KVX

Moderator: GZDoom Developers

User avatar
kgsws
Posts: 117
Joined: Sat Apr 23, 2005 3:45 am
Location: CZ

KVX

Post by kgsws »

Do you can make KVX suppor for ZDOOM 2.0.63a ?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49188
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

1. What is KVX?
2. 2.0.63a is a thing of the past. All new features will be based on 2.0.96.
User avatar
Phoenix
Posts: 344
Joined: Tue Sep 28, 2004 4:49 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Location: Canada

Post by Phoenix »

KVX is build engine voxel format.

and i don't see it ever being implemented. just saying.
User avatar
kgsws
Posts: 117
Joined: Sat Apr 23, 2005 3:45 am
Location: CZ

Post by kgsws »

but ZDOOM 2.0.96 not support difrent dehsupp :(
User avatar
Enjay
 
 
Posts: 26644
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Post by Enjay »

And for 2.0.97 that will be irrelevant.

25
User avatar
kgsws
Posts: 117
Joined: Sat Apr 23, 2005 3:45 am
Location: CZ

Post by kgsws »

ok i need KVX support to zdoom 2.0.96 with Graf's weapon editing...
this is KVX: http://advsys.net/ken/slab6.zip
User avatar
jallamann
Posts: 2271
Joined: Mon May 24, 2004 8:25 am
Location: Ålesund, Norway

Post by jallamann »

You need?
You need?

Make it yourself if you need it, don't come here and request stuff for the current (and unofficial) zdoom version. Chances are that if it's 1337 enough, Randy (or perhaps Graf) will implement it in a later version.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49188
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Don't expect me to bother with voxels - ever! I'd much prefer a robust OpenGL renderer that can handle all those weird rendering tricks and I won't do anything whatsoever to undermine such a goal. Voxels do that.

Return to “Closed Feature Suggestions [GZDoom]”