Gez
Why don't I have a custom title by now?!
Posts: 6458
Registered: 07-07 |
Creaphis said:
...And this shows why there's seldom a really good reason to mod for Eternity. Graf Zahl has a gift for hoovering up all of its features.
Hoovering is mutual: ;)
code: Find all "zdoom", Subfolders, Find Results 1, "Entire Solution"
D:\Doom\Source\Eternity\source\acs_intr.h(144):// eventual support for ZDoomish features such as ACS libraries.
D:\Doom\Source\Eternity\source\c_runcmd.h(44):// zdoom _inspired_:
D:\Doom\Source\Eternity\source\c_net.c(35):// everything in here. zdoom has an elegant solution to this problem,
D:\Doom\Source\Eternity\source\d_gi.h(42):// inspired by, but not taken from, zdoom
D:\Doom\Source\Eternity\source\d_gi.h(271):// by zdoom, but I've taken it and really run with it.
D:\Doom\Source\Eternity\source\d_dehtbl.c(1419):// zdoom-inspired pointers
D:\Doom\Source\Eternity\source\d_dehtbl.c(1715): // zdoom-inspired pointers
D:\Doom\Source\Eternity\source\d_net.c(478):// as cvars or something similar, like in zdoom. This must be removed
D:\Doom\Source\Eternity\source\d_net.c(857):// to re-simplify and eliminate possible bugs or redundancies. zdoom
D:\Doom\Source\Eternity\source\e_player.h(49): fixed_t lookspeed[2]; // haleyjd: look speeds (from zdoom)
D:\Doom\Source\Eternity\source\e_ttypes.h(23):// New dynamic TerrainTypes system. Inspired heavily by zdoom, but
D:\Doom\Source\Eternity\source\e_ttypes.c(23):// New dynamic TerrainTypes system. Inspired heavily by zdoom, but
D:\Doom\Source\Eternity\source\g_game.c(1280):// it checks for another reallocation. zdoom changes this, so I know
D:\Doom\Source\Eternity\source\m_misc.c(838): "1 to make menu toggle action back up one level (like zdoom)"),
D:\Doom\Source\Eternity\source\info.h(356): int translucency; // haleyjd 09/01/02: zdoom-style translucency
D:\Doom\Source\Eternity\source\mn_engin.c(62):// through menus instead of exiting directly, to emulate ports like zdoom.
D:\Doom\Source\Eternity\source\mn_engin.c(1059): if(menu_toggleisback) // haleyjd 02/12/06: allow zdoom-style navigation
D:\Doom\Source\Eternity\source\p_mobj.h(467): int translucency; // zdoom-style translucency level
D:\Doom\Source\Eternity\source\polyobj.h(42):// haleyjd: use zdoom-compatible doomednums
D:\Doom\Source\Eternity\source\p_enemy.c(1351): // EDF_FIXME: needs to be generalized like in zdoom
D:\Doom\Source\Eternity\source\p_henemy.c(3226):// ZDoom codepointer #1, implemented from scratch using wiki
D:\Doom\Source\Eternity\source\p_henemy.c(3315):// ZDoom codepointer #2, implemented from scratch using wiki
D:\Doom\Source\Eternity\source\p_henemy.c(3359):// ZDoom codepointer #3, implemented from scratch using wiki
D:\Doom\Source\Eternity\source\p_henemy.c(3371):// ZDoom codepointer #4. Needed for Heretic support also.
D:\Doom\Source\Eternity\source\p_henemy.c(3955):// ZDoom-compatible ammo jump. For weapons only!
D:\Doom\Source\Eternity\source\p_map.c(768): tm->BlockingMobj = NULL; // haleyjd: from zdoom
D:\Doom\Source\Eternity\source\p_map3d.c(5):// ZDoom source distribution license, which is included in the
D:\Doom\Source\Eternity\source\p_map3d.c(17):// Largely from zdoom, this system seems to be more reliable than our old one.
D:\Doom\Source\Eternity\source\p_map3d.c(129):// Derived from zdoom; iterator function for P_TestMobjZ
D:\Doom\Source\Eternity\source\p_map3d.c(158):// From zdoom; tests a thing's z position for validity.
D:\Doom\Source\Eternity\source\p_map3d.c(218):// a search, which is an extension borrowed from zdoom and is needed for 3D
D:\Doom\Source\Eternity\source\p_map3d.c(255): fixed_t topz; // haleyjd: from zdoom
D:\Doom\Source\Eternity\source\p_map3d.c(292): // haleyjd: from zdoom: OVER_UNDER
D:\Doom\Source\Eternity\source\p_map3d.c(487): // haleyjd: from zdoom:
D:\Doom\Source\Eternity\source\p_map3d.c(542): // haleyjd 06/28/06: skullfly check from zdoom
D:\Doom\Source\Eternity\source\p_map3d.c(570): // haleyjd: from zdoom:
D:\Doom\Source\Eternity\source\p_map3d.c(706):// From zdoom: what our system was mostly lacking.
