-
Notifications
You must be signed in to change notification settings - Fork 2
psx doom / psx final doom map format support #79
Copy link
Copy link
Open
Labels
documentationImprovements or additions to documentationImprovements or additions to documentationenhancementNew feature or requestNew feature or requestrefactorCode can be improved in some way, either for maintenance, or in preparation of new featureCode can be improved in some way, either for maintenance, or in preparation of new feature
Description
Metadata
Metadata
Assignees
Labels
documentationImprovements or additions to documentationImprovements or additions to documentationenhancementNew feature or requestNew feature or requestrefactorCode can be improved in some way, either for maintenance, or in preparation of new featureCode can be improved in some way, either for maintenance, or in preparation of new feature
Projects
StatusShow more project fields
Todo
Needs additional heuristics to resolve ambiguity from trying to read from map lumps alone.
Both games use different POD binary structures, but the only lump difference is that
LEAFSappears on both after BSP compilation.I also refuse to add manual map format forcing via the CLI, this needs to stay simple for the average mapper to just, build it. It's already awful enough that Hexen/ZDoom polyobjects' DoomEdNum are in the CLI.