Actually, it was an Ian that programmed it. I don't remember his last name, but I do remember that its an Ian. Jonathan Felts is DarkMapper, right?
: 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?