Graf Zahl
Why don't I have a custom title by now?!
Posts: 7130
Registered: 01-03 |
Csonicgo said:
I can name so many features in legacy that I want to see in other ports:
Dev_water: this warpy water effect really blew the crappy "swirly flat" water out of the.. erm.. water. It actually warped and swirled and had a transparent flat on top of it that animated, making for a creepy, goopy look. it worked perfectly on nukage. I really hate that no other port tried something so novel, but its implementation in mapping was a bit shoddy, using negative IDs on sectors to determine the height of the water which a lot of editors didn't like at the time.. but it kept legacy from making yet another map format/lump.
And the implementation wasn't any better which is the major reason no other port ever tried to do this.
Csonicgo said:
Floor decals: Legacy was the first on the scene with decals, called "splats", and if FaB hadn't left the team, it'd be the first port with "splats" on the floor too. The code was fully functional, though it was a mess.
... which seems to be the case for lots of old Legacy code (and is the main reason for today's problems of the engine and which makes so much of this old code useless today. FaB and Hurdler were utterly shoddy developers who seemed to be incapable of writing decent code. (Sorry to be harsh but it's really that bad!)
Csonicgo said:
By-pixel translucency: Legacy had the ability to determine WHAT pixels of a sprite were to be translucent and which ones were not. this allowed flames on torches to stay translucent while the rest of it stayed opaque. Lost souls also inherited this look, keeping the skull solid while making the fire translucent. This was hardcoded, sure, but FaB was planning on making it moddable, as he always joked about on the forums.
... and the hardcodedness was again what made this pointless. Anyway, with today's hardware rendering ports this can be done much easier by setting up the texture graphics accordingly but for software rendering it would probably become too slow if used on a larger scale.
Csonicgo said:
"Solid corpses" : This was absolutely fun. Legacy had code to make corpses of enemies "solid" so you'd have to walk over them. it also gave the ability to "stack bodies" if you were savvy enough to make baddies fall off ledges in the right place. To this day I haven't seen a port that could replicate this, and it's hilarious to see it even today.
Actually, any port which uses Hexen's z-aware collision detection code could do that by setting/clearing a few flags when the monster dies.
phobosdeimos1 said:
I'm thinking of switching to Legacy, as Prboom is getting really laggy on my system for some reason, does Legacy support .bex extended dehacked files?
If you got problems with PrBoom, Legacy will even be worse. Are you talking about the software renderer or OpenGL? For Legacy, better forget that it actually has a software renderer. It was always extremely slow for me.
And no, Legacy does not support BEX.
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