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New version uploaded.
Apr 24, 2001

Here's a new version of eHeretic 1.0B. I have made a number of changes to the sound code which should make it more reliable and failsafe. I don't intent to do anything more with this code. My stand alone DOS machine recently 'blew up' and is no more. It is too much of a pain to keep rebooting from Windows into DOS mode to check for correct operation :.( If I do any more work on the code it will be purely for Windows/DX.

I have just uploaded a binary, if you desperately want the source email me.

As promised I have put up a new tutorial. I had originally planned to waffle on about something or other. I've put up a tutorial about the Doom Zone Memory Allocator instead. I'm not sure I have everything right in there so I would love some feedback on the tutorial. You can get it from the downloads page by the way. Happy hacking! Tony

Site update.
Dec 15, 2000

Had a few problems updating the site. Anyway just to confirm everything should be uploaded now. Check out the downloads page. The dev diary has also been updated and the source page changed.

Win32 days are here.
Dec 14, 2000

Yep another update - phew!

Well a new year fast approaches and I decided to tidy up the web-site a little - did you notice? :) I've uploaded the complete eHeretic project so far, including all source. You should find a link on the download page. There are a couple of nice projects in there for someone who wants to cut their teeth with the Heretic code. Check the readme.txt for more info :)

Well where to now? I'm going to have a go at porting eHeretic to Win32/DX. There are several reasons. The win32 work ties in with some other work I'm doing and the VC++ environment is to die for :) I never did get the debugger working in Watcom and the editor not being part of the IDE turned out to be a pain.

I've got my VC++ and code organised nicely now and am starting to learn a bit more about Direct X. I hope to use a more modern sound library too if possible. SEAL does work in Windows so I may keep it for the first version but I'm keen to try out something else.

I WILL be *maintaining* the DOS version. At the moment I am working with 'Jboy' to get the game running without crashing on his machine. :)

In case you were wondering I abandoned the web editor and am editing this HTML by hand in VC++. I liked DreamWeaver but couldn't afford to register :(

New website editor check.
Dec 12, 2000
Hi again. Another (late) update. Mainly to test my new website editor. :)
Sound working
Nov 24, 2000
Hi Folks! Just to let you know there is a version of eHeretic with working sound. I spent a few evenings playing with various sound engines and learnt a lot. After a bit of tweaking and hacking I had a bit of a breakthrough and got the sound working really nicely. I have a clean interface in i_sound.c now and I'm sure it would be pretty straightforward to take out the current sound engine and plug in a different one :) I spent a bit of time reorganising the code layout and tidied up i_ibm.c Also created a new s_sound.c for the higher level sound code. While playing with sound engines I wrote a new tool to extract sound from the WAD and play them. I also took the CD code out of Hexen and made a little CD music player. The plan is to integrate this into the Heretic code, this will just provide a simple way to select tracks and control things like volume. I am also set up to play MODs too. With regards to Midi I'm not sure what to do. It's possible I may layer a little Mus/Midi engine on top of my sound code. I've also started writing a console, at the moment I've just checked out the basics in text mode :) Another thing I fixed was eHeretics refusal to work (it crashed my system big time) when built in the Watcom GUI. Turned out to be a stack problem that was easily fixed. Actually I got all this working a few weeks ago, but had to drop everything to rush to the US to train some cusotmers, hence the belated update.

Again, if anyone wants the source to what I've done I've tidied it up quite a bit and it's available.

