CodeImp
Moderator

Posts: 1084
Registered: 12-03 |
On the BOOM thing flags: As we discussed over IRC, I vote to use Hexen's additive type of flags. Makes more sense to tell what the thing is for than to tell what it is not for. Defaults are not to worry about. They are documented and the editor should set the default automatically when creating a new thing.
Quasar said:
Most of the field names were taken directly from the structures in the Doom source code, including all of the ones you have singled out - flats, sector heights, and sidedef texture names. Check doomdata.h in the Doom source code if you don't believe me ;) Of course there is no reason we HAVE to follow that.
I would rather have the naming convention to be like my example here. I could live with my suggestions I gave above, but not with this in v0.99. Also: document it!
Quasar said:
1. Don't know that Doom Builder can handle a real-number grid rather than an integer one. CodeImp is going to have to give feedback on this before I can add it to the specification. It would already be possible to provide xf/yf vertex members for vertices created by the BSP, whether or not CodeImp can support them in his editor.
Doom Builder is not a nodebuilder and I don't intend to write one. This map format could be extended to include nodes information, but I don't see the need for that (sourceports today can build nodes automatically). The only real reason I see for floating point vertices are for nodebuilder output, not for mappers, because such a level of detail is not needed IMO.
However, in light of extendability, I think it is not a bad idea to use floats in the map format. Though, Doom Builder will now only write integral values, I could change this later maybe.
Quasar said:
3. Again, implementation specific concern. If ZDoom wants to support separate skill level flags for all skills, why not add them as a port-specific feature. And then, if support becomes widespread, they could be standardized in a later v2.0 draft. If the specification is used to dictate new features that have to be supported, then support for it will dwindle.
The primary guiding principle I used when designing the fields supported by v0.99 was to stick to what will be necessary to represent any translated Doom and Hexen maps. This is why there are no fancy port features in there, even ones that we might agree upon immediately. I wanted the spec to be as broad and unrestrictive to implementation as possible.
Agreed, but please don't be afraid to document extensions. The sooner you document them, the better other sourceports can support the same field names for the same purpose!
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