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[Closed] DDF Converter

Sun, 21 Jul 2002 10:53:26

roy5050

Some changes that could be made to the DDF converter would include:<br><br>1.) Not requiring the origonal DDF files.<br>2.) Working with all revisions of Edge's DDF files.<br>3.) Supporting RadiusTrigger scripting.<br>4.) Automatic conversion of sector/line tags.<br>5.) Conversion for sfx code such as colormap= or         sound= to add either ambiant sounds or colored lighting. (This would probably require that the DDF code would be converted to code that is more compatable<br>with VaVoom--since VaVoom doesn't directly support colormap support.)<br>6.) Is it possible to convert 2d sprites into 3d mdl models? (if this is impossible I understand.)<br>7.) Handeling sfx/playlists to add music.<br>8.) Handeling large DDF files--better memory management.<br>9.) Removing the VisPlane limit--allow the power of the machine to determine the size of the level. (If you play a level that's too large it will just run slower and not crash.)<br><br>and finally<br><br>10.) Handeling WinXP resources better; stoping Segmentation Violations and other crashes.<br><br>
Mon, 22 Jul 2002 18:06:30

Janis Legzdinsh

Some changes that could be made to the DDF converter would include:<br><br>1.) Not requiring the origonal DDF files.
<br>With DDF you can also append something to the original objects. But if your DDF doesn't do this, it was CLEARALL flag or something like this. If all your DDF files has this flag you don't need original ones, that will give some warning messages that you can safely ignore.<br><br>
2.) Working with all revisions of Edge's DDF files.
<br>All DDF parsing code has been tken directly from EDGE and I don't feel like changing it.<br><br>
3.) Supporting RadiusTrigger scripting.
<br>Then we'll see what can be converted and how it can be done.<br><br>
4.) Automatic conversion of sector/line tags.
<br>Sure.<br><br>
5.) Conversion for sfx code such as colormap= or         sound= to add either ambiant sounds or colored lighting. (This would probably require that the DDF code would be converted to code that is more compatable<br>with VaVoom--since VaVoom doesn't directly support colormap support.)
<br>The problem might be how to detect wether object is static or it can move.<br><br>
6.) Is it possible to convert 2d sprites into 3d mdl models? (if this is impossible I understand.)
<br>Of course not. If you have model replacements, they must be added manually.<br><br>
7.) Handeling sfx/playlists to add music.
<br>Export a MAPINFO script - sure.<br><br>
8.) Handeling large DDF files--better memory management.
<br>You mean compiler limits - already done.<br><br>
9.) Removing the VisPlane limit--allow the power of the machine to determine the size of the level. (If you play a level that's too large it will just run slower and not crash.)
<br>I already said everything in another post.<br><br>
10.) Handeling WinXP resources better; stoping Segmentation Violations and other crashes.
<br>XP - it's written in DOS, not Windows. Ports to other platforms won't be a problem.<br>
Fri, 16 Aug 2002 13:03:10

roy5050

[glow=green,2,300]What's Planned Next for ddf2vc?[/glow]
Sat, 17 Aug 2002 03:28:22

Janis Legzdinsh

Next should be line specials. Possibly also some scripts (anims, switches).

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