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[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Wed Jul 08, 2015 11:23 pm
by TerminusEst13
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Github: http://github.com/marrub--/GLOOME/
Beta Builds: http://greyserv.net/marrub/gloome_beta_build.html

GLOOME:[/size]

GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine.
It's a little bit incestuous.

There's been a lot of discussion as of time of this writing about the viability of using Doom source ports to create full-fledged indie games. A lot of people have come out with some astounding projects; massive mapsets, complete gameplay overhauls, redone graphics, etc.
But every now and then, there's a project that's completely unlike Doom at all, to the point where people say it would be better as its own thing, rather than a "mod". And sometimes these discussions just kind of...end with the usual question marks.

Is it possible to do this? Can mods really become standalone games? Would it even be feasible to undertake all the work for a small community? What draws the line between an extremely in-depth "mod" and a fully standalone "game"? Wouldn't we still need to have a doom2.wad to run? If we still have ties to Doom, won't that cause legal issues? What would Carmack do?

This fork hopes to address these issues. All of the licensed code has been rewritten. All of the legally-questionable code (such as Ken Silverman's Build code) has been plucked out and replaced with either more legally-compliant code or outright rewritten. The engine itself is completely open-source and free for anyone to modify, adjust, distribute, or whatever as they please.
With this, we hopefully have an engine where someone can make a completely new not-Doom game with and distribute among other sites, like RPG Maker was to Yume Nikki or Cherry Tree High Comedy Club.

Someone completely unfamiliar with Doom, the Doom modding scene, or anything at all can just download a game, fire up the .exe, and play it without needing any know-how or "drag this .pk3 onto this .exe" or "load up multiple files" or "DON'T PUT IT IN YOUR SKINS FOLDER FOR THE LOVE OF GOD". If somebody wanted to make a full-fledged indie first-person-shooter, they can use this engine to create a slew of new maps, new enemies, new levels, new items, new weapons, and more, and then throw it up on Steam without worrying about Doom copyrights.
Spoiler: Credits (Open)
John Carmack
- The forefather of everything. Not just Doom, but for his incredible generosity and astounding contributions to the video game industry. Without his work, we would not be where we are now. The entire scene would be a wildly different place.
Thank you, Carmack.

Randy Heit and Christoph Oelckers
- Creating ZDoom and GZDoom, of which, of course, this is based on (and where at least 99% of the code comes from). Being amazing programmers and keeping up with a source port for 20 or so years. Without these people, this port would have not even been a thought.

JP LeBreton
- Project lead of DECK, one of the big motivators/inspirations behind GLOOME.

marrub
- Did pretty much everything else.

TerminusEst13
- Uhhhhhhhhhhhhhhh moral support? idfk
Project 67 / Nocturne in Yellow:[/size]

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The demonstration projects for GLOOME to show off the engine's capabilities to the world and to show people unfamiliar with ZDoom what can be done with Decorate and ACS. They're small, not exactly on par with BTSX, Golden Souls, Putrefier, or even Zen Dynamics, but they'll suffice. We even have placeholder graphics and everything.
Project 67 is a straightforward science-fiction run-and-gun arcade action shooter, with an emphasis on killing robots, getting points, and using rad guns. It is being made by marrub, the head developer of the GLOOME engine, and nobody knows better how to showcase the features of the engine than he.
Nocturne in Yellow is an entry for the 2015 Indie Game Maker Contest, a challenge to make a complete game in a single month, and is a more slow-paced gothic adventure intended to be reminiscent of a first-person CastleVania than Doom. It is being made by TerminusEst13, some dork.

While both of these projects are early on in development, we will be keeping the topic up to date with progress and contributions.

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Wed Jul 08, 2015 11:56 pm
by one_Two
Exciting times

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 12:34 am
by Combinebobnt
Time for you guys to step it up and make some real doomer dollars

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 12:46 am
by Hypnotoad
This is awesome, nice work.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 9:06 am
by Dark-Assassin
What if Zandronum were to be based off this instead (But including the SW Render)? Would it be better or worse?

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 9:30 am
by Monsterovich
GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine
* Monsterovich approves. :)

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 9:37 am
by Arctangent
Dark-Assassin wrote: What if Zandronum were to be based off this instead (But including the SW Render)? Would it be better or worse?
Probably worse, since this is based on an older GZDoom version and they'd have to re-add the software renderer, effectively accomplishing nothing but wasting a bunch of time.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 10:15 am
by Monsterovich
Arctangent wrote:
Dark-Assassin wrote: What if Zandronum were to be based off this instead (But including the SW Render)? Would it be better or worse?
Probably worse, since this is based on an older GZDoom version
GZDoom 2.* renderer is worse than in previous version. Do I need to explain why?
they'd have to re-add the software renderer, effectively accomplishing nothing but wasting a bunch of time.
Ehm. Why do they have to re-add it?

