Can I make a fork of Zandronum?

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Can I make a fork of Zandronum?

#1

Post by Quaker540 » Sun Jul 06, 2014 11:33 pm

Hello everyone! :smile:

I know this isn't the right category to post this, but I don't know where else I can post it. What I wanted is to ask Torr Samaho if he can give me the permission to make a fork of Zandronum. What I really wanted to do is to update it to the latest GZDoom development build, but Torr doesn't allow me to do in the main project. I know this will take some time, but due to my holidays, I've lots of spare time.

Will you please Torr Samaho leave me to make a fork of Zandronum? I don't want to just do it without your permission, because this would not show respect to the original author (Torr Samaho). Sweet please with sugar on top? :biggrin:
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RE: Can I make a fork of Zandronum?

#2

Post by Catastrophe » Sun Jul 06, 2014 11:59 pm

You can fork zandro anytime iirc. The real question is whether anyone will play your fork.

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RE: Can I make a fork of Zandronum?

#3

Post by ibm5155 » Mon Jul 07, 2014 1:18 am

Quaker540 wrote: Hello everyone! :smile:

I know this isn't the right category to post this, but I don't know where else I can post it. What I wanted is to ask Torr Samaho if he can give me the permission to make a fork of Zandronum. What I really wanted to do is to update it to the latest GZDoom development build, but Torr doesn't allow me to do in the main project. I know this will take some time, but due to my holidays, I've lots of spare time.

Will you please Torr Samaho leave me to make a fork of Zandronum? I don't want to just do it without your permission, because this would not show respect to the original author (Torr Samaho). Sweet please with sugar on top? :biggrin:
Ehm, I don't get it, isn't that what is happening now? but I know you can't directly update it and yes, uptade each modification registered untill a stable code packed was released...
Well you can, but, if you want it, wouldn't be easier to just port the commits to make the port process faster? :S
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RE: Can I make a fork of Zandronum?

#4

Post by DevilHunter » Mon Jul 07, 2014 2:24 am

The reason why Torr is taking so much time on each Backport is because... There might be some conflict with it and Zandronum's Custom code. Think about it, if Torr was to update Zandronum to the newest Code.. I'm sure there would be a million more bugs, and no way to track it down.

Either way, You could fork it and put in the backports, and see if anything messes up. You don't need permission to fork, others have done it already. Just don't expect anything *untested* to end up in the main branch.

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RE: Can I make a fork of Zandronum?

#5

Post by Quaker540 » Mon Jul 07, 2014 2:43 am

Thanks everyone for your feedback!

"The real question is whether anyone will play your fork."

Well honestly this was just to help one of my friends and myself. I had enough of how out-dated Zandronum is which I decided to update it myself, since Torr Samaho doesn't allow me...

"Ehm, I don't get it, isn't that what is happening now?"

No. Torr Samaho in my humble opinion just adds unnecessary multiplayer improvements. It's a good thing and I know it's the main goal of the project, but I think we had enough from that "multiplayer" thing. Zandronum is ages back from GZDoom, and I can't stand anymore with it. Thousands of WADs are not compatible with this port due to how archaic it is. Sadly, though, many people still use this engine so to make everyone happy I decide to update it... Not even my Sub-Mod can play with the newest version!

"if Torr was to update Zandronum to the newest Code.. I'm sure there would be a million more bugs, and no way to track it down."

Sure they would be a million bugs at first, but like I stated, I've lots of free time now.
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RE: Can I make a fork of Zandronum?

#6

Post by Catastrophe » Mon Jul 07, 2014 2:55 am

Quaker540 wrote: No. Torr Samaho in my humble opinion just adds unnecessary multiplayer improvements.
:cry:

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RE: Can I make a fork of Zandronum?

#7

Post by Quaker540 » Mon Jul 07, 2014 3:10 am

Catastrophe wrote: :cry:
No, that was just my opinion and of course you can ignore it. Don't get your feelings down just because someone just doesn't have the same opinion as you :wink:
Last edited by Quaker540 on Mon Jul 07, 2014 3:11 am, edited 1 time in total.
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RE: Can I make a fork of Zandronum?

