mmiov Posted November 22, 2023 (edited) Can someone to explain to me each modding standard and it's purpose? Being relatively new to the community, things can get pretty confusing pretty quickly for me in terms of what you can and can't do in what standard and whether or not it's gonna work on certain sourceports, I'm talking about things like ZScript versus Decorate and Dehacked and the like. Edited November 22, 2023 by mmiov 0 Quote Share this post Link to post
liPillON Posted November 22, 2023 I'll try, but focusing only on the most popular and still used/mantained standards. First of all you should keep in mind the distinction between: modding standards (used to change the characteristics of things in the game) and mapping formats (used A) to create the space in which those things exist, thus controlling how the gameplay flows; B) to add interactivity to the maps; C) to add visual flair to the environments ) ### MODDING STANDARDS vanilla: it mainly let modders manipulate built-in monsters/weapons, within original engine constraints https://doomwiki.org/wiki/DeHackEd dehacked extensions: they raise or remove the original engine limits https://doomwiki.org/wiki/DEHEXTRA https://doomwiki.org/wiki/DSDHacked zdoom family features: they abstract the built-in monster/weapons/objects logic, letting modders replacing things or adding new by inheriting from the existing one or defining them from scratch (decorate is the old standard en vogue in the zdoom ways, zscript is more powerful since the gzdoom engine exposes more of its features to it) (the general consensus is that this abstraction has a performance penalty due to the overheads it introduces) https://doomwiki.org/wiki/DECORATE https://doomwiki.org/wiki/ZScript others (specific to certain source ports): https://doomwiki.org/wiki/Doom_Definition_File https://doomwiki.org/wiki/EDF ### MAPPING FORMATS DOOM: as available in the OG engine by ID limit removing: basically vanilla but with rasing/removing the OG static limits BOOM: basically vanilla, with access to additional features first implemented in the BOOM engine MBF: basically boom, with access to additional features introduced with the MBF source port HEXEN: extension to the DOOM format, developed by Raven while working on the game of the same name UDMF: designed from scratch, to better leverage the features exposed by enhanced source ports (zdoom/gzdoom/eternity/edge/etc..) 0 Quote Share this post Link to post
mmiov Posted November 22, 2023 Alright, thanks! Where do you think something like ACE Engine could fit in? 0 Quote Share this post Link to post
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