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August 23rd, 2004, 06:00 AM
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#1 |
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Commander Keen
Join Date: Jul 2000
Location: Sweden
Posts: 422
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Nodebuilders for C++ version
What about nodebuilders with the C++ version?
Will it use Zennode or GLnodes or will it use something specific for legacy (like in Vavoom) |
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August 23rd, 2004, 06:56 AM
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#2 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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It might use Zennode first (but it will be an option and it will be probably off by default), GLnodes will be added soon (once I have most the functionality of the old renderer). To make the story short, we'll try to be as much compatible as possible with ZDoom and JDoom.
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August 23rd, 2004, 07:39 AM
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#3 |
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Commander Keen
Join Date: Jul 2000
Location: Sweden
Posts: 422
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Sounds awesome..
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August 24th, 2004, 01:21 AM
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#4 |
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Commander Keen
Join Date: Dec 2002
Posts: 1,596
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Ah, cross port compatibility is such a good thing :)
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September 2nd, 2004, 04:48 AM
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#5 |
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Commander Keen
Join Date: Feb 2001
Location: Woodinville, WA
Posts: 476
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Talking about nodebuilders
![]() Have finished and tested the extended node format in DeePBSP for both regular and GL nodes. I chose the simplest of the alternatives. Will give you specs and some example code, but it will be very simple. The sample code will assume you have implemented level support for > 32k vertices and sidedefs. The extended GL code can come into play even if a level is under 32k linedefs. I wanted to email the GLBSP author to coordinate on the GL specs since he ignored regular nodes in his spec, plus no port uses "partner" in the GL segs. So anybody know Apted's email address? |
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