New map format
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- Cutmanmike
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- Graf Zahl
- Lead GZDoom+Raze Developer

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Grubber wrote:@Graf Zahl: What happened to the "extra data" idea? (the thread at doomworld)
Same as everything: It's impossible to come to an agreement because everyone has his own ideas and wants to stick to some things that make it hard to implement.
The worst thing is that the people this ultimately depends on (i.e. the editor developers) aren't showing any interest whatsoever - with the exception of SlayeR. CodeImp repeatedly stated that he doesn't intend to support anything that isn't universal enough to justify being supported so he'd probably do it only if several ports supported this format and we all know what to think about Deep. He's fundamentally against this and has torpedoed every discussion that came up until it was dead. If it's jerks like him we have to deal with we won't get anywhere at all.
But without full editing support any new map format is a dead issue and frankly - I don't care anymore.
- Cutmanmike
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hmmm, well if it's XML we're talking about, I'd could lend a hand writing an editor (since that doesn't have to be C/C++), I'll get back to you on that on next Friday. Right now I'm working on something for this:
http://gpwiki.org/index.php/GPWiki_Coding_Contest
http://gpwiki.org/index.php/GPWiki_Coding_Contest
- Bio Hazard
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I've been thinking about writing a ZDoom editor using a format like XML, but I'd need a little bit of help from the ZDoom devs for engine testing.
My main reason for not doing much with ZDoom is 99% of the new features are dirty hacks (by my definition, which may be different than yours.). Having a nice map format with a new scripting language would be a waste if backward-compatibility with all the funky current ways of doing it had to be an issue. Imagine how much quicker and cleaner ZDoom would be if it didn't have to support all those old hacks that have better alternatives...
If it were up to me, I'd can WAD support in favor of PK3/directories with full path-based file access, drop the software renderer and adopt a new map format and scripting language. Problem is, I don't get my way and even if I did, the result would be too far from Doom that nobody would want to use it. I've been toying with the idea of writing my own engine that could possibly convert Doom WAD files to it's format, but I don't think it would catch on.
My main reason for not doing much with ZDoom is 99% of the new features are dirty hacks (by my definition, which may be different than yours.). Having a nice map format with a new scripting language would be a waste if backward-compatibility with all the funky current ways of doing it had to be an issue. Imagine how much quicker and cleaner ZDoom would be if it didn't have to support all those old hacks that have better alternatives...
If it were up to me, I'd can WAD support in favor of PK3/directories with full path-based file access, drop the software renderer and adopt a new map format and scripting language. Problem is, I don't get my way and even if I did, the result would be too far from Doom that nobody would want to use it. I've been toying with the idea of writing my own engine that could possibly convert Doom WAD files to it's format, but I don't think it would catch on.
Perhaps I can (help) do the editor portion of thatrandy wrote:It seems the only way to ever see a new map format emerge is to develop an editor and engine in tandem and hope people will consider using that editor.
However, if I work on the editor alone, please wait until I have something semi-working before anyone even thinks about doing engine stuff, I'm notorious for not finishing anything I ever start. My programming motivation is getting rid of boredom, often ideas get boring to me before I finish them.
Actually, I think I'll start on this editor tommorrow, that particle contest is already getting old.
- Bio Hazard
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- sirjuddington
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- Bio Hazard
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