The proposed Hellsmith WAD editor will be integrated into future versions of the GZDoom codebase, for those who don't want to use Windows or apply Linux-specific kludges in their workflow. This proposal could be GZDoom's crown jewel for cross-platform high-quality map creation workflows.
This proposed tool is named after the Hellsmith, a major demon from Eriance/Amuscaria's old SP/co-op campaign, Demon Eclipse. Some players envisage the Hellsmith as one of Hell's great architects.
To invoke Hellsmith, launch GZDoom with the -hellsmith
or -editor
command line switches. Launching GZDoom without those magic command line switches will launch the game, not the proposed integrated Hellsmith editor.
This editor will have an integrated ACS script compiler derived from ACC, capable of outputting any bytecode format supported by GZDoom.
The archive editor's interface should be a WxWidgets-independent variant of SLADE 3.x's archive editor's interface, with additional features including an actor tester, a 3D model viewer, a save-capable reverb editor and archive-specific advanced properties window. The archive editor will include a material editor for making those pretty PBR materials for players with capable enough graphics cards.
The map editor's interface will have a similar interface to GZDoom Builder but with cross-platform interoperability in mind. Additional views can be created in a similar method to Blender's subdivision interface, with 2D and 3D views in separate areas. 3D views can be rendered using hardware or software. An example of a multi-view setup is a big 2D view on the left, with a Carmack renderer view on the upper right and a hardware-accelerated 3D view on the lower right. Some interface elements may overlap, including dialog boxes and dockable properties windows.
REJECT tables are built with a variant of GZDoom's BLOCKMAP-based line of sight algorithm, with modifications for making monster line-of-sight tables for vanilla DOOM and other ports that use a BSP-based LoS algorithm.