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Long term goals.

Posted: Sat Jun 16, 2012 10:02 pm
by Drayko
What features would you like to see included in Zandronum at some time in the future?

What would we like the project to be like in 6 months? One year? Five years? A decade from now?

RE: Long term goals.

Posted: Sat Jun 16, 2012 10:06 pm
by Konda
Better OpenGL renderer. Up-to-date ZDoom base. And support for a language superior to ACS (like ACS++), if one ever comes out.

RE: Long term goals.

Posted: Sat Jun 16, 2012 10:37 pm
by Ivan
Konda wrote: Better OpenGL renderer. Up-to-date ZDoom base. And support for a language superior to ACS (like ACS++), if one ever comes out.
Pretty much those + new map sets for game modes, new resources and some remakes of the existing game modes. (Domination comes to mind) Also not to forget a better railgun, yeah!

But to be honest, I can feel this fork will be very successful now that it's seperate. I'm sure Torr and his crew will do an amazing job keeping up with Zdoom. (I had the chance to test the alpha in FNF and SNS and so far it's perfect)

RE: Long term goals.

Posted: Sun Jun 17, 2012 6:13 am
by Drayko
Within 1 year: The main website up and running with working download links.

Within 5 years: A better text chat system like ZDaemon but even beyond that with support for all European Latin alphabet characters, Greek, and Cyrillic sets, or even more.

RE: Long term goals.

Posted: Sun Jun 17, 2012 7:12 am
by Mooseknuckle
Within n years: Full support for voxels including voxel view models à la Ace of Spades. EDIT: Also being able to render voxels as bound cubes instead of normal cubes.

Probably never: Built-in VoIP/voice chat.

RE: Long term goals.

Posted: Sun Jun 17, 2012 7:17 am
by Ijon Tichy
Gimme an updated ZDoom codebase and awwwww yeahhhhh I'm set.

That, or just ditch everything we currently have and adopt UnrealScript AAHHAHA yeah not happening.

RE: Long term goals.

Posted: Sun Jun 17, 2012 7:19 am
by Blasphyx
I don't think zandro will ever catch up with zdoom. We're behind by too many revisions. It's a shame, cause I'd really like a competent online doom port to support ROTT TC.

RE: Long term goals.

Posted: Sun Jun 17, 2012 4:13 pm
by Marcaek
^yeah, that would be pretty awesome. There's also stuff like Xaser's Parkour which could be hilariously entertaining in multiplayer modes.

RE: Long term goals.

Posted: Fri Jun 22, 2012 5:40 am
by Drayko
Blasphyx wrote: I don't think zandro will ever catch up with zdoom. We're behind by too many revisions. It's a shame, cause I'd really like a competent online doom port to support ROTT TC.
We can't afford to get further behind. Full backport be a priority.

RE: Long term goals.

Posted: Fri Jun 22, 2012 8:50 pm
by Ivan
Blasphyx wrote: I don't think zandro will ever catch up with zdoom. We're behind by too many revisions. It's a shame, cause I'd really like a competent online doom port to support ROTT TC.
The TC probably needs a lot more work to be fully supported, however I'm sure you can recreate all the weapons from RoTT, make some mediocre maps and put 'em all together for a RoTT Deathmatch. Hell, I'd help you do it if you made the maps :/

RE: Long term goals.

Posted: Fri Jun 22, 2012 10:41 pm
by NeuralStunner
Konda wrote:Better OpenGL renderer.
The newer GZDoom one would be just that. Now that the port is open-source this can legally happen. :)
Konda wrote:Up-to-date ZDoom base.
I asked Dusk, he says once Zanronum 1.0 is released the next push is going to be for ZDoom 2.4 compatibility. Beyond that? A little at a time - It's my hope that some more community members will step up and help, now that the source is readily available.
Konda wrote:And support for a language superior to ACS (like ACS++), if one ever comes out.
ZDoom's ACS VM actually supports a lot of more complex stuff. Much of the support needs to be on the compiler's side. ACC++ and DH-acc are both to handle this, including basic optimizations (which ZDoom ACC is not even capable of).

RE: Long term goals.

Posted: Fri Jul 06, 2012 1:52 pm
by Drayko
Are there going to be any additions to Zandronum specific things like runes and game modes?

RE: Long term goals.

Posted: Fri Jul 06, 2012 2:02 pm
by HexaDoken
Backport. Doggamn. Zdoom.

Just do this and Skulltag will suddenly become 9000 times more epic.

RE: Long term goals.

Posted: Sat Jul 07, 2012 5:22 pm
by Torr Samaho
Drayko wrote: Are there going to be any additions to Zandronum specific things like runes and game modes?
At least for 1.0 nothing in this direction is planned. I consider 1.0 to be feature complete now, it just needs more testing and probably some more bug fixing.
HexaDoken wrote: Backport. Doggamn. Zdoom.
Updating our ZDoom base is one of the first things I plan to to after we finalized 1.0.

RE: Long term goals.

Posted: Sat Jul 07, 2012 10:04 pm
by John Zombie
is there any plan to include some decent demo player allowing to pause, skip forward/backward etc, rather than just jump to the end of the match?

RE: Long term goals.

Posted: Sat Jul 07, 2012 10:46 pm
by katZune
i just want things that made kswgs (or something so) that upgrade that make able to see health of all, use r_3Dfloors 0(set on/off), use noclip as spect and more

RE: Long term goals.

Posted: Sat Jul 07, 2012 10:57 pm
by Guest
John Zombie wrote: is there any plan to include some decent demo player allowing to pause, skip forward/backward etc, rather than just jump to the end of the match?
Going a little beyond, make the port have a standard demo format compatible with future releases.

RE: Long term goals.

Posted: Sun Jul 08, 2012 8:56 am
by Torr Samaho
John Zombie wrote: is there any plan to include some decent demo player allowing to pause, skip forward/backward etc, rather than just jump to the end of the match?
Skipping backward in a demo is technically pretty challenging (and I have no plans to implement this), skipping forward is much easier. I just added the new command demo_skiptics (still in a very experimental stage, needs testing) that allows you to skip as many tics as you like. For instance, "demo_skiptics 35" skips a second, "demo_skiptics 2100" skips a minute and so on: http://zandronum.com/tracker/view.php?id=581
katZune wrote: i just want things that made kswgs (or something so) that upgrade that make able to see health of all, use r_3Dfloors 0(set on/off), use noclip as spect and more
Clients must not be allowed to turn off 3D floors, since this essentially allows them to see through 3D floors and thus can be considered as cheating (it's like a wallhack limited to overcome 3D floors). I don't know what the health stuff is, so I can't say whether it can be included or not. But as usual, if you have suggestions, please report them at the tracker (or voice your support in existing tracker tickets).
Alien wrote: Going a little beyond, make the port have a standard demo format compatible with future releases.
That's not feasible as it would either mean that we never change the netcode again or it would require future release to be able to process all older versions of the netcode.

RE: Long term goals.

Posted: Sun Jul 08, 2012 12:17 pm
by katZune
but 3D floors sometimes make lag :/ and since there is gzdoombuilder, is more easy to make 3D floors. that mean in few time we'll found maps with 3D floors everywhere

RE: Long term goals.

Posted: Sun Jul 08, 2012 12:33 pm
by Torr Samaho
Unfortunately that is the price one has to pay for added visuals that are not for purely cosmetic reasons. And even if you could turn them off, some maps would be pretty much unplayable if the 3D floors are invisible.