I saw the programmer over at Heffo Quake was bemoaning the lack of Modders to assist with his project. It does seem that level designers, artists, modellers etc. are less abundant than programmers. However, my two cents is that most Modders will probably elect to work with the current crop of commercial engines such as Q3A, UT, Half-Life and more recently Deus Ex. The reasons are pretty simple really, they want to work with the latest cool stuff and if they are looking to get into the industry (which most of them probably are) it will be expected that they work with the latest tech. There isn't really much of an incentive for them to work with less current engines, even if they have been enhanced. Unlike programmers, from whom the interesting code is hidden in current commercial engines, this matters not a jot to the arty types :)

Can anyone clarify for me the legal status of the Hexen 2 source code? I was expecting it to have been released under GPL but it doesn't seem to have been. I'm ambivalent either way really but as I understand it:

Raven license = you can have closed source mods + you can't sell it

GPL = must open source mods + you can sell it

Boo!
Oct 23, 2000
Bet you thought I'd disappeared. Bet you didn't care anyway :) Well, what's been happening with eHeretic recently? Not a lot! Work has come to the fore again. Things have been getting very busy with the number of clients needing training ever increasing. Sigh! What we do to pay the bills hey? ;)

Well back in the latter part of August I got sound and music up and runing after a fashion. I got some stupid bugs killed. Still the sound was not perfect and there were still a couple of niggly bugs to eliminate. Then work hit - big time. Now is the first chance I've had to have a look at the eHeretic code since then. Rather than dig around in my old code I've decided to draw a line under that. As before, I'm not uploading the code to this site, but if anyone wants what I've got just email me.

eHeretic was always a learning experience for me and I have indeed learnt a few things by playing with the source: 1) Digging around in other peoples code is a hard and frustrating task. 2) Doom engine source projects are a huge time sink. Based on my experience I would say don't bother unless you can devote *at least* two full hours per day or preferably a whole wad of time (like three months). 3) Do it for the love of the game - there ain't no money in this. 4) Work with others where possible. A fresh pair of eyes on a problem often reveals a glaring oversight. Time and time again I was able to call on the help of Robin McLeod (at wHeretic) for advice and tips, without his help I would not have got even the basic game up and running.

So where now? As I said I have learnt a great deal from the work done so far and it has been (sort of) fun and rewarding. still, I think I would like to draw a line under that and move on. This doesn't mean the end of eHeretic and there are still a few of my original goals left to accomplish but they will have to be completed as and when time allows. I'm going to spend this week deciding where to go next with the project, I have an idea in mind and it will be quite different. But who knows, who cares? ;)

Other interesting news was that it looks like the Watcom C Compiler will go open source some time next year. I've enjoyed using Watcom during this project so far but in terms of support for different CPUs you can't beat GCC.

Don't forget, if you want any of the code I've done so far just email me.

Download section updated!
Aug 17, 2000
I've put a number of new bits of software on the download page. As you know I've been working on the sound and music engine for eHeretic. As part of my ongoing research into this I developed a simple MOD player and a simple WAV player. You can pick up the executables for these on the download page. This would help check if your soundcard will be compatible with the eHeretic system when released. Don't forget to pick up the extender stub DOS4GW.EXE if you don't already have it.

I ported the old Thing extractor over to Watcom and fixed a couple of bugs while I was at it. Pick up the new source over at downloads.

You'll also find something called STORM in the downloads section. Not strictly eHeretic related but you may want to check it out if you are new to programming. I wrote this graphics library many years ago. To be honest when looking over it while tidying it up a bit for release the other evening I did cringe a bit. :) Still, if you are starting out you may find bits of the code useful. I wrote the pixel blitting routines in assembler and they are a little optimised. You'll find some interesting demo effects in there too - try out the lens effect demo - I think it's example 5. Anyway, enjoy wading through it all - don't forget to read the readme.txt file first included in the ZIP.

