NeuralStunner wrote:I'd like this quite a lot as well. But probably the only way it's going to happen is for a significant number of mods to require it.
And, of course, unless it's available, mods won't be made to require it.
I know, for example, that it was something that would have been liked for [wiki]Paranoid[/wiki]. It was pointed out during the testing phase that where walls had circular shapes on them (such as a fire hose reel) these were in contrast to circular models which were properly circular.
When making models that you want to match level architecture (e.g. a crate model that looks like map-made crates), you have to remember to either make the model 20% taller than its Doom map height or scale it in modeldef to be 20% taller.
Models that rotate along a horizontal axis are particularly weird. If you make them perfectly circular in end view, in game they look like ovals when they rotate unless you scale them up by 20% in the z direction.
Basically, any mod that makes heavy use of models could potentially benefit from being able to use 1:1 rather than 1:1.2 because, models, by default, use 1:1 scaling and (usually) look better that way too (IMO).
As for how difficult it is, I know that Nash has tried it and, from memory, he was able to do it in a relatively simply manner by changing a define somewhere in gl_scene.cpp I think. How appropriate and robust this is for an actual built-into-the-engine modding feature, I have no idea.
I don't see it really having a place in any Doom themed and styled mods but it would potentially be a useful feature for anyone trying to mod outside that environment. Equally, however, unlike a rotating model, I'm not going to get all bent out of shape over it. It would be great to have the feature but I understand the low priority it has.