CodeImp is busy working on a new version of his map editor, Doom Builder 2. But he can't do it all alone. Read on for an explanation all about it from him, in his own words.
Why Doom Builder 2?There are a few reasons why I am making Doom Builder 2 and why I call it that (skipping all minor version numbers). First of all, Doom Builder 1.* is way too old for any further maintenance. It also was written in an old language which most people have abandoned. There are new ideas, new features and new compatability requirements that simply do not fit in the old program without a rewrite of more than half of the code. Doom Builder 2 is a complete redesign and rewrite from scratch, 100% written in C# (yes, the .NET platform, welcome to 2008 folks).
What will be new in Doom Builder 2?
- First of all, there are a lot of things redesigned to better fit the needs of the mappers. For example: You can now configure nodebuilder settings and testing settings per game configuration, so that when you switch game configuration to edit some other map, the relevant settings will change along with your choice.
- Next we have Unicode support. This means that Doom Builder will work on non-westen cultures (such as China, for example) without the need of an English Windows installation or weird tricks.
- Then I will make sure it will be Windows Vista compatible. Actually I need some people willing to test extensively on Windows Vista. More about that below.
- Textures and flats and other resources can now be loaded from any number of different sources. Doom Builder 2 will support reading resources from WAD files, Directories, PK3 files and Directories with a PK3 directory structure.
- Instant and nodebuilder-less 3D mode! Recent tests have proven a new great, fast method to render the 3D mode without the need of a BSP tree or any nodebuilder. This new technique also allows for geometry changes in 3D mode.
- Plugins that allow developers to make their own editing modes, including 3D mode extensions (slopes, 3D floors).
- On top of the great new features, there are little enhancements as well, such as full 32-bit anti-aliased 2D mode rendering, full PNG, BMP and GIF support and a more professional GUI look.
When will you have all this?Not any time soon. Sorry to disappoint you now, but it will take at least several more months before I can make a public beta version. I just want most of it done so you don't get a half unfinished product. Hopefully I have something worthy this summer (July)!
What do you still need?I can fulfill the promises above on my own, but there are a many other things that other people do a lot better than me, so join me and with our combined strength we will rule the galaxy as father and ... ok, back on topic.
- Web designer, a serious good one. The site at www.doombuilder.com is the remains of my old website, and I want a fancy and spiffy website completely dedicated to both Doom Builder 1 and 2 (yes, I will keep DB1 online no less than it currently is, just in case you don't like DB2). If you would like to help me with this, please show me some of your previous work as web designer!
- Alpha and Beta testers. Right now I need people from non-western cultures and Windows Vista users to try and see if Doom Builder 2 runs properly. Serious application testing (Beta testing) will be done in several months, but at the current point that is a bit useless.
- Icon. Yes I need an icon for Doom Builder 2 and I don't think I still want that gargoyle head. I want something new, good looking, in all resolutions from 48x48 down to 16x16 in both 32-bits and 256 colors. This is simple: you make some, you e-mail them to me, and I pick the winner. No crying.
Suggestions and comments are welcome (but please don't take it personally if I do not answer to all of them) If you want to help out on any of the above, please don't post in this topic, just email me. That way I can read and reply easier.
You can start throwing rocks at me ... now! Oh, and here are some screenshots.