: write B&B code? B&B was never implemented into A1, right? unless you are
: talking about "writing b&b code" as "implementing it into
Oh, there was a very active effort at writing B&B code for AO at one time - indeed, Carlose on the Run (AKA Muerte Machine) makes use of the last working version. Unfortunately, this was a one person effort and Jonathan Felts got a life and had to drop the project. He did, however, leave a very excellent B&B Tutorial in the hopes that someone else would pick up the torch. Not only did his code provide B&B support, but it implemented software rendering of transparent liquids and hi-res textures for those of us at the time who didn't have the hardware to support OpenGL adequately. For quite some time, this was my primary AO engine, but it had problems. First of all, the hi-res textures had to be imported into the shapes file and there was not automatic means of doing this. As far as I know, only the Infinity textures were ever ported into a hi-res shapes file. Secondly, there was a size bug that prevented the marine from fitting through some tight corridors in 3rd party scenarios - most evident in Marathon Fell. Finally, the code was never ported to carbon, necessitating its use in the Classic Environment on newer machines.
Well, Johannes - how are our programming skills? The existing code is already there and the tutorial is comprehensive. How about making this your personal project?