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Posted almost 9 years ago by [email protected]
The auto-builds were frozen in time for two week, that has been fixed. If you were to before notice the revisions of the code you would fine that for the past two weeks the same revision has been appearing ... [More] , essentially it was only building the same build that was used when I first setup the build system. So now it will actually use whatever is the latest in the official repository, timeline wise. [Less]
Posted almost 9 years ago by [email protected]
The auto-builds were frozen in time for two week, that has been fixed. If you were to before notice the revisions of the code you would fine that for the past two weeks the same revision has been appearing, essentially it ... [More] was only building the same build that was used when I first setup the build system. So now it will actually use whatever is the latest in the official repository, timeline wise. [Less]
Posted almost 9 years ago by [email protected]
The 1.0a developer notes are at a new location, which is the ReMooD repository itself. You can find them in the "dev-notes" directory at the root of the source tree.
Posted almost 9 years ago by [email protected]
The 1.0a developer notes are at a new location, which is the ReMooD repository itself. You can find them in the "dev-notes" directory at the root of the source tree.
Posted almost 9 years ago by [email protected]
Automated builds are back (on a daily basis), they can be found here: http://remood.org:8079/. Note that the porting effort from C to Java means that at this time the builds will not be that featureful and complete.
Posted almost 9 years ago by [email protected]
Automated builds are back (on a daily basis), they can be found here: http://remood.org:8079/. Note that the porting effort from C to Java means that at this time the builds will not be that featureful and complete.
Posted over 9 years ago by [email protected]
There have been many different demo formats during the lifetime of ReMooD. Obviously before ReMooD you have the various Doom Legacy demos. However at least the official versions on the Download page there are varying differences in them. ... [More] 0.7a uses just a notch up from Doom Legacy demos and is in a very similar format. 0.7b and 0.7c use a new demo format which uses a new layout. 0.8a is the most complex, it has packet based demos which may vary based on the endian which they are. 1.0a uses a bit simpler packet based demo format. The actual number of demos recorded with Doom Legacy and ReMooD will probably be quite low, but for compatibility (and nostalgia) I will support playing them back. However synchronization might not be perfect. However, in 1.0a when it came to demos, Doom Legacy demos played back better than in Doom Legacy. The only non-playable Doom Legacy demos that will never play back in ReMooD or Doom Legacy are those which were not recorded by the host (due to changes in Doom Legacy how things were done). As for Vanilla Doom and Longtic demos, they will also be supported of course. Like in 1.0a, playing back vanilla demos will result in splitscreen being activated to watch what goes on by all the viewports. As of this writing however, I have basic loops setup for game initialization and such. I am not too sure how I want to handle user input currenly (keyboard, mice, joysticks) so I going port the C 1.0a code over so that eventually demos are played and such. At least then when the game logic is more in place I can determine the best way to support input, profiles, and splitscreen. Since I require speed when it comes to rendering the game, I plan on the renderer being multi-threaded where possible to potentially increase rendering speed. I would suppose that the game logic and the renderer would be the most complex to port over. Another consideration I am considering is having a slightly faster renderer by drawing columns in bulk rather than one by one. The column heavy Doom renderer is slow due to the massive amounts of cache misses, especially on higher resolutions. At least in Java the renderer will be secure, because in Doom Legacy when 3D floors are used it can overwrite game memory (usually crashing it). So if you were recording a demo in Doom Legacy while looking at a 3D floor a certain way, it is possible your demo will never play back properly unless all the conditions are perfect. [Less]
Posted over 9 years ago by [email protected]
Performed some more work in the translation of ReMooD into Java. Apart from the internal WAD code, the current user visible thing is the displaying of TITLEPIC.
Posted over 9 years ago by [email protected]
I updated the site, you should not notice much however.
Posted over 9 years ago by [email protected]
I updated the site, you should not notice much however.