Cabo_Fiambre wrote:Sorry for the inconvenient, i'm moving this post to the right thread as it was put on the wrong one (the original post has been deleted).
viewtopic.php?f=45&t=40271
viewtopic.php?f=19&t=43949
Those are my first mods from my first account and were made when i was 13 and i'm 20 (21 in june) now so its been a long time since that but the names i gave them were still in my memory so a quick google search did the job. Unfortunately the download links are long gone now but i'm looking for someone that luckily still has those files hidden somewhere in their hard drives. I also want to apologize of how i behave during that time because while i was looking at the posts i've made i saw a lot of terrible conduct towards people that didn't deserve it and some of them are still around so i hope they could forgive me. Life was tough with me, lots bullying and other stuff.
VitSm wrote:Cabo_Fiambre wrote:Sorry for the inconvenient, i'm moving this post to the right thread as it was put on the wrong one (the original post has been deleted).
viewtopic.php?f=45&t=40271
viewtopic.php?f=19&t=43949
Those are my first mods from my first account and were made when i was 13 and i'm 20 (21 in june) now so its been a long time since that but the names i gave them were still in my memory so a quick google search did the job. Unfortunately the download links are long gone now but i'm looking for someone that luckily still has those files hidden somewhere in their hard drives. I also want to apologize of how i behave during that time because while i was looking at the posts i've made i saw a lot of terrible conduct towards people that didn't deserve it and some of them are still around so i hope they could forgive me. Life was tough with me, lots bullying and other stuff.
GunsofAnarchy.zip
Lethal Enforces.zip
''Which brings me to the real reason for this update... A week ago, I got tired of spending all my time bug hunting and decided to take a break from ZDoom and do something else. So I started writing a Build-like engine. The result so far is available for download as well as a screen shot:
[The very beginnings of the new engine]
This is the engine after one week of work, so it's pretty bare. What's special about it is that it uses portals and edge sorting instead of a BSP tree to do visibility calculations, so the geometry can be dynamic. The demonstration above even includes two moving sectors.
Since it turned out pretty easy to get this far, my current plan is to continue developing this engine in parallel with DoomScript. There are things I want to do with DoomScript that would have required changes to the Doom engine. Now, instead of making those changes, I will write a new engine instead. I will probably keep the Doom engine around for compatibility purposes, but unless something unforeseen happens, all active development will occur on the new one instead.
Perhaps I need to be more specific about that last update. Some people seem to be reading too much between the lines.
I never said ZDoom was dead. I said I had begun work on a new engine that shares features with Build, and I offered a glimpse of it after one week of work. This engine is like Build in the same sense that Build is like the Doom engine, yet Build is not the Doom engine. That is, I plan to implement features found in Build that are difficult to do with the Doom engine (slopes, wall sprites, moving sectors, stacked sectors, etc).
I will also be rewriting other aspects of the engine besides the renderer from scratch. This new engine will be written with scripting in mind from the very beginning. Implementing DoomScript into the existing Doom engine would have amounted to an even more monumental task, since I would have had to gut parts of the engine and then figure out how to glue it back together. The engine will also be developed with client/server
in mind. In many ways, changing my focus from trying to retain the Doom engine, but glue DoomScript and other features on top of it, was a matter of convenience.
Doom support is not disappearing, and I am not making a Duke Nukem 3D clone or a clone of any other Build-based game. If anything, I am making a Doom clone. Removing Doom support would have defeated the purpose of creating the new engine, as I doubt very many people would be interested in another 2.5D engine if it was necessary to create entirely new content to use it.
I will, in fact, keep the old Doom renderer around for compatibility with maps that use special effects that take advantage of the way the Doom engine does things. When I said that "all active development will occur on the new [engine]," what I meant was that I would not add some feature to the new engine and then try to splice that back into the Doom engine.
This new engine will require a new editor, because the internal data structures are different, and Doom doesn't leave enough room in its map format to support much in the way of new features. (This is why many of ZDoom's features have to be activated using ACS.) The major advantage of a new editor will be support for new actors added using DoomScript that have their own custom properties. With Doom, thing attributes are limited to a few bits that can be set with the editor. Hexen extended this to five one-byte values, but at the cost of no death triggers for things that used them. With DoomScript, an author will be able to mark any attribute of an actor as customizable with the editor.
A conversion utility will be available, so people can still build all their geometry in a separate editor and then import it later. This is no different from what zwadconv already does.''
VitSm wrote:haruko haruhara wrote:does anyone by any chance have extreme invasion its nowhere i looked on wad archive best ever nowhere if anyone has it thanks
This? ExtremeInvasionv6Fplus_E2.pk3
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