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Daniel
December 6th, 2005, 06:43 AM
Hello

I've been a long time apart from Legacy Development, and I saw that will be a lot of compatibility with ZDoom. Well, I hope the splitscreen mode would be maintained, and what are the new improvements of this version? Is there any predicting time of the new version's release? Thanks a lot!

Daniel
December 9th, 2005, 03:24 AM
Btw, is there a beta version? If you want someone as a tester, I could do that when possible.

smite-meister
December 9th, 2005, 05:45 AM
Btw, is there a beta version? If you want someone as a tester, I could do that when possible.
The latest release is 1.99 alpha3:
http://forums.newdoom.com/showthread.php?t=28034

Legacy 2.0 (==1.99) is a major rewrite with lots of new features (Hexen support, new OpenGL renderer, new netcode, asynchronous mapchanges, more compatibility with other source ports, compliance with the proposed JDS MAPINFO and texture extensions etc.)

We have not set a release date even for the beta, because currently we have only a few active developers who have also occasional real-life commitments. Currently Hurdler is working on the new OpenGL renderer and I'm doing the netcode. When these two are working, it's time for the beta release. All help is welcome.

MR_ROCKET
December 20th, 2005, 11:24 AM
I'm here to help when needed, drop me a pm and I'll send ya my e-mail addy.
I have a couple of comps over here to test on, of course with different hardware in each.
Although, all win32 o/s's.

Sarhento_T
December 20th, 2005, 08:10 PM
To smite-meister: You said your'e in charge of netcode, Will the netcode of Legacy 2.0 rock because I can hardly (actually it plays, but has a 2-3 second delay) play here in the Philippines because of the llllaaaagggg (not to mention the sucky dial-up). More power to the development!

smite-meister
December 22nd, 2005, 02:49 AM
Will the netcode of Legacy 2.0 rock because I can hardly (actually it plays, but has a 2-3 second delay) play here in the Philippines because of the llllaaaagggg (not to mention the sucky dial-up).
I hope so ;)
The new netcode is built on OpenTNL 1.5.0, which changes completely the principle the netcode works on.
The new code will be asynchronous and somewhat adaptive, meaning that if you have a slow connection, at least it will not hurt the other players. Also, there will be movement extrapolation and interpolation which will smooth out some of the lag.

MR_ROCKET
December 22nd, 2005, 10:53 PM
When do you think there might be some netgame testing faze? *dark* or will we wait on the beta for that?
Like you said Hurdler's working on the opengl renderer when he can, but will the new netcode need testing prior to that?

Sarhento_T
December 22nd, 2005, 11:10 PM
To smeit-meister: by the sound of it, the netcode must rock! I like that. To what MR_ROCKET said, in my opinion there should be a netgame testing faze, which we will try to straight-out potential problems; although with Hurdler's OpenGL testing it would be much more favorable.

Aliotroph?
December 23rd, 2005, 01:32 AM
What exactly are the goals for this new GL renderer anyway? Is it going to try and look more DooMish or is it mostly going for fancy eye candy? Is it possible to emulate the effect of the light-dimishing trick from the software renderer for example, and would we want to?

Danimetal
December 23rd, 2005, 05:15 AM
I read somewhere that it would include "Dynamic lights", "Reflective surfaces" and an emulation of the "Lighting diminish" effect (I hope it would be toggleable in a less messier way than the current fog)... Other stuff will surely be related with Hi-res graphics and maybe models (¿?¿?)... As far as everything gameplay-related is compatible with software mode I´ll be happy.

MR_ROCKET
December 23rd, 2005, 05:15 PM
MD3, quake3 models from what I'v seen in the cvs docs/editing refs.
And its good to see possible testing resources out there at polycount (http://www.planetquake.com/polycount/downloads/index.asp?game=5&sort=date&order=DESC) :)
Or possibly sending Danij666 lots of butter.