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0.9.21
Posted: Fri Dec 16, 2005 12:13
by Graf Zahl
Yes, there's a new version. This is mostly a bugfix release for 0.9.20 which introduced primitive model support and use of ZIP files in place of WADs.
Posted: Sat Dec 17, 2005 5:30
by BlackFish
how would I add maps to the pk3?
Posted: Sat Dec 17, 2005 11:07
by Graf Zahl
Put them in there as a whole WAD. Although it is theoretically possible to split it up int lumps it is not recommended.
Posted: Sat Dec 17, 2005 13:41
by BlackFish
thanks
Posted: Sat Dec 17, 2005 16:52
by BlazingPhoenix
primitive model support? what does that mean? which model files are supported?
also are models from Risen3D supported?
Posted: Sat Dec 17, 2005 17:23
by Graf Zahl
Primitive means that you are limited in the ways to define them Lighting also isn't done yet. Currently supported formats are Q2's MD2 and Doomsday's DMD which is a superset of MD2 so it made sense to support both. For others I don't have sufficient specs to support them at the moment.
Posted: Sat Dec 17, 2005 21:23
by BlazingPhoenix
so now we're able to play with Doomsday's models, correct?
Posted: Sat Dec 17, 2005 22:22
by TheDarkArchon
Providing you define the MODELDEF yourself, yes. Bear in mind that interpolation probabally isn't implemented yet so they will animate like sprites (Think VaVooms models)
Posted: Sat Dec 17, 2005 22:23
by Graf Zahl
No. They don't fit in the current definiton method.
Posted: Tue Dec 20, 2005 21:20
by Soultaker
Woot! New version. Hey GzdooM looks awesome in OpenGL mode.
Posted: Wed Dec 21, 2005 0:46
by smg m7
Um, GZdoom is a GL port. It's been there since the first release.
Posted: Wed Dec 21, 2005 1:21
by Enjay
BlackFish wrote:pk3
It is curious that the files are often referred to as that. Everyone knows they are just renamed ZIP files and that PK3 is just the id software convention (presumably indicating they view it as the third incarnation of container files for their games that started with the quake PAK file) for the ZIPped resources shipped with Quake3 engined games. To me, they are logically tied in with Quake3. I don't see why the PK3 extension should have any relevance outside that engine.
It just strikes me as a little odd that Doom ports and Doom players refer to them as PK3 files when they are not playing Q3. Especially when the same people refer to exactly the same format as a ZIP in all other circumstances.
What's more, it's meant that I finally felt the need to set up an association for Winzip with the extension PK3.
Not saying there shouldn't be support for the extension (especially as JDoom has it, so people will want to transfer resources I suspect). I'm just saying.
Posted: Wed Dec 21, 2005 1:56
by Soultaker
smg m7 wrote:Um, GZdoom is a GL port. It's been there since the first release.
Yes I knew that already. Thanx for calling me a complete moron. I never could run GzdooM in OpenGL mode because I was using a Win98 machine that had no OpenGL supporting graphics card.
Posted: Wed Dec 21, 2005 2:44
by Zeg-Vok
Soultaker wrote:I never could run GzdooM in OpenGL mode because I was using a Win98 machine that had no OpenGL supporting graphics card.
You really should have stated that in your first post
Posted: Wed Dec 21, 2005 2:47
by Soultaker
Yea I know. It would of warded off the less than bright ones. Anyways I may just get back into making Decorate mods again. I know I am gonna be rusty as hell though. What I really want to do make is some 3D bridges!
