You guys might be wondering what's next for 3DGE 1.37, what we have planned, what we're going to scrap, and where the direction of the port is ultimately heading.
We are definitely pleased to announce that Heretic will be supported, though not finished, in 1.36f. Right now, you can play through the entire game! You can also trudge through it cooperatively or head-to-head via splitscreen!
Right now we're optimizing the codebase for the inevitable Dreamcast release, and touching up on other things. ROQ video, which was said to be supported, is in early stages as the library only loads up at Main but before the game initialization, which needs to be fixed.
Other neat things are coming soon as well, but our main goal is to get it completely stabilized with multiplayer. That way, we can ultimately pave the way for network support for on-line matching.
Some things we are looking into is the introduction of an inventory system, framerate unlocking (removing the 35FPS ticrate), and finishing up MD3 tag support. These will all roll out eventually during 1.37's development.
As always, we are looking for more team members to help with the port. Currently, there's one active member and another contributing member, along with occasional support by the base engine author. We would really benefit by having another dedicated coder to get these features rolled out.
So there you have it - if you like 3DGE and want to support its development, rate our project on the frontpage and give a review! Thanks,
the 3DGE team
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
With interpolation out of the way, we are working towards more advanced features for the rendering system.
This includes; additional model format support (DMD, MS3D, PSK, etc), dynamic shadowing (planar, 1.1 compliant), reflective surfaces, decals, Splines library integration (control over the game camera), RTS upgrades, a DECORATE converter, improved model rendering management, better lighting management, Fog, normal mapping for models and game surfaces, sound library upgrades (per-sector control, for reverb, underwater, etc), physics-based bounding box system, and a video rendering system (a heavily modified ROQ for cutscenes).
For the original DOOM, I'm in the process of fixing bugs (like the end screens) and adding better BOOM compatibility, as Freedoom Phase 2 crashes 3DGE (Boom features that are unsupported). Two player controls have been fixed as well, allowing for true local multiplayer. One thing that is on my to-do list is getting Internet Play working, which is why some of you have experienced the Windows Firewall warning (safe to ignore) - that is not a virus.
Keep reporting bugs to me, and doing all you can to support the engine, as it is definitely getting support from modders and normal use like it did in the early 2000's.
3DGE will never die!
-Coraline
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi everyone,
You guys might be wondering what's next for 3DGE 1.37, what we have planned, what we're going to scrap, and where the direction of the port is ultimately heading.
We are definitely pleased to announce that Heretic will be supported, though not finished, in 1.36f. Right now, you can play through the entire game! You can also trudge through it cooperatively or head-to-head via splitscreen!
Right now we're optimizing the codebase for the inevitable Dreamcast release, and touching up on other things. ROQ video, which was said to be supported, is in early stages as the library only loads up at Main but before the game initialization, which needs to be fixed.
Other neat things are coming soon as well, but our main goal is to get it completely stabilized with multiplayer. That way, we can ultimately pave the way for network support for on-line matching.
Some things we are looking into is the introduction of an inventory system, framerate unlocking (removing the 35FPS ticrate), and finishing up MD3 tag support. These will all roll out eventually during 1.37's development.
As always, we are looking for more team members to help with the port. Currently, there's one active member and another contributing member, along with occasional support by the base engine author. We would really benefit by having another dedicated coder to get these features rolled out.
So there you have it - if you like 3DGE and want to support its development, rate our project on the frontpage and give a review! Thanks,
the 3DGE team
Here's an update if you all are interested:
With interpolation out of the way, we are working towards more advanced features for the rendering system.
This includes; additional model format support (DMD, MS3D, PSK, etc), dynamic shadowing (planar, 1.1 compliant), reflective surfaces, decals, Splines library integration (control over the game camera), RTS upgrades, a DECORATE converter, improved model rendering management, better lighting management, Fog, normal mapping for models and game surfaces, sound library upgrades (per-sector control, for reverb, underwater, etc), physics-based bounding box system, and a video rendering system (a heavily modified ROQ for cutscenes).
For the original DOOM, I'm in the process of fixing bugs (like the end screens) and adding better BOOM compatibility, as Freedoom Phase 2 crashes 3DGE (Boom features that are unsupported). Two player controls have been fixed as well, allowing for true local multiplayer. One thing that is on my to-do list is getting Internet Play working, which is why some of you have experienced the Windows Firewall warning (safe to ignore) - that is not a virus.
Keep reporting bugs to me, and doing all you can to support the engine, as it is definitely getting support from modders and normal use like it did in the early 2000's.
3DGE will never die!
-Coraline