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What will be interesting is how far the engine integration goes and where the progs begin.
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In short things handled by progs are:
- almost all game part that happens in level. i.e all map objects, monster AI, doors, plats, lights, player movement, etc.
- status bar
- menus
- client side effects - particles, dynamic lights
- intermission and finale screens
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- Can the maxviewdistance be set by the progs or console variables?
- And how will the distance clipping (or fogging) be handled?
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Currently they are hard coded, but I will add console variables.
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- And how are the new md2 models integrated
- And is there animation support for md2's
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Model info is added to the states in progs. See sample.vc for syntax. Model files must be located in <gamedir>/models.
Also Vavoom doesn't support scaling and shifting and skin name must have full path relative to the game directory (for example models/trees/tree1.pcx). I will upload a command line utility, which can easily fix these requirements. Example usage:
fixmd2 tree1.md2 s0.9 z32 /models/trees/tree1.pcx
And currently skins must be in Hexen palette, but I will now add support for skins with any palette and posibly also for truecolor skins.
About the shadows - I will check why.