#8

Post by mifu » Mon Jul 07, 2014 3:21 am

I kinda get what Quaker540 is saying. Zandronum is behind a lot of zdoom revisions and GZDoom revisions which limits the amount of wads that can be played, however Torr needs to be careful when back porting, hence why it takes long. Zan 2.0's current beta has Zdoom 2.5.0 features which is an improvement, but Torr probably needed to change a lot in regards to the zandronum code to make it work. So there is a very good reason for it.

In Terms of forking, there's nothing stopping you from doing so as Zandronum is open source. Just make sure you satisfy the licenses of the code and you should be fine.

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RE: Can I make a fork of Zandronum?

#9

Post by Quaker540 » Mon Jul 07, 2014 3:42 am

mifu wrote: Just make sure you satisfy the licenses of the code and you should be fine.
The rest of the comment is fine, but I don't got that part. Do you mean that I should credit the original author? By the way, I've already created that fork and I'm working on it now.
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RE: Can I make a fork of Zandronum?

#10

Post by mifu » Mon Jul 07, 2014 3:54 am

[quote=Zandronum.com Licenses section]New code in Zandronum is released under a 4-clause license based on the OSI-approved and GPL-compatible Sleepycat License, with the addition of the "No Endorsement" clause from the 3-clause New BSD License.

Practically, this means that Zandronum's source code is safe to use in either GPL or Doom Source License/Raven Source License/etc. source ports as long as the terms of the Zandronum license are satisfied.

The Zandronum license only covers Zandronum-specific code. Some source files contain additional notices of original copyright by their contributors.

See ZDoom license page for more details on other licenses used within Zandronum.[/quote]

Read up on these to make sure your not breaching any clauses :P
Last edited by mifu on Mon Jul 07, 2014 3:54 am, edited 1 time in total.

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RE: Can I make a fork of Zandronum?

#11

Post by AkumaKing » Mon Jul 07, 2014 4:29 am

If you're gonna make a version of Zandronum that can use all of G/ZDoom's features, I'll be so happy I can't find a way to describe my happiness. Mostly because of a Project I'm working on that uses a good bit of ZDoom's newer features and I'd wish it would be compatible with Zandronum so that I didn't have to make an extra file just for the usage of multiplayer and sacrifice some important lines of code.

I mean, that project is far from done and is merely in the alpha stages, but I'd still like it to be compatible with Zanzan when it IS done.
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RE: Can I make a fork of Zandronum?

#12

Post by StrikerMan780 » Mon Jul 07, 2014 6:01 am

If Zandro could catch up with ZDoom 2.7.1, I would be more than happy. 2.5.0 is over 4 years old now. I doubt it would happen in my lifetime however. Call me jaded, but ZDoom would be more likely to get client/server netcode of it's own by the time that ever comes around.
Last edited by StrikerMan780 on Mon Jul 07, 2014 6:09 am, edited 1 time in total.

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RE: Can I make a fork of Zandronum?

#13

Post by Quaker540 » Mon Jul 07, 2014 3:54 pm

Don't forget guys that this will take some time. However, I've updated all Doom's weapons, the Arch-Vile, the "Boss Brain", the "AActor" and now I'm updating the "D_PLAYER.h" file.

EDIT: "D_PLAYER.h" file updated.
Last edited by Quaker540 on Mon Jul 07, 2014 4:17 pm, edited 1 time in total.
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RE: Can I make a fork of Zandronum?

#14

Post by Torr Samaho » Mon Jul 07, 2014 6:02 pm

Quaker540 wrote: Will you please Torr Samaho leave me to make a fork of Zandronum? I don't want to just do it without your permission, because this would not show respect to the original author (Torr Samaho). Sweet please with sugar on top? :biggrin:
As already said by the others, you are free to use the source code in any way the license permits. This includes creating a fork. It was a long fight to release Skulltag under a proper open source license back then, but I'm very happen that everybody can enjoy the benefits of this now. If you want to distribute your own engine, you cannot use Zandronum's name though.
Quaker540 wrote: No. Torr Samaho in my humble opinion just adds unnecessary multiplayer improvements. It's a good thing and I know it's the main goal of the project, but I think we had enough from that "multiplayer" thing.
If you don't want multiplayer, why are you using Zandronum at all? For single player you can just use the latest GZDoom version and call it a day. If you need any of Zandronum's added features for single player, it will be much easier to port those few features to GZDoom than upgrading Zandronum GZDoom base.
Quaker540 wrote: Don't forget guys that this will take some time. However, I've updated all Doom's weapons, the Arch-Vile, the "Boss Brain", the "AActor" and now I'm updating the "D_PLAYER.h" file.

