Disable weapon raise on map change
Moderator: GZDoom Developers
- XutaWoo
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Re: Disable weapon raise on map change
The point is, the former isn't really a hack, especially since that's exactly how you'd manage to do it in the engine. Especially since it's an incredibly specialized feature; few other things could really use it.
And if it was in the engine, what would it do in multiplayer? With a mod, the author could design it so that the transitions only happen when everyone's in a specific place or so that it's only single player to begin with. Meanwhile, an engine feature to skip a few lines of ACS (which do exactly what it would do) isn't able to keep that; it'll be innately a very easily to misuse function with very little use to most people.
Even if it is trivially standardized, why bother if the task itself is trivial or incredibly difficult to use? It's not exactly material for a standard feature, it's a just something for well designed mods to use that they can easily do if the mod's designed for it by doing what exactly the engine would do if it was standardize. It's not a new feature nor one that really adds QoL to ZDoom, it's just something that'll hardly be used.
The latter's a different case, being able to be used by a lot more people, but it's a rather nitpicky thing that most people wouldn't care about anyway. I don't think it'll get in, but it has more of a chance than the thing that replaces a not-hack used by you and maybe two other people.
And if it was in the engine, what would it do in multiplayer? With a mod, the author could design it so that the transitions only happen when everyone's in a specific place or so that it's only single player to begin with. Meanwhile, an engine feature to skip a few lines of ACS (which do exactly what it would do) isn't able to keep that; it'll be innately a very easily to misuse function with very little use to most people.
Even if it is trivially standardized, why bother if the task itself is trivial or incredibly difficult to use? It's not exactly material for a standard feature, it's a just something for well designed mods to use that they can easily do if the mod's designed for it by doing what exactly the engine would do if it was standardize. It's not a new feature nor one that really adds QoL to ZDoom, it's just something that'll hardly be used.
The latter's a different case, being able to be used by a lot more people, but it's a rather nitpicky thing that most people wouldn't care about anyway. I don't think it'll get in, but it has more of a chance than the thing that replaces a not-hack used by you and maybe two other people.
- Zhs2
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Re: Disable weapon raise on map change
1. ACS is not a hack. Otherwise, people wouldn't use it.
2. If you do a lot of programming, you could probably have examined the ZDoom source and written a code submission, thus bypassing most of the complaining.
Edit: Whoa, it actually got added. There goes my real second point. So is this a MAPINFO option or something that just happens?
2. If you do a lot of programming, you could probably have examined the ZDoom source and written a code submission, thus bypassing most of the complaining.
Edit: Whoa, it actually got added. There goes my real second point. So is this a MAPINFO option or something that just happens?
Re: Disable weapon raise on map change
It's both a MAPINFO flag ("SpawnWithWeaponRaised") and an ACS [wiki]ChangeLevel[/wiki] flag ("CHANGELEVEL_PRERAISEWEAPON"). Does exactly what it says on the tin, it seems.Zhs2 wrote:So is this a MAPINFO option or something that just happens?
Re: Disable weapon raise on map change
@GooberMan if you ever feel that you have a standardised "plug and play" copy of your script (even nicer in an example WAD) that you feel you want to share, I'd appreciate seeing it. I learned quite a bit from your old examples (dayum, I just checked and Starbox has a date of 2003. A whole decade? ).
Re: Disable weapon raise on map change
Thanks, Randy. Half Life is the exact effect I'm going for. I'll put up a request on how to extend Teleport_NewMap soon. Enjay, if that next request gets added I won't need to make a scripting tutorial
2. If I write code, there will be code ownership issues. Yes, that probably applies to my scripts, but if my employer wants to claim ownership of very specific ZDoom scripts then all power to them. If they try to claim parts of ZDoom code, that would be bad. This is a result of Finnish law from what I understand (for those not in the know, I'm Australian and was imported to Finland last year to work).
And a bit of a side note. I know mod communities have a mindset of "whatever works is the right way." That's certainly how I went about things back in the frontier days of ZDoom. But ten years of professional game development has taught me that "whatever works is worth cleaning up before it bites you in the ass." Try to keep this in mind when I make suggestions.
1. I didn't say ACS was a hack. I indicated that implementing what should be an engine level feature in a script is a hack.Zhs2 wrote:Points
2. If I write code, there will be code ownership issues. Yes, that probably applies to my scripts, but if my employer wants to claim ownership of very specific ZDoom scripts then all power to them. If they try to claim parts of ZDoom code, that would be bad. This is a result of Finnish law from what I understand (for those not in the know, I'm Australian and was imported to Finland last year to work).
And a bit of a side note. I know mod communities have a mindset of "whatever works is the right way." That's certainly how I went about things back in the frontier days of ZDoom. But ten years of professional game development has taught me that "whatever works is worth cleaning up before it bites you in the ass." Try to keep this in mind when I make suggestions.
Re: Disable weapon raise on map change
Yeah dude with all that industry experience you really should consider submitting code patches and help out the ZDoom devs... have a look at the Feature Suggestions forum, it's piling up.
Re: Disable weapon raise on map change
I'd love to, but my employer technically owns any code I write at the moment. I'd have to get express permission and have an addendum to my contract to avoid ownership issues with any patches I submit for ZDoom.
Re: Disable weapon raise on map change
That's.. Some serious bullshit right there. Whoah.GooberMan wrote:My employer technically owns any code I write at the moment.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Disable weapon raise on map change
GooberMan wrote:I'd love to, but my employer technically owns any code I write at the moment. I'd have to get express permission and have an addendum to my contract to avoid ownership issues with any patches I submit for ZDoom.
Submit them through a proxy and nobody will notice.
Still, I find such a clause a bit strange.
I had one in my last contract that said that all code I write using my employer's development systems would belong to them but that was as far as I would have accepted.
Re: Disable weapon raise on map change
Yeah, it's Finnish law more so than the employer's fault. Unless I get them to put in an exception, it's theirs by law. I've already got one exception in for my indie game company back in Australia (which I haven't been able to make a living from due to not having any games released yet).
Re: Disable weapon raise on map change
Wow, that law is pretty restrictive isn't it? I'm aware of the principle that work a person produces for their company is automatically owned by the company - that just makes sense - but any work done, even at home on your own time on your own computer and at your own expense (if any) would also belong to your employer? That takes things to a whole other level.
Anyway, I noticed the feature request for the "anchor tid". If that became a reality, it would indeed make things easy. Smooth transitions between levels like those of Half Life are something that I have tried to achieve a number of times and just ended up failing and giving up on. I'm very much a fan of proper engine features to achieve an end goal "legitimately".
edit: fix typo
Anyway, I noticed the feature request for the "anchor tid". If that became a reality, it would indeed make things easy. Smooth transitions between levels like those of Half Life are something that I have tried to achieve a number of times and just ended up failing and giving up on. I'm very much a fan of proper engine features to achieve an end goal "legitimately".
edit: fix typo
Last edited by Enjay on Thu Jan 03, 2013 12:10 pm, edited 1 time in total.
Re: Disable weapon raise on map change
There are large parts of Finnish law that are a socialist's nightmare. The bueracracy here almost reaches Hitchhiker's levels of insanity. Not looking forward to the process to renew my residency by June.
Re: Disable weapon raise on map change
I guess Softdisk would have been happy if they had been under Finnish law back then...