by Gez » Tue Feb 25, 2020 12:41 pm
Support for Doom 64 might come after its rerelease. Not immediately after, mind you, but if we support the game it'll be the official version that people can buy, and until this version is available there's nothing we can really do.
Most of the features needed are already there. Assuming it'll be very similar to Doom64 EX and distributed with a doom64.wad similar to those that can be generated from the original ROM with D64X's WadGen utility, then what's needed is
- reading the map format
- adding support for the macro system and new special types
- adding ZScript versions of the actors
- adding the laser effect
- allowing per-actor palette overrides for sprites (cf. the whole knight/baron situation where they use the exact same sprites but a different palette)
- supporting Doom 64-style switches, and
- supporting Doom 64-style skyboxes including the firesky.
Additional work may involve making sure the Doom 64-style material color system we have works like it does in the original game.
Support for Doom 64 might come after its rerelease. Not immediately after, mind you, but if we support the game it'll be the official version that people can buy, and until this version is available there's nothing we can really do.
Most of the features needed are already there. Assuming it'll be very similar to Doom64 EX and distributed with a doom64.wad similar to those that can be generated from the original ROM with D64X's WadGen utility, then what's needed is
- reading the map format
- adding support for the macro system and new special types
- adding ZScript versions of the actors
- adding the laser effect
- allowing per-actor palette overrides for sprites (cf. the whole knight/baron situation where they use the exact same sprites but a different palette)
- supporting Doom 64-style switches, and
- supporting Doom 64-style skyboxes including the firesky.
Additional work may involve making sure the Doom 64-style material color system we have works like it does in the original game.