Feature #1768
Boom compatibility
Start date:
2004-02-08
% Done:
20%
Description
PrBoom adds many modding features and gameplay enhancements to Doom without sacrificing vanilla compatibility. Doomsday and libdoom should have support for these features.
Subtasks
Related issues
History
#1 Updated by skyjake over 10 years ago
danij has been working on this for years and much of the required work has already been done: http://dengine.net/forums/viewtopic.php?f=9&t=1368&p=8917#p8916
The significant remaining jobs are (ordered from most to least important):- implement their method of "generalised line specials" in libcommon (later on, merge with XG 2.0? #1620)
- implement the various new thinker types
- extend the renderer with support for translucent walls
- extend the renderer to allow multiple skies to drawn from the same view point (the sky geometry is essentially split vertically into horizontal sections using the map vertices)
#2 Updated by Gary over 10 years ago
I wonder what it would be like if you combine Boom with models, if that is even possible.
#3 Updated by skyjake over 9 years ago
- Description updated (diff)
#4 Updated by skyjake over 9 years ago
- Description updated (diff)
#5 Updated by skyjake over 8 years ago
- Status changed from In Progress to Progressed
#6 Updated by skyjake almost 5 years ago
- Target version set to Modding
#7 Updated by skyjake almost 5 years ago
- Related to Feature #2155: BOOM support for sunlust.wad added
#8 Updated by skyjake almost 5 years ago
- Related to Bug #2013: [Doom] Pain Elemental Vanilla/Boom compatibility option added
#9 Updated by skyjake almost 5 years ago
- Related to Bug #2012: [Doom] Boom bug in Memento Mori II added