Graf Zahl wrote:What immediately comes to mind is per-tier colored lighting or sector/wall color transfers similar to light level transfers.
I believe we have the former now via 3D floors although I never bothered to check. Whole wall color is implemented in the Doom 64 branch. IIRC the current color for drawing is just a matter of changing dc_colormap when reading the light level, not a big deal.
Graf Zahl wrote:(You also got to convince the GPL mafia over at Doomworld that it's super-minor. If you read their discussions sometimes one can get the idea that it's a massive problem...

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I just let them think what they want to think. I personally like watching people think that ZDoom's licensing situation is more complex than it actually is. I suppose it even helps my personal interests since it means Odamex won't touch perfectly usable ZDoom code allowing Zandronum to be even further ahead than it actually has to be.
edward850 wrote:The only key limitation would be being unable to make a single public commit or build at all with it until permissions could be sorted out.
Just implement it into Gloome. Even with small changes I would think benchmarking could be done within an acceptable margin or error that way.
MarisaKirisame wrote:I've followed the development from ZDoom for a long time now and I'm sad there's always so much conflict even between maintainers.
I'm not sure what you're talking about. Randi doesn't want to support OpenAL and if that just means it won't be built officially but we can have it in the repo then there's nothing wrong with that.
MarisaKirisame wrote:an actual better renderer is no "minor issue".
Better in what way? As far as I can tell with ZZYZX's patch the only thing cardboard has over the hacked up original renderer is more precise texture coordinates.
In fact, as far as I can tell if ZZYZX's work pans out as well as it seemed, ZDoom could leap frog EE's portal capabilities.
MarisaKirisame wrote:PS: "GPL compatibility" does not necessarily mean using only the GPL. There's a wide variety of licenses that are compatible.
In the context of this discussion it's GPL only. ZDoom's new code is already BSD licensed and that's apprently not good enough.
Graf Zahl wrote:I couldn't agree more here. The lack of *good* free libraries for advanced sound is one of the most baffling mysteries in computing. For everything else there's endless solutions available but here: Either use OpenAL with all its oddities or stick to something proprietary.
I would not be surprised if the answer somewhere along the line is "Creative Labs." Pretty much anything that sucks about audio can be traced to some patent they own.
Amuscaria wrote:I have a question now, and probably not too related to the OP. Can one not sell their mod if it requires a port that isn't GPLed? Say someone made a TC from scratch, and the only requirement is that it used Zdoom, is that actually illegal? If it is, it seems akin to Adobe not being able to sell Photoshop, because Windows OS isn't free. Or is that a bit of a naive comparison? Or am I misunderstanding you?
This is going to depend on what lawyer you ask, but since I'm not a lawyer the best answer I can give you is no you can't sell a mod that depends on a DSL port. I think I covered this pretty completely in the recent legalities thread. Strictly speaking you can sell the WAD/PK3, that's entirely legal, but if you even so much as provide a download link to ZDoom it could be construed as commercial use of this project. However, with that said no one here has any stake there since the new code is BSD licensed.