LogicAndTrick / sledge

An open source alternative to Valve's Hammer Editor for the Goldsource engine. (No longer in development)
https://logicandtrick.github.io/sledge/
BSD 3-Clause "New" or "Revised" License
304 stars 82 forks source link

Sledge Project Status #237

Closed ghost closed 7 years ago

ghost commented 7 years ago

Please give us a definite answer, we do not want to do some unnecessary wait.

LogicAndTrick commented 7 years ago

Indefinitely postponed; so for all intents and purposes, yes.

ghost commented 7 years ago

Why indefinitely postponed? :(

LogicAndTrick commented 7 years ago

It's a lot of things adding up, really. I don't really have the time or motivation to work on it, not many people use it anyway, the Jackhammer devs are more skilled than I am and they have a better product (even if it's not open source), the bugs are difficult to fix, and I'm bad at graphics programming. I would like to work on it but I just don't have the talent or knowledge to make the performance reasonable enough for it to be a useful program for Source. It works mostly fine for Goldsource though.

fuzun commented 7 years ago

@LogicAndTrick It would be good to see you in JackHammer's dev team.

LogicAndTrick commented 7 years ago

I'd be happy to work on it if it was open source, unfortunately I don't want to work on closed software.

Pugsworth commented 7 years ago

@LogicAndTrick I feel the biggest reason adoption rate isn't high is due to source support. I know, personally, I would use Sledge over Hammer if it had Source support. I've kinda been waiting for the first stable build of Source support.

I tried Jack and it just didn't feel like it was going down the same path as Sledge

LogicAndTrick commented 7 years ago

I think you're right. There's a decent number of options for HL1 editing, but for Source, Hammer is still the only decent option.

I'm not saying this project is completely dead, but I need a big break from it because it was seriously draining me. I would like to start working on it again at some point, or build Source editing functionality into an existing editor, so that there's at least one full-featured alternative to VHE for Source editing.

JamesK89 commented 7 years ago

This project has too much merit to die. It is not only useful for the GoldSrc/Source engine community but also for the indie game dev community (in similar vein as Tiled is for 2D games) since it is free of all the licensing restrictions on the Hammer editor being only able to be used for Valve games. Unfortunately I've been too busy with other projects, and life, to contribute.

I totally get where LogicAndTrick is coming from and I have nothing less than complete and total respect for this incredible tool he built.

Just my two cents.

LogicAndTrick commented 7 years ago

Howdy folks, so I've been thinking about what I can do to get back into this without overwhelming myself. I'm keen to get some progress on Sledge, but I made the scope too big for one person (or even a small group tbh) to maintain. So I'm going to start cutting out features until Sledge is a small (but still entirely functional!) editor.

First is to remove support for old platforms:

And stop chasing unrealistic goals:

Then start optimising performance:

Then I want to finally move onto Source support:

Finally, focus on something that's small and maintainable, but also flexible enough for people to add plugins:

Any thoughts? I think this is the best way I can move forward on the project without it dying. If anybody wants support for the old platforms, they can use VHE, Jackhammer, or any of the many other HL1 editors that are available.

Krusing commented 7 years ago

Cutting off unnecessary support for older platforms and focusing on one single system is a good decision. I have been looking forward to this for two years and it is great to see the ball rolling again. You have my respect!

Pugsworth commented 7 years ago

I completely agree with the reduction.

Most other things are features and enhancements that can always come later.

LogicAndTrick commented 7 years ago

Thanks for the feedback guys, I've been starting work on this but things will probably be quiet for a while because I'm doing some pretty major changes in some places and I've broken quite a few things. My first goal is to improve texture loading because that's a major pain point in Source (right now it takes > 1 minute to load all the textures for TF2, the changes I'm making should bring it down to < 5 seconds)

LavenderMoon commented 7 years ago

Just don't drop .pk3 texture support in your rewrite. :rofl: Seriously, though, down the line someone else will add cross-platform support, once the editor is in a more polished state. :+1:

LogicAndTrick commented 7 years ago

I don't think I'll drop pk3 support, but I might think about making it load the proper shaders rather than just using the base images. Though I might leave it until that can be extracted into a plugin, because my primary target is HL1 and Source.

