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AtariThief

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Yes, we'll document everything, since there is no documentation for Doom, and we've had to work a lot of it out for ourselves.

As for what stage we're at with the game, we now have everything working that we considered was going to be difficult at the start. Everything else that needs to be done is straightforward and is just a matter of long, hard work.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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As for the documentation, I don't know what you mean by that. I have written a few tutorials for SDK development for stuff that I found out. If you mean TDM documentation, of course we have to do this. After all, it would not be much use if we release it and tell the poeple to go and figure it out on their own.

Gerhard

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What I mean by documentation is various things I've documented so far like getting characters into doom, normal mapping, setting up ragdolls on custom characters, etc.

Most of the team will write documentation and tutorials about their own area of expertise, some concerning doom in general, and some concerning TDM.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Can you use sdk without any knowledge of C++ or whatever lang you are coding in? But can you still edit the editor - like make a weapon deal higher damage? And can you import 3d-models?

May the Abyss rule!

 

Shadow of the Serpent Riders fan.

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Well it makes it quicker to pick up, because it is based on C++, but IMO anyone interested can pick up D3's scripting.

 

I mean, when I was involved in using Irrlicht (irrlicht.sourceforge.net I think) a C++ 3D graphics engine, the number of "OMG I want to make cool ass 3d games too, what do I do?" people who actually got stuff working was very surprising :)

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