Vavoom map compatibility was trivial as it only required mapping the lights, slopes and 3D-floors to existing code. The light stuff was done by Timmie, the 3D-floor stuff cost me 2 hours and figuring out how the slopes have to be calculated cost me one hour. But that's as far as I go. The rest of the port is just too far away from the mainstream. But at least I can play the handful of Vavoom maps.NiGHTMARE wrote:Personally I'd give up on Legacy and Vavoom compatability, and concentrate on Eternity compatability instead.
Legacy as we all know is a highly problematic piece of software. On far too many systems it doesn't run well or not at all and there are 2 excellent WADs made for it (Nimrod and High Tech Hell.) Offering the people who are having problems with Legacy (myself included) an option seemed to be a worthy goal.
Eternity on the other hand is a) still in development, b) doesn't offer any map content so far (if ever, considering that the only 2 'big' projects for it take an Eternity to complete (And if that wasn't such a cruel pun I might even laugh about it.)) Furthermore I really don't want to sabotage Quasar's and SoM's hard work on it by taking all their code and making their port useless. I think that would be very bad style and wouldn't help anybody. Besides, converting all the stuff they did to fit into ZDoom's framework could occupy me for a long time.
I will probably add the 3DMidtex stuff (which is really neat) once I figure out how to integrate it but that has to wait until after Randy releases 2.1.0.
BTW, static 3DMidtex textures already work. They were easy enough to support with a handful of code I wrote in less than 15 minutes.