Stay away from Legacy. FAR AWAY. You would never possibly be able to put all the Chex Quest 3 stuff into Legacy, even with DeHackEd.
Quote from: The Slimeinator on May 05, 2009, 07:27:06 PMStay away from Legacy. FAR AWAY. You would never possibly be able to put all the Chex Quest 3 stuff into Legacy, even with DeHackEd.You know, Legacy is a lot better than you people give it credit for. In all honesty, I like it better than CheezyDoom.
Well, the main thing I'd say is 3D floors. (I'm not saying 3D floors are only in Legacy.) I'm saying that CQ3 doesn't have some powers as legacy.
My intent is primarily to incorporate more of the big-picture improvements and ideas, not necessarily all of the specific 3D sector details in the entire project. The complex 3D sector base plates and crown moldings used throughout the landing zone for example seem like tons of work for not much visual impact. There are curvy doorframes added in places that seem like more work than they are worth. On the other hand adding the windows to the arboretum, the exterior of the museum and the control tower to the spaceport are big impact improvements which can be implemented in any of the ports.
The complex molding on the walls isn't that hard to attain...You dont get the exact same detail, but you can add a jutted out bottom and top aligned to the texture to give it a little depth. Not exactly TUCQ, but in the same idea (just a little more detail)The windows in E1M4 (and even the beams) can be done...except for the top ones. Since you dont have transparent 3d floors, it would hafta be via some other method. but even side windows would be better.The stools need some work in E2M1. They seem too high in their sprite form, but if you shorten them, you'd hafta shorten their bounding box. (though this doesn't matter if you keep the old style control scheme NO JUMPING!) and the tables can be done with the bridge things and some clever mapping with middle textures (though it will look nothing like TUCQ)Actually, there is a project called KDiKDiZD, which aims to port Knee-Deep in ZDoom to the original doom2 engine. They have some convincing 3d effects created using glitches that over draws a visplane, then cuts it short to fit the desired area. if you dont look up and down, the effect holds...however, I have NO idea how this happens or how to create it...and actually I think the project is dead...