EDIT: "D_PLAYER.h" file updated.
You are upgrading everything to the latest version on a file by file basis?

EDIT: To clarify something:
Quaker540 wrote: What I really wanted to do is to update it to the latest GZDoom development build, but Torr doesn't allow me to do in the main project.
This refers to my general backport policy: https://zandronum.com/forum/showthread. ... =2#pid4474
Last edited by Torr Samaho on Mon Jul 07, 2014 6:08 pm, edited 1 time in total.

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RE: Can I make a fork of Zandronum?

#15

Post by one_Two » Mon Jul 07, 2014 6:20 pm

Quaker540 wrote: Don't forget guys that this will take some time. However, I've updated all Doom's weapons, the Arch-Vile, the "Boss Brain", the "AActor" and now I'm updating the "D_PLAYER.h" file.

EDIT: "D_PLAYER.h" file updated.
This aint never getting finished. Just saying.

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RE: Can I make a fork of Zandronum?

#16

Post by Quaker540 » Mon Jul 07, 2014 7:01 pm

Thanks again guys for your feedback!

"As already said by the others, you are free to use the source code in any way the license permits. This includes creating a fork. It was a long fight to release Skulltag under a proper open source license back then, but I'm very happen that everybody can enjoy the benefits of this now. If you want to distribute your own engine, you cannot use Zandronum's name though."

Thanks, I've did many things already!

"If you don't want multiplayer, why are you using Zandronum at all? For single player you can just use the latest GZDoom version and call it a day. If you need any of Zandronum's added features for single player, it will be much easier to port those few features to GZDoom than upgrading Zandronum GZDoom base."

Sadly, I've this question too. Why I want to do this it's because if Zandronum had the latest GZDoom build features PLUS Multiplayer ease, I'd love Zandronum forever. It's also due to my Sub-Mod, from version 10 Zandronum support has ended. Now I'm even on version 14. Lots of my fans have gone due to this. Many people still use Zandronum, even though it's really archaic. It is impossible to let everyone know that Zandronum is old. Not just by that, but they also want Multiplayer ease, which GZDoom doesn't have. So, I've 2 goals;

1; Let me enjoy the best Doom experience. PERIOD.
2; Due to how archaic it is.

"You are upgrading everything to the latest version on a file by file basis?"

Yes? I know this is time consuming, but like I've stated, I've LOTS of free time now.

"This aint never getting finished. Just saying."

Well, I'm not going to get my feelings down even though such comments push me to. I've stated already that I've lots of free time due to my holidays, and honestly; I don't care how much time it will take! This is one of my main characteristics; I never give up when I want/like something. Even when something is really hard, time consuming, needs attention and detail, I never leave it and make it look bad or something. If my goal is to make something awesome and useful, I'm on in it. When I'm on something, well, I simply don't give up.
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RE: Can I make a fork of Zandronum?

#17

Post by Tiger » Mon Jul 07, 2014 7:08 pm

I am just glossing over this topic a bit, I just have one question to ask: Instead of creating a new fork that hardly anyone will use or even know about (sorry, but Catastrophe has a valid point), why not invest your time into helping Zandronum's development instead? Atleast with this, you'll gain some experience and finally get this engine back-up-to-date with (G)ZDoom's code base -- afterall, isn't that what the main topic truly is about?

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RE: Can I make a fork of Zandronum?

#18

Post by Torr Samaho » Mon Jul 07, 2014 7:16 pm

Quaker540 wrote: Sadly, I've this question too. Why I want to do this it's because if Zandronum had the latest GZDoom build features PLUS Multiplayer ease, I'd love Zandronum forever.
In other words, you actually do want a properly working multiplayer with a client/server architecture? In this case, telling me to stop worrying about multiplayer is quite weird.
Quaker540 wrote: "You are upgrading everything to the latest version on a file by file basis?"

