Still good to see this is finally moving forward.Graf Zahl wrote:That information should be sufficient. Of course doing it precisely like Doom 64 is too limited. I'd rather add a few more fields for flexibility.Talon1024 wrote:The Doom 64 Tech Bible is here.
I don't think anyone who is using the GZDoom engine would expect it to be "exactly" functional compared to Doom 64 - if you want that, that's what Doom64 EX is for.
As long as it can replicate the end "effect," even if the implementation is done differently compared to the implementation as in Doom 64, then that works, and it gives even mappers who don't care about Doom 64 even more options for map enhancement.
It also means theoretically Doom 64 support could be added as an official IWAD, of course, albeit that would also mean either supporting Doom 64's map format, or else needing to go through some kind of WAD generator that would generate the GZDoom-compatible WAD from the game's ROM file, like Doom 64 EX does. The former would allow for the same generated IWAD Doom 64 EX uses to be used in GZDoom though.
Either that or the mod itself could report itself as an IWAD I suppose, but then it's a bit tricky if other mods begin depending on it.
Anyway, AFAIK, with this addition, all that'd need to be added is for ACS specials to take this into account as well, as I said with my earlier suggestions that got linked in the first couple of posts.