Name my port contest
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- Soultaker
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- TheDarkArchon
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You can always use a seperate WAD for dynamic lights and stuff. (That's what I'm doing, anyway.)wildweasel wrote: get the hang of GZDoom's dynlight definitions.
EDIT: Like this
Last edited by TheDarkArchon on Fri Sep 02, 2005 22:22, edited 1 time in total.
- solarsnowfall
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What features? The only non-ZDoom features in here are dynamic lights (a basic requirement for a GL port) and 3D floors which when I first did them were admittedly based on Legacy's features. I added some EDGE options later but all that way way before I started thinking about releasing this stuff. 
What's wrong about looking through the docs of all the source ports and implement the means how they do the features? For example, Vavoom support cost me less than a day to code. All the required stuff was already there before I started.
On the other hand, something like the new Legacy version could drive me mad. They have everything laid out in front of them by other ports but what do they do? Create an incompatible MAPINFO! In other words, it will be impossible to do maps that work with both ZDoom and Legacy and use some of the enhanced features exposed through that lump!
Equally bad, it seems they did many linedef types which ZDoom already has differently. There goes all hope of even a minimal set of cross-port compatibility...
I won't do something like that. If I think that GZDoom is technically capable of handling a map and the required thing is easy to do I'll add it.
Take Vavoom's slope definitions for example. From an editing standpoint they are crap and there's no real need to support them. I added the code nevertheless, a) because it took me an hour to do and b) because without it my port couldn't play Vavoom maps even though it has everything it needs to do so.
Does that clarify my view of things?

What's wrong about looking through the docs of all the source ports and implement the means how they do the features? For example, Vavoom support cost me less than a day to code. All the required stuff was already there before I started.
On the other hand, something like the new Legacy version could drive me mad. They have everything laid out in front of them by other ports but what do they do? Create an incompatible MAPINFO! In other words, it will be impossible to do maps that work with both ZDoom and Legacy and use some of the enhanced features exposed through that lump!
Equally bad, it seems they did many linedef types which ZDoom already has differently. There goes all hope of even a minimal set of cross-port compatibility...

I won't do something like that. If I think that GZDoom is technically capable of handling a map and the required thing is easy to do I'll add it.
Take Vavoom's slope definitions for example. From an editing standpoint they are crap and there's no real need to support them. I added the code nevertheless, a) because it took me an hour to do and b) because without it my port couldn't play Vavoom maps even though it has everything it needs to do so.
Does that clarify my view of things?

- solarsnowfall
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- Paul
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...which it is not. There's not a single shred of Vavoom code in there. I never even looked at the Vavoom code when I added support for its 3D-floor and slope stuff.
There's some minor Legacy code regarding 3D-floors but 90% of that are also new (and when a 2.1.0 version comes even that will be reduced by half.
There's some minor Legacy code regarding 3D-floors but 90% of that are also new (and when a 2.1.0 version comes even that will be reduced by half.
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