deep
as in Deepsea
Posts: 1066
Registered: 09-01 |
Interesting points, but not always correct:
DB draws basically the same as DeePsea. I'm pleased that everyone now accepts "line drawing" as a better way to go - after literally 8 years of debate :)
DCK is of course exactly the same and that would probably still be -very- popular if it worked in Windows. IOW, DCK can't be unreliable in windows, since it can't run in Windows :) And the same for some of the other editors (DOOMCAD for example) - they won't run in XP, but some do in Win9x or if the resolution is 640 x480 depending on your vid card. It's hard to generalize without trying on one's own machine.
However, DS can also do stuff exactly like WA+ using the sector drawing prefab tools or the infinite prefab imports from any WAD.
The only 2 editors that are up-to-date (only matters if some of the newer port features are desired) are DS and DB. Most users don't get that much into that and some editors can be updated anyway via external files to take care of most (but not all) of the new specials.
ATM new stuff is being added to DS - most for 3D mode editing, but some of the PWAD tools. For example, a very cool & simple automatic 3D positioning command. Plus I'd like to add code to also move sprites around in the level. Of course all this means more "user learning", but that's true for any new stuff.
ALl this takes time since I'm working indirectly with another coder giving him ideas and code. Plus RISEN3D is a real GL PORT which is very cool in that you see the level as it actually looks (sky, sprites, doors, underwater, etc). This also presents a problem for correcting for initial editing mistakes in making the port more forgiving when editing.
Scripting is not syntax highlighted, but you can do that with many freely available editors. I couldn't see reinventing the wheel when stuff out there is so good. One great one is EdPad Pro. Need to post the config file for that someday.
Compiling is the same and very flexible since scripts are always external files anything can edit them and compile them. That's why any editor with syntax highlighting can work. It's true I need to update my own ACC compiler for ZDOOM since that puts out better error messages, but you can substitute any compiler, so for now ACC will have to do. Similarly, WA can also can the latest compiler.
Speed for most (a few are real slow) of the editors is only noticeable if you have a PIII450 or less or for some texture browsing or when sprites are shown on the map when a lot are present and you have an old machine. But you can toggle all that stuff in most that have that option.
The choice is always up to an individual and it varies depending on background, learning skill and of course convenience and cost.
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