Yes? I know this is time consuming, but like I've stated, I've LOTS of free time now.
I'm asking, because the file by file approach is very difficult. First, you can't even check if the code compiles until you have updated all files (which are several hundreds). Second, you'll have to adapt large parts of Zandronum's code to the ZDoom changes and you can't test these adaptions individually. You'll be forced to do all at once, to get something that even compiles. Doing it revision by revision (possibly in chunks) is much more manageable. This way you also get working intermediate versions, so you don't risk wasting all the effort you put in in case you don't have enough time to completely finish it.

How much experience do you have with ZDoom's and Zandronum's inner workings?

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RE: Can I make a fork of Zandronum?

#19

Post by XutaWoo » Mon Jul 07, 2014 8:00 pm

Quaker540 wrote: the latest GZDoom build features PLUS Multiplayer ease
For reference, unless you mean stuff like in-built Duel, Last Man Standing, etc., this is currently being worked on on the ZDoom side of things. Zandronum will remain the go-to port for what most people use it for currently, but if you much rather create advanced multiplayer mods then you could just wait for the ZDoom multiplayer to be updated.

It'll be finished a lot sooner than it'll take for Zandronum to catch up, plus it'll be a lot more accurate to offline play due to the networking system it's using ( master and slave over Zand's client and server ) plus iirc just a different implementation of multiplayer.
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RE: Can I make a fork of Zandronum?

#20

Post by Quaker540 » Mon Jul 07, 2014 10:13 pm

Thanks guys for your feedback once again!

"I am just glossing over this topic a bit, I just have one question to ask: Instead of creating a new fork that hardly anyone will use or even know about (sorry, but Catastrophe has a valid point), why not invest your time into helping Zandronum's development instead? Atleast with this, you'll gain some experience and finally get this engine back-up-to-date with (G)ZDoom's code base -- afterall, isn't that what the main topic truly is about?"

I've thought of that, but currently I don't know what to fix or add. This is why I found those new multiplayer improvements a bit unnecessary. Again, I know this is the main goal, but how can I play on Zandronum if it is THAT archaic? Even with the 2.5.0 version jump I still can't play my favorite mods on it. The only things I can run on Zandronum are map packs.

Take my modder place for a minute. How can you test your mod if the engine doesn't support your code? How can I know how it works on multiplayer? How can I even know if it works? How on earth can you test your mods in this engine when it doesn't support what you type? How on earth can I stay in such an archaic engine? I got tired of all those questions, which is why I've to do this.

"In other words, you actually do want a properly working multiplayer with a client/server architecture? In this case, telling me to stop worrying about multiplayer is quite weird."

What I said is that we need to move on updating the main engine for a while. Once again, I can't run anything with Zandronum but map packs or skin packs. How on earth can I play then?

"I'm asking, because the file by file approach is very difficult. First, you can't even check if the code compiles until you have updated all files (which are several hundreds). Second, you'll have to adapt large parts of Zandronum's code to the ZDoom changes and you can't test these adaptions individually. You'll be forced to do all at once, to get something that even compiles. Doing it revision by revision (possibly in chunks) is much more manageable. This way you also get working intermediate versions, so you don't risk wasting all the effort you put in in case you don't have enough time to completely finish it."

It IS difficult, I never said it isn't. At the moment I will only update all base files and Doom's ones, which is why I use this port; I've never played Strife/HeXen/Heretic on Doom's ports. When I'll update all base files and Doom's ones, I'll compile it and fix any errors I found.

The only real question I've ever had about this port is where is where. For example, where's the code for the "TOUCHY" flag? I can't find it anywhere.

"How much experience do you have with ZDoom's and Zandronum's inner workings?"

Ah buddy, I had lots of C++ experiences.

"For reference, unless you mean stuff like in-built Duel, Last Man Standing, etc., this is currently being worked on on the ZDoom side of things. Zandronum will remain the go-to port for what most people use it for currently, but if you much rather create advanced multiplayer mods then you could just wait for the ZDoom multiplayer to be updated."

At the moment I don't see any news about this subject.

"It'll be finished a lot sooner than it'll take for Zandronum to catch up, plus it'll be a lot more accurate to offline play due to the networking system it's using ( master and slave over Zand's client and server ) plus iirc just a different implementation of multiplayer."

It will actually take the same time. All Zandronum's/GZDoom's files have been updated with Client coding. When I say "Client coding" I mean that there's for example "Tell clients to not act like this" etc.
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