|
Happy New Year! >>Sunday, January 1, 2012 by GhostlyDeathHappy new year! Much work has been progressing with ReMooD. There is currently a translation work going on which is a major overhaul of the dynamic WAD subsystem. It is currently working well, although at this point in time the game is not yet playable yet as everything is moved over to the new system. Also, working on a PowerPC system during development, ReMooD works on PowerPC now which should translate to ARM and SPARC support without any issues. Happy 5th Birthday ReMooD! >>Saturday, December 17, 2011 by GhostlyDeathHappy Birthday ReMooD! ReMooD is now celebrating it's 5th birthday. Even though this is posted 5 days late (December 12, 2006 is the date of true birth, the day it was open sourced), i'm not good with birthdays. As for my somewhat monthly updates, I am rewriting the bulk of the WAD handling currently and it currently is going very well. When it is finished you will be able to dynamically change WADs at run-time (which is needed for good multi-player support). Also, 2 days before ReMooD celebrates a birthday, Doom celebrates it also. I Got a Mac >>Saturday, November 5, 2011 by GhostlyDeathI have recently purchased a PowerMac G4 (Digital Audio) and have installed all the developmental stuff for it for the most part. So future versions of ReMooD (1.0a that is in production) should work on Mac OS X no problem (hopefully). And yes I do know that the system is old, it is nice for historical reasons, ReMooD targets many systems both old and new. Chocorenderlimits Updated! >>Saturday, September 24, 2011 by GhostlyDeathI just made an update to Chocorenderlimits. If you don't know what that is, it is the small modification of Chocolate Doom that I wrote that shows the limitations of the renderer to better assist vanilla mappers. New features include the display of subsectors in either filled or border view (border looks cool), ability to "freeze" the renderer of sorts to "capture" what is in view (you can run around and see what you can see from that point, I also made the purple HOM flash toggleable from purple flashing like crazy to black (when you don't want it). So I hope you enjoy the new features. Work Is Progressing >>Tuesday, August 8, 2011 by GhostlyDeathWork is progressing well with ReMooD. With a new version control system being used by ReMooD (Mercurial) work has gone underway to improve the game, although it is still in developmental stages and the only way to obtain the bleeding edge is to build it yourself. Currently work is being done on rewriting the interface subsystem, and it is progressing well with a new library: Allegro. ReMooD will still use SDL and such but I decided to rewrite everything starting with Allegro first then working my way to SDL and other things. The new interface code has been re-factored and works quite well, it is also more lean and more efficient so far than any other version of ReMooD. The most recent work as of this post is getting Music working well before sound effects are even started and it plays MUSes and MIDs quite well. The new interface code is in the interface-ports branch which is ahead by default in leaps and bounds in portability and code linearity. The default branch on the other hand actually has RMOD support and can loads RMODs and oarse them despite there not being any actual data handlers at all. The default branch also has removed the skin limit of 32 (you can have more than 32 skins now) and has a smoother palette transition that is accurate. Once work in interface-ports is completed and it is merged with default, an RMOD based configuration system along with console enhancements and cleanup could happen next. In other things there is a new (yet again) memory manager which has been stressed test and no problems have been noticed yet, it is quite fast and stable. There also is extended WAD code in existence which is made to support WAD loading, unloading, reloading, and reordering. Nothing uses the extended WAD code currently so its benefits are not known to everything else. So as you can see much of the work I am doing is making ReMooD lighter, faster, and more efficient at what it does. Hopefully I can keep up with monthly updates just to hint away at progress. Enjoy! |
Main MenuNewsDownloads Old News Really Old News ReMooDChangelogSourceForge Page SourceForge Repository BitBucket Repository ReMooD on the Doom Wiki Ohloh Project Page Freshmeat Project Page Why Can't I Save/Load My Game? Other StuffChocbots (a.k.a. GhostlyBots)ChocoDOS Chocorenderlimits Simple Doom Editor ArticlesOther
|
|
Version: Standard or Mobile Preferred minimum requirements for viewing this site: 800 × 600 × 16 using Mozilla 5.0 or Internet Explorer 7.0. ReMooD copyright © 2006-2012 GhostlyDeath (ghostlydeath@remood.org). ReMooD copyright © 2006-2012 The ReMooD Team. The ReMooD Logo is a trademark of GhostlyDeath (ghostlydeath@remood.org). The ReMooD Logo copyright © 2009-2012 GhostlyDeath (ghostlydeath@remood.org), 2009-2012 The ReMooD Team. Website design © 2008-2009 by EarthQuake, 2010-2012 GhostlyDeath. Doom is a registered trademark of id Software. All rights reserved. |