doom, etc.
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Hilm Music
 
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Post » Thu Mar 21, 2013 5:44 pm

Now that the source code is out, I wonder if anyone is working on a modern source port of the game? Similar to what people are doing with games like Doom, etc.

The only major project currently I'm aware of is http://www.moddb.com/mods/arx-end-of-sun (coincidentally using the Doom III IdTech4 engine).

But I'm curious... Source port to what? The Linux source code released by id was used for a DOS port.

[edit]

I stand corrected. There is a Linux port project underway http://arx.parpg.net/
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Johnny
 
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Post » Thu Mar 21, 2013 3:21 am

I think the renderer should be updated to a modern API. Not necessarily more fancy graphics (though that would be a plus), but rather just something that plays well with modern OSes. For example, with vanilla, on Vista x64, 2-d performance is horrible. I get massive lagging in the option menus, character stat screens, etc.
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lacy lake
 
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Post » Thu Mar 21, 2013 8:19 am

I'm eagerly looking forward to a zArx Fatalis in the mold of zDoom :)

It's unlikely to ever happen, at least not at that scale, but I can still look forward to such a thing.
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dean Cutler
 
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Post » Thu Mar 21, 2013 6:52 am

I think the renderer should be updated to a modern API. Not necessarily more fancy graphics (though that would be a plus), but rather just something that plays well with modern OSes. For example, with vanilla, on Vista x64, 2-d performance is horrible. I get massive lagging in the option menus, character stat screens, etc.

Well that's unfortunate. Is it only menus or does this occur while playing? What sort of trouble shooting have you tried? I have heard this is a problem with menu fonts, and in game messages. You could use ArxPak to edit the text message cfg file but I'm not entirely sure where you would need to start there. Hell, it might even be a ready file for d-load some place.

A cfg.ini change of forcegdi=1 to =0 could also be a possible fix.

I haven't had a chance to play the game on a x64 build yet, though I'm looking forward to it, and damned if I'll let it stop me! :dance:

[edit] Well here it is; unmodified Utext_English cfg file

http://www.megaupload.com/?d=C8ZM41FG

I'm eagerly looking forward to a zArx Fatalis in the mold of zDoom :)

It's unlikely to ever happen, at least not at that scale, but I can still look forward to such a thing.


It will happen I'm sure. It's a lot of work for pro bono, but there is always some crazy soul out there that will undertake the endeavor.
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Julie Serebrekoff
 
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Post » Thu Mar 21, 2013 3:08 pm

It might take years, and I'm willing to wait. I'd really like to see a source port in similar "modern-ness" to the likes of ZDoom. Yeah, ZArx sounds like a good name.

I'd pester Randy Heit to do it, but he's already busy enough with ZDoom, so... :P
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Hope Greenhaw
 
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Post » Thu Mar 21, 2013 3:04 am

It might take years, and I'm willing to wait. I'd really like to see a source port in similar "modern-ness" to the likes of ZDoom. Yeah, ZArx sounds like a good name.

I'd pester Randy Heit to do it, but he's already busy enough with ZDoom, so... :P
I didn't realize he was still working on it, that's awesome! The last time I worked with ZDoom was when I was with TeamTNT. Going from vanilla Doom editing to ZDoom was an awesome experience. (Actually I tried a little bit of Boom editing in the middle of that, but it was still a massive jump to ZDoom in terms of options and functionality).
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leni
 
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Post » Thu Mar 21, 2013 5:47 pm

never played doom but i dont like the way end of sun looks still willing to give it a shot
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Mimi BC
 
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