Some eHeretic news. I've been playing more with SFX and have got eHeretic making noises in the right places (sort of). They are just not the right noises at the moment. Sigh. I've also been evaluating various other libraries and tools and trying to decide what to do with eHeretic once the sound is working. I'll think you'll like what I'm planning. :)

I've been playing a little Diablo 2 recently (who hasn't). I had Nox and although it's a great game I couldn't get into it. I took it back and changed it for Diablo II. I like it :)

Finally, you may remember from earlier news that I was one of the winners of the 100th Caption contest over at 3D Realms (www.3drealms.com). I received a very nice letter from Joe Siegler recently and a parcel of prizes including a cool Duke Nukem Forever T-Shirt. Hail to the king Baby! ;) DNF is going to ROCK! :)
EHeretic has music!
Aug 11, 2000
Yep. EHeretic now has music! The support at the moment is fairly basic, the game loads a test module on startup (ScreamTracker 3 module) and plays it. I have a few good reasons for wanting to use modules at the moment, but I'm also considering adding Midi/Mus support too. Then on to sound effects. I've done some preliminary testing and the game seems reliable and responsive in use, always a relief in DOS when you're hacking interrupt vectors. :)

Again a big thanks to Robin McCleod over at WinHeretic for his useful advice. That man has seen it, done it and bought the T-Shirt when it comes to Heretic hacking. ;)

Sound is next up.
Aug 9, 2000
I've been doing some research into sound engines that will work with Watcom. I've found a couple of possible candidates and rejected shed loads more. I need to investigate my candidate libraries in a bit more detail before selecting one though.

I've also been working with the Hexen source code a bit. I managed to get the code compiling fairly easily, but it seems as written it will only work with the Registered WAD (which I don't have at the moment).

Not much to add other than work slowly continues.

eHeretic version 0.1 done.
July 29 , 2000
EHeretic version 0.1 done. It is more or less a recompile of the original Heretic source code release. I had expected it to be done around the beginning of last week, but a silly problem delayed me until this weekend. Turned out to be a build problem rather than a code problem. I don't plan on releasing this version, but if any Heretic source code hackers need to build on a base code that at least compiles contact me at bedford@raven-games.com. More details on features and fixes in 0.1 are on the *new* development diary.

I'm planning a couple more tutorials soon. I'd like to do a couple of tutorials for those starting out on the wonderful world of source code hacking. I felt it was more important to actually make some progress on eHeretic first.

Also found out I was one of the winners in the 100th caption contest over at 3DRealms :) It's a fun contest, you can find the links at www.3drealms.com

More updates than you can shake a stick at!
July 23 , 2000
The tree code and a WAD 'hacking' utility are available on the download page. They are freeware. Gradually I'm moving code over to Watcom, let me know if you think this is a bad move. It should be fairly easy to port to DJGPP too.

The old eHeretic news has now been moved to the archive.

Various fixes to the site including the all important mention of the supercool RAVEN GAMES who are hosting this site. Many thanks again to X-MAN William Mull who has to cringe at my awful web design. Trust a few - fear the rest!

Tutorial Up
July 21 , 2000
The first tutorial - an introduction to BSP trees is now up. Follow the tutorials link to your left!
Reboot!
July 20 , 2000
I appear to have emerged from stasis! Just look at the date of the previous update. Oh deary me. Anyway the last few months have been very, very busy (just nothing to do with eHeretic). One of the high points though was a business trip to Canada. I knew from a few emails I'd exchanged with Robin McCleod over at wHeretic that he lived in Canada so I emailed him on the off chance before leaving. It turned out he lived 15 minutes walk from my hotel. Not only that but the legendary coder Sheldon Clarke of Hexen32 fame also lived 15 minutes walk from my hotel too. Small world hey! Needless to say we met up for a few beers and had a fantastic time. It was great meeting some of the faces behind those cool projects. Thanks for your hospitality guys.
Well there should be lots of fun and useful info coming this way, so stop by from time to time. I've now committed to updating at least once a week. I'm also planning a series of tutorials too. One of the things I had a look at in my spare time over the last couple of months was BSP trees. I think I finally understand them, so I thought I would share what I've learned by making BSP trees the topic of my first tutorial!
I've tidied up the web site a little. I'm working on a better menuing system too. Hopefully that should be integrated over the next couple of weeks. I haven't bothered putting up the old downloads as I'm planning to create some improved ones in due course.
One last thing, before you go, check out the screenshots on the 'about me' page.