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=== new Linedef types === | === new Linedef types === | ||
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+ | * more scrollers ''detail please!'' | ||
+ | * a 242-style effect which doesn't invert the purpose of the sector/control sector floor/ceiling textures, and is visible if the player is ''outside'' the sector, too (how Legacy used to incorrectly render it, and how Eternity currently incorrectly renders it, iirc) | ||
=== new DEHACKED features === | === new DEHACKED features === |
Revision as of 09:50, 28 June 2017
This page is not actually a specification, but an example of how a wiki page might be used to write a spec. |
Boom++ Specification
This is a draft specification for a set of extended features for Boom-compatible source ports.
Contents
About
rationale
Boom has served as a very successful de-facto standard set of features for doom engines, being adopted by the majority of advanced engines in use today. However, it has its limitations and modern day mappers are increasingly hitting up against them.
The intention of this spec is to outline some simple extensions to the Boom feature set that could be easily implemented by source ports and form a newer common standard.
ports planning to support this spec
Insert ports here! (we hope at least: gzdoom, prboom+, eternity; hopefully also 3DGE , doom legacy)
specification development
This specification is edited by ($INSERT_EDITOR(S)_HERE).
Discussion about the specification takes place in this doomworld thread.
Specification
UMAPINFO
??
new Linedef types
* more scrollers detail please! * a 242-style effect which doesn't invert the purpose of the sector/control sector floor/ceiling textures, and is visible if the player is outside the sector, too (how Legacy used to incorrectly render it, and how Eternity currently incorrectly renders it, iirc)
new DEHACKED features
states
More states! [ ideally: we cargo-cult existing state table extensions from an existing port such as doom retro ]
Appendix
Out of scope features
The following objectives are out of scope for this effort
- we are not planning to change the level format
- we are not planning to define a new scripting language
The following features have been discussed and declared out of scope for this effort. Please do not waste time in the thread discussing them further.
- a (new) embedded scripting language
- TRIG-TAG stuff? (editor's note: I haven't kept up on this suggestion.)