Kaiser
Doom64 Guru

Posts: 2632
Registered: 08-00 |
With Doom Builder 2 already out and several plugins that are getting released, I am seeking volunteers to help get D64EX support for Doom Builder 2. Reason why I am asking is because that unfortunately, I do not have time to learn C# and learn the code structure in DB2 and my free time on Doom64EX itself is getting smaller and smaller, so rather I want the community to pitch in, assuming that they ARE interested in modding for Doom64. My hacked version of Doom Builder 1 is just causing so many frustrations to those who wants to make maps for it and I just want something that is stable and efficient.
While on the subject, this thread can also be used to discuss new editing features or editing improvements to help speed things up when editing levels for Doom64. Reason why I said that is because editing lights is VERY tedious and I know for certain that there were better and faster ways that the devs did when lighting the sectors.
So if anyone is interested, please post and I'll provide additional information on the requirements. Basically to briefly summarize to those that wants to know what they're getting themselves in to, here are the differences from Doom1/2:
* No Pnames/Textures lump
* Textures are all listed and stored in the T_START and T_END markers. Anything out of these markers is considered a simple gfx lump (for huds, skies etc).
* Sidedefs uses indexes instead of 8-char names. The indexes are based on the order the textures are listed in the T_* markers.
* All textures in Doom64EX are in 8-bit PNG format, which means that each texture uses its own palette. Same goes for sprites as well.
* Maps are stored as wads within the main iwad. So basically to edit a map, that wad needs to be extracted from the iwad to edit/view.
* Two new map lumps which are needed: LIGHTS and MACROS. The lights lump is basically a table that stores all the RGB information and macros contains info about the scripted stuff (similar to Doomsday's DED).
* I've already released a bsp compiler for Doom64ex, which Doom Builder 2 will need to be configured to use it.
* Vertices data are stored as ints instead of words.
* Linedef/sector format is different.
I am also working on a WIP technical document on Doom64, which can be read here: http://dl.getdropbox.com/u/18609/D64_EditingSpecs.txt
The doc is unfinished though, but I still work on it whenever free time is possible. There are also some things that needs better naming to better identify its use, like flags for example. So its available for improvement.
Feel free to ask any other questions as I am mostly visiting these boards..
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