CheapAlert wrote:
why not implement tracker module (.mod, .s3m, .it and .xm) support?
Because I don't think it will be very useful. Sure, you could use it to add some custom music to existing mods, but I don't think there would be many people doing this. Plus, I am lazy

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TheDumbAss wrote:
The ogg player could be ran on the ARM processor as a seperate tread basicly and cause no real hit to the running of the rest of the engine.
Well, I don't know if the ARM processor can be programmed to decode OGG streams. And even if it could, it's beyond my current skills.
DARKHALO2K wrote:
with the stereo view all but fully implemented, how big a timeframe, or even importance, do you see two player split-screen requiring/being!?
The stereo 3D mode still has some problems which I won't fix for this release, so I won't add a menu option for it, but you can access it using the console. I found out it's easy to make the engine render the same view several times, but it becomes harder when you want the position or angles of the views to be different from each other.
When it comes to split screen, there are many other factors involved, including:
- The network protocol needs modification to send and receive data from 2 players instead of only one.
- The controller/mouse/keyboard code must be modified to treat the input of each player separately.
- The sound system must mix the sound effects from 2 different locations, and each player must have his own set of audio channels.
- There are many console variables used for player-related configurations, and these can't be used for more than one player. For example, the console variable _cl_name stores the player name, and each player must be able to define their names separately. Adding tons of cvars for more players would need a lot of engine modifications.
- The menus would also have to be modified to configure each player's options separately.
- There are tons of internal variables and functions that were designed for only one player, and solving this requires modifications on the whole engine.
Putting it simple, split screen requires an insane amount of work, and I don't feel like doing it.
Anyway, rendering two views isn't slowing the engine too much. The only bad thing is the low resolution, because each side is rendered at 159x120 on the DC, but it's still playable.