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Koko Ricky

Another Build vs. idtech1 question

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Considering how powerful source ports and editors are these days, is there anything meaningful or practical in Build, that either

A) cannot be replicated in any known source port, or at least none of the more popular ones,

B) is easier to implement in Build?

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You can move such things in a very limited fashion but they also need to carry the actors inside to do what Build does.

 

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Could you speak in a bit more detail about what exactly Build is doing that polyobjects in Doom can't achieve? Like, could you point out something in a Build game that polyobjects cannot accomplish?

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59 minutes ago, GoatLord said:

Could you speak in a bit more detail about what exactly Build is doing that polyobjects in Doom can't achieve? Like, could you point out something in a Build game that polyobjects cannot accomplish?

Polyobjects are 1-sided lines. They're moving solid (void) space, rather than moving a sector that you can stand inside. Nowadays you can also use them on midtextures, but you can't move flats around with them.

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Build engine is much much more powerful than the Doom engine (original) not only by faking its Room over Room effect but also in other stuff

 

like for example: Movable Sectors , Destructable enviroment, and real life type of doors , Star trek type doors and much more

 

that isn't to say that the Doom engine (now) hasn't progresed though.

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15 hours ago, GoatLord said:

Like, could you point out something in a Build game that polyobjects cannot accomplish?

The trains in Duke Nukem that you ride around in. I sometimes wonder if Doom was supposed to have something like this at one point, with the way Tom Hall's Bible describes monorails between some of the buildings/levels. But the engine as it ultimately emerged doesn't support it.

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20 hours ago, GoatLord said:

Could you speak in a bit more detail about what exactly Build is doing that polyobjects in Doom can't achieve? Like, could you point out something in a Build game that polyobjects cannot accomplish?

Polyobjects are buggy and a pain to implement, which is why they're only, and even then seldom, used for doors that slide, and even more rarely for doors that swing open. They also have a tendency to break in multiplayer (Doomcenter players will attest to this).

I don't know anything about build modding, but judging by the fact that many mappers seem to use sector effects like drivable vehicles, moving trains, whirlpools, and terrain deformation with sloping I'm going to assume that it's moderately easy to implement. And of course, it also works without breaking the game(unless a door slams into you and you go splat).

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SRB2 Polyobjects can carry players standing on them, and can have flats rendered, too bad GZDoom can't handle those, Probably gonna require a renderer overhaul or something.

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-Moving vertices at the edges of normal sectors (affecting floors and ceilings too, unlike polyobjects).

-Nested midtextures (in Duke, a destructible wall clock can be put onto any wall).

-Slopes that change inclination mid-level (in Duke, a few ones spin around in a cycle, make waves on water, etc.).

-Flat/horizontal sprites (not sure whether GZDoom has this).

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2 hours ago, scifista42 said:

 

-Flat/horizontal sprites (not sure whether GZDoom has this).

You could almost create brushes from 6 sprites in build.  You just aimed at a sprite in 3d mode and pressed 'f' to flatten the sprite vertically like a cardboard cutout, and then press f again to flatten it horizontally.  You would then press 'b' for blocking- once was to block the player, and press b again and it would block everything, making it shootable.  You could make walkways and fully enclosed vent shafts in this manner that the player could crawl through.  That would be pretty good in doom

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