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Vile Flesh, Legacy version

Posted: Sun Jun 25, 2006 17:13
by Jive
May I expect a compatibilty with my conversion for Doom Legacy of Vile Flesh?
It's one of the very rare megawad full of Legacy features, and it's said to me that it's pleasant.

You can have it here:
http://doomwadstation.com/dlw/Best_of_1.html#vile

dehacked, fragglescript, 3dfloors, 3D lightings, boom features, etc...

:oops:

Posted: Sun Jun 25, 2006 18:37
by Graf Zahl
Anything that doesn't work properly aside from bugs in the maps?

Please don't mention setcorona. I won't try to emulate that.

Posted: Sun Jun 25, 2006 18:56
by Paul
Please don't mention setcorona. I won't try to emulate that.
Really? I was about to feature-suggest lens flares in Gzdoom.
;)

Posted: Sun Jun 25, 2006 19:06
by Graf Zahl
setcorona is not about lens flares. It's about hacking Legacy's shitty light definitions.

Posted: Sun Jun 25, 2006 21:25
by Jive
Legacy's shitty light definitions....
Muhahaha!!!

Perhaps (or surely, if you're pleased to think like that), but setcorona is VERY useful and it's an amazing feature, like it's shown on my screenshot!!!
That said, if you have another way to obtain what I obtained with setcorona, i'm listening carefully...

And about lens flares: yes, I want them (but not too much, if possible)

Posted: Sun Jun 25, 2006 22:10
by Graf Zahl
setcorona is an utterly shitty way to define lights. Where's the ability to assign lights to other objects aside from the few that happen to have one? It's limited and crude. You don't code stuff like that into an executable and then offer only hackish means to alter it. This is worse than Dehacked.

If you want to define lights you best take a look in the documentation thread.

Posted: Sun Jun 25, 2006 22:38
by Jive
I'm currently deeply in it, and I study the different ways to use GZDoom...
It could be amazing to adapt VF.
I must think about it.