D:\Doom\Source\Eternity\source\p_map3d.c(736):// haleyjd: From zdoom. I was about to implement this exact type of iterative
D:\Doom\Source\Eternity\source\p_map3d.c(737):// check for each sector movement type when I noticed this is how zdoom does it
D:\Doom\Source\Eternity\source\p_map3d.c(793):// MobjCollection (this is partially explained above). From zdoom.
D:\Doom\Source\Eternity\source\p_map3d.c(869):// As in zdoom, the inner core of PIT_ChangeSector isolated for effects that
D:\Doom\Source\Eternity\source\p_map3d.c(877): // TODO: support DONTGIB flag like zdoom?
D:\Doom\Source\Eternity\source\p_map3d.c(958):// above it didn't fit. From zdoom.
D:\Doom\Source\Eternity\source\p_map3d.c(1048):// haleyjd: From zdoom. It is critical for 3D object clipping for the various
D:\Doom\Source\Eternity\source\p_mobj.c(1300): // haleyjd: zdoom-style translucency level
D:\Doom\Source\Eternity\source\p_mobj.c(1306): // zdoom and BOOM style translucencies are mutually
D:\Doom\Source\Eternity\source\p_mobj.c(1307): // exclusive, so unset the BOOM flag if the zdoom level is not
D:\Doom\Source\Eternity\source\p_mobj.c(2299):// Adapted from zdoom source, see the zdoom license.
D:\Doom\Source\Eternity\source\p_partcl.c(5):// zdoom source distribution license, which is included in the
D:\Doom\Source\Eternity\source\p_partcl.c(16):// from zdoom. Thanks to Randy Heit.
D:\Doom\Source\Eternity\source\p_partcl.c(742):// more to replace the god-awful Quake 2-wannabe splash from zdoom.
D:\Doom\Source\Eternity\source\p_pspr.c(28):// for why and how it needs to be changed. zdoom uses separate events
D:\Doom\Source\Eternity\source\p_xenemy.c(24):// Hexen- and ZDoom-inspired action functions
D:\Doom\Source\Eternity\source\p_xenemy.c(157):// ZDoom-inspired action function, implemented using wiki docs.
D:\Doom\Source\Eternity\source\p_xenemy.c(174):// ZDoom-inspired action function, implemented using wiki docs.
D:\Doom\Source\Eternity\source\p_xenemy.c(248):// ZDoom-inspired action function, implemented using wiki docs.
D:\Doom\Source\Eternity\source\p_xenemy.c(305):// Equivalent to ZDoom A_Explode extensions.
D:\Doom\Source\Eternity\source\r_defs.h(568): int translucency; // haleyjd: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_draw.h(143): fixed_t translevel; // haleyjd: zdoom style trans level
D:\Doom\Source\Eternity\source\r_data.c(649):// offset into each texture (according to ZDoom, due to some crappy tools,
D:\Doom\Source\Eternity\source\r_data.c(653):// or the other - this may differ from ZDoom (or I misread their code).
D:\Doom\Source\Eternity\source\r_draw.c(497):// haleyjd 09/01/02: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_draw.c(606):// haleyjd 11/05/02: zdoom-style translucency w/translation, for
D:\Doom\Source\Eternity\source\r_drawl.c(444):// haleyjd 09/01/02: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_drawl.c(563):// haleyjd 11/05/02: zdoom-style translucency w/translation, for
D:\Doom\Source\Eternity\source\r_drawq.c(1241):// haleyjd 09/01/02: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_drawq.c(1315):// haleyjd 11/05/02: zdoom-style translucency w/translation, for
D:\Doom\Source\Eternity\source\r_main.c(421): // SoM: Thanks to 'Randi' of Zdoom fame!
D:\Doom\Source\Eternity\source\r_things.c(26):// Particle code largely from zdoom, thanks to Randy Heit.
D:\Doom\Source\Eternity\source\r_things.c(496): // haleyjd: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_things.c(613): // 09/01/02: zdoom-style translucency
D:\Doom\Source\Eternity\source\r_things.c(961): vis->translucency = FRACUNIT; // haleyjd: default zdoom trans.
D:\Doom\Source\Eternity\source\sdl\i_net.c(30):// are supported. Both zdoom and Quake 2 have sockets code that could
D:\Doom\Source\Eternity\source\v_patch.c(145):// Draws a translucent patch column. The DosDoom/zdoom-style
D:\Doom\Source\Eternity\source\v_video.c(610):// Adapted from zdoom -- thanks to Randy Heit.
Matching lines: 75 Matching files: 34 Total files searched: 361
Rest assured though that Eternity has some features that are never going into (G)ZDoom. Demo compatibility, for example.
Patrick said:
Well, the idea of using Eternity seemed attractive to me because there's not a whole lot out there currently for this, and large chunks of it is mainly that I HATE MAKING A BAZILLION BRIGHTMAPS.
But you don't have to.
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