Enjay wrote:Cool, sounds very interesting. I suspected it was Zdoom, but the reference to PRBoom threw me. Is this something you plan on releasing? If so, do you have any idea of timescale (more than a "when it's done" I mean)?
Haven't you read anything I wrote about this? I already had some discussions about hosting this somewhere. As for a release I can say this:
- Since Randy apparently doesn't get anywhere near a new release I decided to release the .96x based version after all. I ported the code to the fp_test souce code this weekend and there are several issues with that that prohibit a release.
- There are 3 crucial issues still to do before I can release it.
1. Loading .GWA files crashes the game because the nodes aren't properly initialized.
2. I want to add ZDoomGL's light definitions parser for the first version. Most of that is in but it isn't finished yet.
3. ZDBSP likes to throw out lines out of the BSP which overlap with other lines in the same position. Since I can't fix the node builder but ultimately have to rely on it I have to do something about this or maps like Eternal's Timeslip would look like crap.
Other things to do (but these will have to wait until after a release):
- sloped 3D-floors with different light settings above and below don't work
- translucent sloped 3D-floors don't work
- mixing translucent 3D-floors and translucent sloped walls can create problems.
All these are caused by the way I am handling translucent stuff (this could be so much easier if Doom was able to process things in order as opposed to per sector)
Fixing these requires a complete rewrite of the rendering of translucent stuff which will definitely take some time so I keep pushing it back
[quote="Enjay"]Cool, sounds very interesting. I suspected it was Zdoom, but the reference to PRBoom threw me. Is this something you plan on releasing? If so, do you have any idea of timescale (more than a "when it's done" I mean)?[/quote]
Haven't you read anything I wrote about this? I already had some discussions about hosting this somewhere. As for a release I can say this:
- Since Randy apparently doesn't get anywhere near a new release I decided to release the .96x based version after all. I ported the code to the fp_test souce code this weekend and there are several issues with that that prohibit a release.
- There are 3 crucial issues still to do before I can release it.
1. Loading .GWA files crashes the game because the nodes aren't properly initialized.
2. I want to add ZDoomGL's light definitions parser for the first version. Most of that is in but it isn't finished yet.
3. ZDBSP likes to throw out lines out of the BSP which overlap with other lines in the same position. Since I can't fix the node builder but ultimately have to rely on it I have to do something about this or maps like Eternal's Timeslip would look like crap.
Other things to do (but these will have to wait until after a release):
- sloped 3D-floors with different light settings above and below don't work
- translucent sloped 3D-floors don't work
- mixing translucent 3D-floors and translucent sloped walls can create problems.
All these are caused by the way I am handling translucent stuff (this could be so much easier if Doom was able to process things in order as opposed to per sector)
Fixing these requires a complete rewrite of the rendering of translucent stuff which will definitely take some time so I keep pushing it back