Using evaldraw, I'm able to use maps that can actually support an environment constructed by polygons vs. the Duke3d engine's classic method. Evaldraw, which is a sort of evolution of the build engine's scripting code to more a C state, offering live compiling and simple executable creation.
Another bonus is everything translate nicely, and in some cases I can bump up my voxel resolution and have none of old engine's limits. However some details like transparency and accurate sprite lighting are not complete and you'll notice some things not quite blending or being lit by some odd color source.
Animations are hard-coded in the script as well, waterfalls haven't been done.
I'll be going into more details soon on my blog, blackshadowgame.blogspot.com
nice to see you're still working on this
crimic01 7 months ago