What in the goddamn hell? I had to actually look for it, but sure enough, there it was. In the interest of not tossing more kindling on the fire, I did not respond to that directly on that Github thread, but I don't think I have to say how nice I would NOT have been to that guy. I am VERY disappointed in him, who until now I once considered to be very reasonable.Graf Zahl wrote:Ironically, yesterday somebody was complaining on Github about including the Unreal model submission!
Seriously, people! It's great that some people are willing to add support for other formats. Even if it may not be that wildly used, if it just gives people the option to use such files if they have them is a plus.
The point to include UE1 model support is "because we want to." It's the same reason we mod Doom, go to work/school every day, and argue over pointless shit like this.
Well said.Graf Zahl wrote:For bone models the most important step is to get them in in the first place! Once the feature works it is time to see if other existing formats can be used as well. But having those formats for other engines dictate the limitations of model support is just insane. GZDoom isn't Quake 3, it also isn't Sauerbraten. It has different needs and different limitations imposed by how Doom works. So a new model format needs to be able to work in that framework - and if that requires a custom format, so be it!
And please think about why there currently is no bone model support! The fact that all potential formats come from other engines and do not translate well to Doom is a big part of it.