LavenderMoon commented 7 years ago

Definitely, getting the shaders working for .pk3 files is low priority. Especially since I haven't even sent in a pull request for Quake 3 map generation support yet. I have used Sledge to make Quake 3 maps, but I didn't properly add support for it to Sledge.

JamesK89 commented 7 years ago

As regard to the objective of simplification I was thinking maybe the goal should be to abstract the core of Sledge from the UI as much as possible. This way you can focus on your goals and the Windows implementation without sacrificing multi-platform support in the future.

LogicAndTrick commented 7 years ago

Abstraction away from the UI will definitely come, but it'll be with plugins and extensibility in mind, rather than multi-platform. If it's easy and convenient I'll do it, but worrying about multi-platform is what burned me out in the first place, and I'm not going to spend too much time on it.

Desktop apps with .NET aren't in a very good place at the moment, and I'm not sure they ever will be once you add OpenGL into the equation. I'm not opposed to supporting other platforms in theory, but I am opposed to spending too much time on it when I have more important things to focus on.

fuzun commented 7 years ago

Request: Workaround for displacements in goldsrc. This is my dream :/

fuzun commented 7 years ago

And Xash3d support if possible. Maybe displacement, etc. implementation would be possible this way.

LogicAndTrick commented 7 years ago

Source displacements will also work in Goldsource, yeah. When you compile a HL1 map that has displacements, it will convert them into brushwork.

LavenderMoon commented 7 years ago

@fuzun How would Xash3D support differ from GoldSrc support?

ghost commented 7 years ago

@LavenderMoon Because Xash3D Engine is more and more far from GoldSrc. Better to say it's completely independent, and it is no more connection with GoldSrc.

@fuzun I don't think it's possible to support Xash3D, and I don't recommend supporting Xash3D. Because Xash3D had JackHammer, that's enough. And Xash3D is not released by the Valve, and the difference between the GoldSrc, support it, equivalent to support a new engine, no need. We only do GoldSrc and Source, others are not considered. Therefore, it is impossible to support Xash3D.

rekitheduck commented 7 years ago

Xash is literally hacked-together, reverse engineered GoldSource. Pretty much everything is the same, the last time I checked. While there are special entities, they don't need much work, a proper fgd is fine (which is also provided by the Xash's author).

LavenderMoon commented 7 years ago

@SourcePowered Isn't Xash3D's goal literally backwards-compatibility with the GoldSrc engine's assets and mods?

ghost commented 7 years ago

@LavenderMoon You can read the latest version of the code, getting farther and farther away.

rekitheduck commented 7 years ago

The author stated that the goal is for the Xash3d engine to be completely compatible with Goldsource. He also stated (on the russian forums) that he wants to focus working on a new engine XashNT, which will for most part drop GoldSource support and focus on improving the features even further. Although, the post about that was from ~2014, I guess it's still relevant. Other than that, Xash3D is pretty much identical with GoldSource.

LogicAndTrick commented 7 years ago

I don't know much about Xash so I have no plans on doing anything special to support it. Once it's in there, the plugin system should hopefully make it possible to add any custom functionality it might need.

LavenderMoon commented 7 years ago

@SourcePowered, I can't understand what you're saying. Who is "we", and who is "someone"?

On Mon, Mar 20, 2017 at 11:20 PM, SourcePowered notifications@github.com wrote:

YES, but the important thing is, we don't like someone, maybe you know about that. I'm sorry.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/LogicAndTrick/sledge/issues/237#issuecomment-287965587, or mute the thread https://github.com/notifications/unsubscribe-auth/ALmpdnrBRJpGJi8ntkZEW_rQa3awa9DUks5rn0H_gaJpZM4MPPzX .

ghost commented 7 years ago

@LavenderMoon I just want to convey the meaning of some people, I really do not want @ him ( It is sometimes necessary to save someone's "face". But I think I should add a "POWERED BY SOMEONE" next time :P ... Because otherwise it will make people misunderstand myself ... ). So I finally decided to delete this comment. I don't agree with his viewpoint, after all, we are developers, why embarrass each other.

ghost commented 7 years ago

Since the Issues has no objection, then we'll close it. Let's leave more time to the author. Thank you for your positive response and cooperation.