AG had been asking for help, and you first tried to push him to use GZDooM, then told him that making a configuration file for DooM Builder 2 was not that hard, even though he made it abundantly clear that that was not his forte. I was pointing out that, although you suggested that it was easy, you hd done very little to actually help AG find what he needed.
I only vaguely remember a TUCQ configuration, I don't remember where I saw it. If I remembered, I would have told him.
I'm pretty good at making doombuilder configs, so when Atari asked me if he could use a DB1 config in DB2, I looked to see if there were any differences between a DB1 config and a DB2 config, and there were quite a few, so I suggested he make his own Legacy doombuilder 2 config instead of modifying the DB1 one.
I honestly did everything I could think of to help him out except show him how to make it, it's not like I just shoved GzDoom on him.
Since 75's specialty is GZDoom, I'm sure Boingo thrust away his map because it isn't Doom.
not true. He didn't tell me to switch to legacy when I showed it to him. He just told me to wait a bit.
Now for AtarianGamer, he just said he would use DB1 and that it works fully on his compy. This isn't exactly a major problem, and certainly isn't worth an argument.
I agree... There's no point in discussing it if DB1 works fine on his computer.
That being said, I will reiterate what Boingo stated that he wants you to do for his wad. Build your map in Doom. That means if you're going to start a new map, you should do it in Doom (Probably Ultimate DooM, because it is the same thing), not legacy nor GZDoom. Now I'm sure if you were already making a map with those ports then that isn't a problem either? (Just a note, although I favor GZDoom, this isn't biased. I'm not sure if he would accept it in legacy, because it would be much harder to convert to GZDoom. (that is Hexen Format.))
There's something bothering me about him accepting maps in Doom format, and I didn't rush to convert my map because of it.
The main issue here is the IWAD. What is going to be used? Chex Quest 3? Doomu.wad (TUCQ's IWAD)? Chex.wad?
The IWAD is especially important because every IWAD has an almost completely unique set of texture names, especially in the Chex2 textures.
I've converted maps from all three IWADs, and to put it in perspective, I had to change almost every single texture and flat
to make it work with a different IWAD. It's easier with find and replace mode, but it still took me about an hour per map or more.
So, Boingo needs to decide on an IWAD....
Just based on resources, Chex 3 a lot of sprites and patches exclusive to that game. It's not impossible to import them, but it wouldn't be easy, there's about 70 new patches, and probably a hundred new sprites. Boingo might not want all of them. Also, Chex3.wad only works with zdoom/GzDoom.
Another problem with chex3 is that some of its actor definitions are poorly coded. This makes assigning GLDEFS a nightmare (I took care of that, though, so Boingo doesn't have to mess around with that), sometimes you have to assign them to both the doom actor and the chex actor.
I'd like to see a better IWAD for chex, honestly.
I'm tempted to work on one, maybe I'll start a topic on the zdoom forums.
Anyway... moving on
BOTH Chex3 and doomu.wad have all of the E1 and E2 textures defined in a way so they don't conflict. Chex.wad doesn't have the E2 textures, which pretty much eliminates chex.wad as an IWAD.
The problem with Boingo's doomu.wad, though, is that it thinks it's ultimate doom. When he switches to GzDoom, that IWAD will screw things up, and assign dynamic lights to things that don't need them (like the slime fountain) and make other bad things happen.
That could be remedied by getting zdoom to accept Bonigo's IWAD as a separate IWAD. It's worth a try, I guess. It wouldn't be too hard to reprogram the actors for zdoom. If it's an IWAD, it's as simple as adding them to zdoom.pk3
Either Doomu.wad or chex3.wad would work fine for TUCQ. As long as Boingo knows what he needs to do, he'll avoid having to redo huge parts of his code and/or renaming a ton of textures.