Quasar
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Posts: 5243
Registered: 08-00 |
Gez said:
Yeah, I think only ZDoom and derived (and maybe Vavoom?) support that. Eternity does not use zlib or something similar and therefore cannot handle compressed formats.
(It's also for this reason that Eternity has a full directory of data, base/ and its content; instead of a single file like ZDoom. It's important to maintain the resources herein as files with a directory tree hierarchy and extensions, and it's not possible in a .WAD file, so it'd have to be zipped or similarly archived to be made into a single file. I think PNG support, for screenshots for example, is also dependent on using zlib.)
Old discussions:
http://www.doomworld.com/vb/eternit...ew-node-format/
http://www.doomworld.com/vb/doom-ed...for-large-maps/
http://www.doomworld.com/vb/eternit...din-released/2/
(Another reason why I think zlib will be unavoidable in Eternity's future is UDMF.)
I have been looking at integration of zlib and libpng, but since I don't have anyone who can adjust the Linux build process to accommodate these libraries, it's being held up while I consider how to do it myself.
EE's new save format will be based on zip files, and EE will also support zips for resources. The base hierarchy will remain however, because it is also used for writing, and works in a manner similar to the base directory used by newer idTech engines.
However, adding zlib to the program does not automatically imply support for ZDoom's node format. That's an entirely separate issue altogether. There probably isn't any reason I couldn't add such support, given proper documentation of the format.
Note that UDMF does not specify a node format. My plans for UDMF in EE are to introduce an internal node builder, so that EE UDMF maps do not require nodes.
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