Gez
Why don't I have a custom title by now?!
Posts: 6458
Registered: 07-07 |
esselfortium said:
What sorts of modifications do you make to GZDoom and Eternity?
Eternity: added support for mouse button 4 and 5. SDL supports them, but they have no keycode associated to them in EE. I'm too used to having them available (I remap "activate/use" to mouse4 for example), so adding them to EE was a large part of why I bothered trying to compile it in the first place.
GZDoom: a ton of little tweaks and bits of experimental code. Compat option for MBF pseudo-torque, compat option for searching max light in neighboring sectors like Boom does, a Skulltag-like rune system, scripted powerups, automap cheat: possibility to reveal hidden lines as if they were normal lines, when using IDDT twice count items are a different color than normal items and keys have a "key" vectorial icon of their own color inside their triangle, some unfinished code to read DOOMPRES.WAD, some unfinished code to define the Doom 2 "casting call" in text lumps and apply it to other games, a hack in the old decorate parser to prevent the RTC-3057 conflict by renaming the pickup if it's called "pistol", a tweak to the MDK command so that it deals forced damage so as to kill dormant monsters as well, and more.
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