Darkhaven3
Member
Hey. Probably none of you know me, nor do any of you probably care, so I'll get right to the point.
Legacy sucks. It was just a huge mistake; it's Fragglescripting is completely obsolete and is translated slowly, Legacy is never updated, and there would've been so much more potential using ZDoom. For one, in ZDoom, you could've done just as well as anything the SRB2 Legacy can do, and more, without touching the Source code. Another few things, ZDoom's ACS Scripting is much more powerful and more comprehensible, has many more great BooM effects and many of it's own, including slopes, DECORATE monsters (without need of changing the source code), BEX DeHackEd extensions (e.g. more monster codepointers, Railgun effects, object scaling for hi-res objects). Also, ZDoom supports alot of Hexen-native effects, including Polyobjects, and in ZDoom you can "hijack" weapons and items from other games supported by ZDoom, as long as you include the required resources for that weapon, and you can modify them with ZDoom's internal "DEHSUPP" lump. So, in conclusion, it was a mistake from the very start to use Legacy for SRB1 and 2. Why would you chose Legacy over ZDoom anyway? It was just an assload of work that you could've saved just by using ZDoom.
Which brings me to the point of this post. I am willing to convert SRB 1 and 2 directly to ZDoom for those who want me to, and add more detail to the maps, and whatnot. And before anyone says that I don't know what I'm talking about when it comes to level design, I've created maps with well over Legacy's allowed limit of 32,768 of each object type (we're talking like 55,000 sectors here) and that is just one more reason that I'm willing to convert everything to ZDoom (and add some more "stuff") for those who want me to. Also, ZDoom has much better handling of floor heights below 0.
So, are any of you that work(ed) on SRB1 and 2 interested at all in this? If so, I'm an expert in DooM's map format and alot of ZDoom's effects.. So, give me a buzz...
And if you want to know what I call my tools of the trade...
Map editing : Doom Builder (3D mode rules!)
Lump management : XWE
And here's some info on a brand new node format in ZDoom...
VERTICES: Infinite
LINEDEFS: 65,536
SIDEDEFS: Infinite
THINGS: Infinite
SEGS: Infinite
NODES: Infinite
Yep, you read that right. ZDoom allows for maps with absolutely no limits on map size except for 64K linedefs.
Also, just a question... Why is there no texture alignment at all in SRB 1 or 2?
Legacy sucks. It was just a huge mistake; it's Fragglescripting is completely obsolete and is translated slowly, Legacy is never updated, and there would've been so much more potential using ZDoom. For one, in ZDoom, you could've done just as well as anything the SRB2 Legacy can do, and more, without touching the Source code. Another few things, ZDoom's ACS Scripting is much more powerful and more comprehensible, has many more great BooM effects and many of it's own, including slopes, DECORATE monsters (without need of changing the source code), BEX DeHackEd extensions (e.g. more monster codepointers, Railgun effects, object scaling for hi-res objects). Also, ZDoom supports alot of Hexen-native effects, including Polyobjects, and in ZDoom you can "hijack" weapons and items from other games supported by ZDoom, as long as you include the required resources for that weapon, and you can modify them with ZDoom's internal "DEHSUPP" lump. So, in conclusion, it was a mistake from the very start to use Legacy for SRB1 and 2. Why would you chose Legacy over ZDoom anyway? It was just an assload of work that you could've saved just by using ZDoom.
Which brings me to the point of this post. I am willing to convert SRB 1 and 2 directly to ZDoom for those who want me to, and add more detail to the maps, and whatnot. And before anyone says that I don't know what I'm talking about when it comes to level design, I've created maps with well over Legacy's allowed limit of 32,768 of each object type (we're talking like 55,000 sectors here) and that is just one more reason that I'm willing to convert everything to ZDoom (and add some more "stuff") for those who want me to. Also, ZDoom has much better handling of floor heights below 0.
So, are any of you that work(ed) on SRB1 and 2 interested at all in this? If so, I'm an expert in DooM's map format and alot of ZDoom's effects.. So, give me a buzz...
And if you want to know what I call my tools of the trade...
Map editing : Doom Builder (3D mode rules!)
Lump management : XWE
And here's some info on a brand new node format in ZDoom...
VERTICES: Infinite
LINEDEFS: 65,536
SIDEDEFS: Infinite
THINGS: Infinite
SEGS: Infinite
NODES: Infinite
Yep, you read that right. ZDoom allows for maps with absolutely no limits on map size except for 64K linedefs.
Also, just a question... Why is there no texture alignment at all in SRB 1 or 2?