The goal of GZDoom?
Posted: Tue Dec 04, 2012 12:52
Hello everybody,
I'm a longtime user of GZDoom, and for a couple of months I'm working on my first mod / TC for GZDoom that makes full use of the OpenGL features. There are ofcourse lots of things that have been suggested as features for GZDoom, and I've read a lot of them in the 'Feature suggestion' forum. In the past, I've tried working with simular engines like Build and Risen 3D, and the current editor for Build (Mapster32) keeps crashing for me, and Risen 3D has a very different workflow and there are very little tutorials for making maps for it.
So reading the feature suggestion forum made me wonder, what is the goal of GZDoom as a engine / sourceport? I've read a few comments from Graf Zahl suggesting that the engine has to still be true to the original Doom, and because I don't want to put words in his mouth, I would like to know if this is the case or what this means exactly. The reason I ask this, is because while I like making Doom maps, I also like to use GZDoom to prototype other projects that don't have any direct relation to Doom.
If its true that GZDoom wants to stay true to the original Doom, is there any standard as to what is acceptable for the sourceport and what not in terms of features?
Greetings,
I'm a longtime user of GZDoom, and for a couple of months I'm working on my first mod / TC for GZDoom that makes full use of the OpenGL features. There are ofcourse lots of things that have been suggested as features for GZDoom, and I've read a lot of them in the 'Feature suggestion' forum. In the past, I've tried working with simular engines like Build and Risen 3D, and the current editor for Build (Mapster32) keeps crashing for me, and Risen 3D has a very different workflow and there are very little tutorials for making maps for it.
So reading the feature suggestion forum made me wonder, what is the goal of GZDoom as a engine / sourceport? I've read a few comments from Graf Zahl suggesting that the engine has to still be true to the original Doom, and because I don't want to put words in his mouth, I would like to know if this is the case or what this means exactly. The reason I ask this, is because while I like making Doom maps, I also like to use GZDoom to prototype other projects that don't have any direct relation to Doom.
If its true that GZDoom wants to stay true to the original Doom, is there any standard as to what is acceptable for the sourceport and what not in terms of features?
Greetings,