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Showing results for tags 'gpl'.
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There was a recent controversy, and a heated exchange in the betatesting forum, which might have gone largely unnoticed, and I think the topic itself is pretty important for the community. The whole thing starts here: http://forums.thedarkmod.com/topic/19282-cleaning-up-the-neighbourhood-beta/?p=430318 In essence, mapper copypasted portions of his previous map into a new one, along with portions of work by another mapper, with changes ranging from slight/cosmetic to none. Two examples: Since I was the only one speaking up in that thread, I'd like to hear our mapper community stance on s
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There are likely to be very few code changes that the Doom 3 community issues where I will comprehend the significance. That said, I am creating this thread for the purpose of folks who catch any good GPL fixes that they'd like included in TDM builds. This is a place to ask "Should I make a tracker for this Doom 3 GPL fix, I found or created?" I'll start. There have been variations of the Carmacks reverse code and I'm sure there will be more. Here is the current best example AFAIK. It basically lets the driver perform the Depth fail code via the "StencilOpSeparate" command thus defer