Have you guys even tried SLADE?It even has something like intellisense, if you type something like "A_Jump("It will give you a pop up that says (A_Jump(Chance,offset)), so you don't even need to reference the wiki anymore while you're typing your DECORATE code.Slade can play .mp3s, ogg, WAV, MOD, IT,... every kind of sound/music format imaginable. XWE only supported .mid and .wav, which didn't even work correctly. The .wav player played the sound at about a quarter speed, and the .mid player required you to select a midi out device, which can be hard to find on newer computers (on my computer, it's actually hidden). Slade even supports .pk3s and .zips, and also the UDMF map format, which would baffle XWE.The sprites are rendered in true color in the preview menu, unlike XWE which tries to show it in the doom pallete because GL ports didn't exist when it was made. The transparency actually works for .pngs, instead of being black like in XWE.The PNAMES/TEXTUREx system is a million times less buggy and it's really easy to select which base resource you want to use. I remember the "add to patch names" function rarely worked, and sometimes XWE showed a patch as being added to the patch table, but it really wasn't. With all these improvements, why do you guys insist on using XWE? For me, it was a no brainer to switch.
For a new guy, this is perfect.
You cannot depending on the source port you are using. (ex: Zdoom based engines can make new enemies through decorate.)
They where never taken out. All you need to do is replace their sprites. (Ex. BOS2)
actor ChexCyberDemon : Cyberdemon replaces Cyberdemon{ Game Chex}