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 10:31 am
by Arctangent
Monsterovich wrote:
Arctangent wrote:
Dark-Assassin wrote: What if Zandronum were to be based off this instead (But including the SW Render)? Would it be better or worse?
Probably worse, since this is based on an older GZDoom version
GZDoom 2.* renderer is worse than in previous version. Do I need to explain why?
This is entirely subjective. The renderer used in this is far more backwards compatible, however on the flip side the one in 2.* is far more forwards compatible. To be honest, while they're both things for Zandronum to strive for, I feel like forwards compatibility makes more sense given Zandronum's direction and the fact I really, highly doubt it'll remove the software renderer ever.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 12:38 pm
by Ænima
Monsterovich wrote:
Arctangent wrote:
Dark-Assassin wrote: What if Zandronum were to be based off this instead (But including the SW Render)? Would it be better or worse?
Probably worse, since this is based on an older GZDoom version
GZDoom 2.* renderer is worse than in previous version. Do I need to explain why?
they'd have to re-add the software renderer, effectively accomplishing nothing but wasting a bunch of time.
Ehm. Why do they have to re-add it?
We're already at a point where most modders can say "fuck software users", however I don't think we can just drop it altogether without some backlash. Just leave it in, no biggie. I think some competitive players prefer it.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 2:08 pm
by Catastrophe
Finally mods like uacmn can become commercial games

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 3:56 pm
by ibm5155
Software render is "only" usable for vanilla Doom and vanilla IWADS, now tell me something, how many games released since 2000 use software render? hmm zero.
Why waste cpu power for graphics when people invented something called Graphics Processing Unit? plus lack of 3D models, dynamic lights and 3D slopes.

Plus software render is is not GPL, or you make a new software render or, screw software render since noone will use it anyway in new indie games...

If you still blame about hurdur hardware expencive, get a raspberry pi, compile it and you will have your GLOOME with opengl.

Resuming:The idea of Gloome is not to be another Doom port, and yes a framework to let people to create new games and not mods, removing all the tools that were not GPL to let people to sell their work.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 4:30 pm
by one_Two
ibm5155 wrote: Software render is "only" usable for vanilla Doom and vanilla IWADS, now tell me something, how many games released since 2000 use software render? hmm zero.
Deus Ex is one I can think of

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 5:35 pm
by ibm5155
one_Two wrote:
ibm5155 wrote: Software render is "only" usable for vanilla Doom and vanilla IWADS, now tell me something, how many games released since 2000 use software render? hmm zero.
Deus Ex is one I can think of
Deus Ex Release date(s) June 17, 2000

Maybe fifa games got software render till 2007, since their games should run into old low end machines

EDIT: Deus Ex engine was based on Unreal Engine 1, from 1998, and that one had software render (idk but maybe Deus Ex support Glide :D)

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 6:23 pm
by Dark-Assassin
UT2004 has a software render. That's the latest I can think of.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 7:59 pm
by Lollipop
So, will you release some guide on how to use this, or is it a trial and error kind of thing?

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Thu Jul 09, 2015 11:04 pm
by one_Two
Lollipop wrote: So, will you release some guide on how to use this, or is it a trial and error kind of thing?
Same way you'd make a wad for gzdoom, though obv if you wanted to make a commercial game you'd have to replace all d2 lumps/files etc.. (I'm not too sure) but something like that.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Fri Jul 10, 2015 12:22 am
by ibm5155
you don't need to replace everything, idk what is actually required but like on my case, I only have some textures that I added playpal from freedoom and just some textures from freedoom.
In the worst case, get freedoom, and modify their resources

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Fri Jul 10, 2015 12:32 am
by Ænima
I remember a cool survival horror ZDoom mod a while back that was software-only IIRC and it looked pretty cool. That guy could probably make a full-on indie game out of that.

RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Posted: Fri Jul 10, 2015 2:24 am
by ibm5155
I think I know the mod that you're talking about, but it's just a shame it was abandoned :( (just like foreverhood)

Well, people can still make indie games using zandronum/zdoom/gzdoom, the license will just not allow to sell the game, but if it's free then it's ok