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Originally Posted by jake13jake
If everyone could define how the default classes would behave, then I'm sure everyone would use them.
If your server runs on scripted systems, then you have a lot more control over how you can interpret the behavior of default classes. In particular level links and signs.
To interpret letters.png for signs, etc, you would need to be able to access the rgba of a pixel from an image at a specified coordinate. (I've suggested this without response). The lack of clientside access to signs means that you can't unlag them. However, if you could simply detect the sign and interpret letters.png, you could add some transition effects to the loading of the sign while waiting for the string to return from the server (probably .2 sec at most, avg .1).
Links are similar to signs, but they put you in a new level.
The easiest default class to reinterpret would probably be chests. It doesn't matter what the chest contents are as long as you can interpret them and know when the chest switches from closed to open.
The hardest default class to interpret: BADDIES... what a pain in the neck.
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I know how the system works. It makes a lot more sense to just rescript things on your own. For signs and such you could clientside the message (or if needbe set a string of signs on the client when you enter the level) and then have a clientsided NPC handle the viewing and displaying of the message. I personally don't think using say2 to display signs for newer servers is going to cut it, showtext (or if you really felt compelled to make a system to read from a file like letters.png you) isn't hard manage in conjunction with a scripted form of signs.