[KDiZD] Community Information Thread (Update Page 18)
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
TheDarkArchon wrote:Old DOS port by Lee Killough. Is noted for the best friendly AI out of all the Doom ports.
If the few minor bugs got fixed (most importantly the target selection. I already added some of MBF's code to .96x to address this.) ZDoom's friendly AI would come quite close. MBF's friendly AI had some issues I never liked as well so in the end it's a matter of preference.
TR didn't use friendlies, but it did take advantage of some other features that MBF had.
MBF used an OPTIONS lump to force specific behaviors that were intended for the map. In ZDoom some of these can be turned on and off with compatability options, and possibly let the user unknowingly break something.
ZDoom also disable the use of an altered PLAYPAL/COLORMAP for a number of states. MBF will preserve that behavior.
I can't remember if there's anything further, and I never tested it with the other ports mentioned here.
Though undocumented for a long time (and possibly even now, I'm not sure), ZDoom actually does support MBF's multiple sky method, so the transparent skylight effects (one of my favorites of the mod, and also one I had not seen elsewhere) will still work fine in ZDoom.
MBF used an OPTIONS lump to force specific behaviors that were intended for the map. In ZDoom some of these can be turned on and off with compatability options, and possibly let the user unknowingly break something.
ZDoom also disable the use of an altered PLAYPAL/COLORMAP for a number of states. MBF will preserve that behavior.
I can't remember if there's anything further, and I never tested it with the other ports mentioned here.
Though undocumented for a long time (and possibly even now, I'm not sure), ZDoom actually does support MBF's multiple sky method, so the transparent skylight effects (one of my favorites of the mod, and also one I had not seen elsewhere) will still work fine in ZDoom.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
http://www.zdoom.org/wiki/index.php?title=Static_InitRisen wrote: Though undocumented for a long time (and possibly even now, I'm not sure),
