As of this writing, I have implemented custom Weapons and Ammo support into REMOODAT (RMOD), this enables you to create your own weapons and custom ammunition types. I also implemented the Beta BFG, also known as the BFG2074(?) or
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BFG2704(?), but it is also the own that looked like Christmas. As such, the current weapon shoots red and green fireballs so it really does look more like it. After this, my next target is getting actual map objects and such moved to REMOODAT so that you can create as many new objects as memory permits.
Besides that, I also implemented console history (you can go back and execute commands). I added some new console commands that allow you to cheat in the game (testing for me personally) and to change game settings. Unlike Doom Legacy, I decided to fork off the game settings away from the console code so I can remove the bloat there. Also the new setting manager is capable of selecting demo versions and is in a single spot. Since it is in the same spot, it can easily be added into save games and networking in the future so that game settings are not just a hack on the console code.
On a note of demo compatibility, the new variable code enables older demos to be supported better so that you could possibly watch a demo from Doom Legacy 1.11 (the first version of Legacy) and such. Although you cannot play or record demos currently, it will make things easier to support them now.
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I merged the "wadwwxtowl" branch into "default" replacing that branch. When the game was playable again to a certain extent I was planning on merging it back in, so I decided to it a few days back. Although the game seems to be broken and
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partly implemented, work still needs to be done to move everything over to a newer code base. However, as more code adapts to the new methods, the easier and quicker the stuff can be done. I have added stuff to do still in the file TODO, which also contains other things to do, so that I can keep track of what was done and what still needs to be done.
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Just as an update to the previous posting, the renderer issues have been fixed. The messed up textures were due to applying patch offsets to drawing, when they are never considered, there was also a counting error which was fixed also. And
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along with the slime trails across every sector (floor bleeding), that was related to the wrong sectors being chosen for the seg sides.
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ReMooD can load levels now somewhat although walls and floors have no activity and there is no block map (no collisions). Both Doom and Hexen format maps are supported and can be loaded by the game. Support for textual map formats (such as
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UDMF) will come at a later time.
There also exists new texture loading code that unifies wall and floor textures. This means that it is possible to use flats as wall textures and wall textures as flats.
Level loading takes some time, but this is due to unoptimized WAD reading code. Most of the time spent loading levels is accessing data from a WAD. Data loading can be improved later with buffered reading rather than the current slow method.
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I have decided to dedicate a page to the progress of 1.0a, which will take quite some time to complete. It is located at http://remood.org/?page=onepointzerodev. It probably would be better to post information there than to spam the main news posting. I just hope I added it correctly.
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As of this posting, ReMooD's new console is in place and is ready and waiting to take over console based functions. The new code appears to be more efficient and replaces the existing console code (which is of questionable legal status).
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The old deprecated console code will remain until everything is moved over to the new system. Below is a screenshot of what the new console looks like, not much different from the old one. There's also a change in where ReMooD places its configuration files (mostly affects UNIX users), on UNIX systems it uses the XDG specifications (a.k.a. "~/.config" and "~/.local/share".
The formerly called ReMooD Map Object Data now called ReMooD Data is supported and parsed, but only menus are handled so far. However, due to security concerns you are not able to replace menus in PWADs unless you modify remood.wad and remove the write-over lock. But in spite of this, you are allowed to replace the "PWAD Menu" which would be the place where user WADs could add their own menu stuff.
There also exists the new imaging system (you can see it below). It handles both the internal patch_t and pic_t formats. If you edit for Doom you are probably familiar with patch_t already, pic_t is similar however it was created by Doom Legacy. However, patches are not directly drawn to the screen currently and are translated internally to another format. Thus, you get the image on a black rectangle.
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I have decided to dedicate a page to the progress of 1.0a, which will take quite some time to complete. It is located at http://remood.org/?page=onepointzerodev. It probably would be better to post information there than to spam the main news posting. I just hope I added it correctly.
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Happy new year! Much work has been progressing with ReMooD. There is currently a translation work going on which is a major overhaul of the dynamic WAD subsystem. It is currently working well, although at this point in time the game is not
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yet playable yet as everything is moved over to the new system. Also, working on a PowerPC system during development, ReMooD works on PowerPC now which should translate to ARM and SPARC support without any issues.
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Happy new year! Much work has been progressing with ReMooD. There is currently a translation work going on which is a major overhaul of the dynamic WAD subsystem. It is currently working well, although at this point in time the game is
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not yet playable yet as everything is moved over to the new system. Also, working on a PowerPC system during development, ReMooD works on PowerPC now which should translate to ARM and SPARC support without any issues.
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Happy Birthday ReMooD! ReMooD is now celebrating it's 5th birthday. Even though this is posted 5 days late (December 12, 2006 is the date of true birth, the day it was open sourced), i'm not good with birthdays. As for my somewhat monthly
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updates, I am rewriting the bulk of the WAD handling currently and it currently is going very well. When it is finished you will be able to dynamically change WADs at run-time (which is needed for good multi-player support). Also, 2 days before ReMooD celebrates a birthday, Doom celebrates it also.
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