home *** CD-ROM | disk | FTP | other *** search
- Well, it seems like there's gonna be a lot more people around here.
- A lot of things are still to be done. Some people already work on some of
- them. But if anybody is interested in helping in something someone is
- already doing (am I clear?) please contact this person. So, here is a
- "things to do" list with the people already at work on it (it is probably
- not complete. Don't hesitate to comment on this):
-
- * 3-D engine with DSP and texture mapping - Doug Little. Almost done. Don't
- touch this. Ideas wecome, though.
-
- * scalable map - Laurent Sallafranque. Almost done also. No problem here.
-
- * Anti-ghost-mode - Laurent. Not quite finished. Improvements possible.
- Contact Laurent if you have ideas of improvements. (his code will probably
- be released sooner or later)
-
- * WAD loader - Dave Murphy. Partially done. Some improvements will be done
- on texture caching. Perhaps we can use some techniques from the french doom
- here.
-
- * WAD file editor - Anthony Jacques. Adaptation of DEU. Could use the bad
- mood engine for 3D previsualization. NO NEWS about advancement of this
- project. Anthony, can you give us any info?
-
- * Sprites. Doug. This part is too 3D engine dependant to be developed by
- anybody else. But as usual, any ideas are welcome.
-
- * A.I. (for monsters etc.) - NOBODY. We will probably need to have the SAME
- AI as doom 1, 2 and heretic if we want to network with PCs and Macs? Am I
- wrong on this?
-
- * Activating of buttons/switches/sectors etc. Laurent told me he was willing
- to do that, but he has a lot of work already. So, HERE is work to be done.
-
- * Sound-FX - NOBODY. Well, a lot of people have discussed about it, but
- nobody has really DONE anything. It shouldn't be too difficult, though. The
- DSP should NOT be used here (it's reserved for the 3D engine).
-
- * Networking - Kai Holst. For the moment, he'll build his own protocol, but
- sooner or later, we'll have to be compatible with the doom protocol. The
- problem is, it's not available anywhere. The only way to get it would be to
- peek inside the code of DEE or the PC doom (if anybody here is able to read
- Intel (beuark!) code). Kai is very open to discussion. Don't hesitate to
- contact him.
-
- * Music (probably not in-game, but in intros, menus etc.) - NOBODY
-
- * Intro/presentation - NOBODY
-
- * Menus - NOBODY. The choice of levels, options, PWADs, etc. should be
- really user friendly (that is, not like doom)
-
- * Graphics/music for intro/presentation/menu etc. - Magnus Kollberg. But
- he'll need help! There's a hell of a lot of things to draw! Contact him or
- myself.
-
- * Level design - Bertrand (myself). I am designing levels on my PC using
- DEU. I also have some utilities to replace the iD graphics with our own. So
- it should be no problem to have BAD MOOD original levels. Any ideas are welcome.
-
- I think that's all for the moment. Other needs will probably rise later. For
- the moment, please write to me directly if you're interested in doing
- something. Write directly to the person doing something if you want to help.
- I may have overlooked that someone is already doing something and I'm not
- aware of it. Please comment on this.
-
- Bye.
- Bertrand
- +-----------------------------------------------------------+
- |Bertrand Le Roy |A Darwinian theory of Gravitation: |
- |bleroy@ccr.jussieu.fr|In the beginning, mature apples fell|
- |tel. 44.27.72.95 |in all directions. But only the trees|
- |fax. 44.27.72.87 |whose apples fell down have survived.|
- +-----------------------------------------------------------+
- |Laboratoire de Gravitation et Cosmologie Relativistes |
- |Universite Pierre et Marie Curie, tour 22-12, 4e etage |
- |4, place Jussieu, 75252 Paris Cedex 05 |
- +-----------------------------------------------------------+
-
-