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    Please explain the whole SDL thing for me

    jayngo26
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    Please explain the whole SDL thing for me Empty Please explain the whole SDL thing for me

    Post by jayngo26 Wed Dec 23, 2009 9:28 am

    Ok, so I get that SDL is good because you don't need DosBox (emulator) to run your wolf mod. Plus, it works with Vista. I am assuming SDL is it's own stand alone source code based off the wolf3d source code?

    My real questions are:

    What makes it superior?
    What new coding features would it allow one to do?
    Can I convert my existing mod/source code to SDL?

    I keep seeing SDL tutorials out there, but I have never messed with any of that. Just wondering what benefits the SDL would give me.



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    WLHack
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    Please explain the whole SDL thing for me Empty Re: Please explain the whole SDL thing for me

    Post by WLHack Wed Dec 23, 2009 10:06 am

    Well, these are all really good questions...
    I try to answer them to you.

    What makes it superior?
    Better support of different machines. Basically no memory restrictions.
    Some of the most used features already implemented. Bugs of the original
    Wolf (known ones) has been removed and the original code has been improved
    (for instance drawing walls/items)... Well, there are more reasons aswell
    but if memory is the most important.
    There was one ToS-feature that was impossible to append due the famous
    "Abnormal Program Termination" in original DOS-source can now be added as
    SDL pushes the limits way farther.

    What new coding features would it allow one to do?
    I believe advanced shading (like in Doom) would be easier to add now
    (tough the_fish released something similar for Wolf3D), also expanding
    maps to 128*128 could be done without much tinkering.
    And support for larger palettes and such...
    Oh, and thanks to AlumiuN - SDL version supports now MIDI,IT,OGG,MP3
    music and higher than 8bit wavs.

    Think it as in this way. Feature you have seen in RoTT, Duke or Doom
    can be now added without taking away some other features.

    Can I convert my existing mod/source code to SDL?
    Well, not directly - depends on what features you have been using.
    Though most of the major coding features people wanted for their DOS mods
    has already been ported to SDL (tutorials can be found from SDL code crakkers
    in Diehard Wolfers)...

    So to sum this up... SDL gives you an illusion of a total freedom to add
    nearly anything you want to the Wolfenstein (if you can code it). Of course
    SDL has it restrictions too - but to face them, you must have made some sort
    of megamod with incredible amount of stuff.



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    Please explain the whole SDL thing for me Empty Re: Please explain the whole SDL thing for me

    Post by jayngo26 Wed Dec 23, 2009 10:12 am

    Wow. Awesome stuff. I was just over at DWH reading a bunch of SDL stuff. One thing I am looking for in a split-off mod/mini-game idea I have is for more actors per level and a countdown timer (if that's even possible). Not sure if I can pull that stuff off with the original source code or not...



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