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Quasar
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Work on EDF 3.0, or "3DF" for short, is currently proceeding on the edf3-branch of the SVN repo.

Goals for this development branch include the following:

  • Complete runtime dynamic additive logic for all EDF definitions (complete)
  • Inventory (in progress)
  • Weapons
  • Lockdefs


Completion of this branch is a prerequisite to the following projects, which will begin afterward, in rough order (Heretic support may be complete before UDMF is fully implemented):

  • UDMF support
  • 100% Heretic Support
  • 100% Hexen Support
  • 100% Strife Support

Last edited by Quasar on 05-18-12 at 21:38

Old Post 12-12-11 15:47 #
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Khorus
Strife!


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Strife! :D

Always good to see progress. :)

Old Post 12-12-11 15:55 #
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printz
CRAZY DUMB ZEALOT


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Awesome! By Thor!

- What does "Complete runtime dynamic additive logic for all EDF definitions" involve for the mod author? What tricks can be done now?

- Lockdefs means that I can add all-new keys, also known as "quest items", in arbitrary numbers?

- 100% Hexen and 100% Strife support: I can now use all those codepointers in any game, just like it has been possible with Heretic's?

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Last edited by printz on 02-27-12 at 08:00

Old Post 12-12-11 19:01 #
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Quasar
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printz said:
Awesome! By Thor!

- What does "Complete runtime dynamic additive logic for all EDF definitions" involve for the mod author? What tricks can be done now?

- Lockdefs means that I can add all-new keys, also known as "quest items", in arbitrary numbers?

- 100% Hexen and 100% Strife support: I can now use all those codepointers in any game, just like it has been possible with Heretic's?



  1. Nothing, for modders. It just means that if you load EDFs at runtime via the addfile command, or via a wad loading menu, the EDFs inside them will work as well as is possible, minus any conflicts between mods. thingtype, castinfo, bosstypes, etc. will now be recognized in runtime-additive EDF instead of being ignored as they were after the changes made in EDF 2.0 (before then, they would cause errors). This change was especially needed for EECS branch, although Ladna cannot merge it in until after it merges back to trunk...
  2. LOCKDEFS just like in ZDoom. This is one reason inventory is a prereq to UDMF. Proper support for locked door types requires proper means of defining locks, which requires keys that are properly folded into the inventory system, or otherwise I will just end up rewriting the way keys/locks are handled 3 times.
  3. Not until I declare Hexen and Strife support finalized ;) That stuff is happening *after* edf3-branch is finished. Inventory and weapons are the main two things that have been holding back support for all the other idTech 1 games in EE.

Old Post 12-13-11 02:34 #
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Quasar
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Monster bump to update the thread with news that work is about to resume on the new inventory-branch, which, unlike the already back-merged edf3-branch, will be kept focused solely on the task at hand so that trunk doesn't get out of date missing major architectural advances in the branch.

Once inventory and weapons are functional, I intend to focus exclusively on finishing Heretic support until it is at 100%.

Old Post 05-16-12 18:32 #
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