Torr Samaho wrote:
Zeberpal wrote:
It can't be played in software, because it doesn't allow softplayers via ACS.
IMHO mods should never forbid a player to use a certain renderer. I think about adding a compatibility option to Zandronum that will make it lie to the mod to pass the ACS check.
I beg to differ, having the ability to check the renderer properly without it being faked is important to me. I don't stop the person from playing, but I do have a check that prints in giant red letters "
THIS MOD WAS DESIGNED FOR OPENGL, DON'T COMPLAIN IF THIS LOOKS LIKE SHIT AND IS GENERALLY UNPLAYABLE IN SOFTWARE!". The message will recur every time they spawn until they get the hint. I'd rather have that, then having people bitching, pissing, moaning, and trashing the project just because they expected it to work with something it clearly wasn't designed for.
I have a mod that exclusively uses OpenGL features, such as models, true-color textures/sprites, sloped 3d-floors, and Quake2-style Skyboxes. Many of the actors lack actual sprites, instead using placeholders, since they are normally represented as models.
A lot of visuals in the mod rely on the fact that models have actual volume (once voxels are in, it won't be as important.), and if people were in software, people would see through things OpenGL players would not.
Not to mention, that the thing would look like utter trash in Software, to the point of nigh unplayability. (No HUD sprites, no object sprites, etc.).