In what way UZB is better than ZB? (And other questions like this.)

Aquavine

📀🌻Frutiger Aero enjoyer :3🌻📀
I heard a lot of praise for UZB, but I don't really like HUGE changes, so when I decided to check out UZB it went as expected. I turn it on, I realize that it can't open most of maps (and MY OWN maps) due to different format, I get overwhelmed, I return to ZB with no further intentions of switching.

But my question is, how much stuff I miss out on by staying on ZB? I heard that it's overall easier to make maps, but from my experience it also somehow looks more complicated, and even if it IS easier, I would still have harder time making maps due to my muscle memory messing me up in some aspects. But personally, the only feature that makes my consider switching is the ability to change size of objects. And maybe some other stuff that I don't even know of.

What is the difference between binary and UDMF format, and is it better than binary?
I don't have a lot of experience and knowledge on UDMF (and kinda on binary too) but from what I heard it's overall a better map format, and that's all I know of it...
In which way is it better exactly? Less jank? More features or mapping capabilities? I have zero idea on this so If someone more knowledgeable reads this, then I would be grateful if you could use 100% of your nerd energy and explain if it's worth it to port ALL my maps to UDMF format. Even the W.I.P ones. I just want to be sure If it's worth all the hassle. :C
I also have a felling that I'm somehow being left behind by not switching to UZB. Everyone goes for more efficient route, while I stay at behind with the outdated one. :cry:
 
You should definitely read the UDMF page on MascaraSnake's profile
In 2.3 there will most likely be only UDMF (with the ability to convert binary levels to UDMF) (I'm certainly not a developer to say this, but some levels of 2.3 are already in UDMF format).

UDMF has fields and you don't need to use texture/texture offset fields to set any parameters; you just set them manually

binary: you don't know how to set this up and you need to go to wiki

1725715944466.png


vs UDMF: everything is clear and you don’t even need to go to the wiki

1725716014595.png


binary
1725715806736.png


vs udmf

1725715850083.png


slopes, texture scaling/rotating. multitaging. I think there is no comment here.

maybe people will add more; this is the first thing that came to mind and yes I just got off work
 
You should definitely read the UDMF page on MascaraSnake's profile
In 2.3 there will most likely be only UDMF (with the ability to convert binary levels to UDMF) (I'm certainly not a developer to say this, but some levels of 2.3 are already in UDMF format).

UDMF has fields and you don't need to use texture/texture offset fields to set any parameters; you just set them manually

binary: you don't know how to set this up and you need to go to wiki

View attachment 141428

vs UDMF: everything is clear and you don’t even need to go to the wiki

View attachment 141429

binary
View attachment 141425

vs udmf

View attachment 141427

slopes, texture scaling/rotating. multitaging. I think there is no comment here.

maybe people will add more; this is the first thing that came to mind and yes I just got off work
After looking more into it I might make a switch, but only when 1.0 is out. And when it does come out, I won't rush it, I'll just slowly finish all my upcoming maps first and then I'll start slowly start dipping my toes in. Thanks for the info dump! Some of the stuff looks actually pretty cool, especially the ability to set colormaps without tagging literally every single thing in the whole stage. And the clearer tag parameters will really support my tired 9 p.m brain in some moments.
 
It's your decision, no one is forcing you to switch to UDMF; just know that in almost every aspect UMDF is already better than binary, probably with the exception of the inability to edit maincfg directly in the editor
 
probably with the exception of the inability to edit maincfg directly in the editor
I think I can live through it because the editor already doesn’t detect most of the stuff I want to edit quickly, like a single value in something that’s not the level header or object’s SOC so I think it’s not big of a issue for me. :oh:
 

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