From: Jon D. <li...@al...> - 2008-03-03 20:11:24
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Hello folks, Florian kindly gave me SVN access ages ago, and I hadn't done anything with it, so this week I have reset my password and created the branches I intended to work on. This email is just a quick hello to introduce myself and explain what the branches are for. I'm Jon Dowland, infrequent poster to here; I wrote some of the beginnings of the checksum stuff; I maintain freedoom upstream, and several doom packages (including prboom) in Debian GNU/Linux. Branch #1 is "testsuite": to finish off the checksum stuff and develop a proper regression test suite to catch demo desyncs. When this is finished, coders should have more confidence checking stuff into trunk. The intention is for the core of this code to be included in chocolate doom too, and for the algorithm used to generate the checksums to be identical. Branch #2 is "dynlump": code to dynamically compose graphics resources for the game at runtime. This is so we don't have to embed static lumps of extra menu item text in prboom.wad anymore. In Debian, we have to strip them and replace them with fairly ugly graphics generated using imagemagick. This might potentially have other applications too: I'm personally quite interested in dynamic content generation (textures, levels, music, everything!) although that stuff would never be prboom trunk material, it might be easier to experiment with the dynlump infrastructure underneath. I have some WIP code for branch 2 lying around somewhere which (if it still applies against the trunk I branched from) I'll check in as soon as I find it, warts and all. Yours, -- Jon Dowland |