Duke Nukem 64 support for RedNukem
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Duke Nukem 64 support for RedNukem
Why should I do that?
-
- Posts: 419
- Joined: Fri Dec 22, 2017 1:53 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
- Contact:
Re: Duke Nukem 64 support for RedNukem
My guess would be that RedNukem support would be most likely kept, except that it will continue to remain outdated forever.Dynamo wrote:My apologies if this is a dumb question, but does it mean that current RedNukem support will be stripped outright as well? i.e. the current cvar used to enable RedNukem compatibility mode and all that? Not that I necessarily mind, I'm just curious.
- Phredreeke
- Posts: 295
- Joined: Tue Apr 10, 2018 8:14 am
Re: Duke Nukem 64 support for RedNukem
I guess the RedNukem module would eventually be split into separate Duke and RR modules, and develop independently from upstream
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Duke Nukem 64 support for RedNukem
Sorry, but no. Untangling that code would be ten times harder than restarting from scratch with the base sources for both games. I didn't even manage to add the World Tour extensions to that code because all those game specific conditionals are too headache inducing.
For the time being it will just remain as it is.
For the time being it will just remain as it is.