Lua
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Lua
I am seriously considering adding Lua scripting to ZDoom rather than roll my own based on UnrealScript. Lua is a cool little language, and I find it does most everything I could possibly want. Every time I start thinking about how to implement some language feature for "DoomScript," my thoughts always return to Lua. I just need to figure out a good way to interface it with the existing code. Unless I fail to do that, it's very likely that a good chunk of game code is going to get rewritten in Lua, hopefully sooner rather than later.
This post has been made as a public service announcement to warn everybody that if you "Wait For DoomScript," you'll probably be waiting a very, very long time.
This post has been made as a public service announcement to warn everybody that if you "Wait For DoomScript," you'll probably be waiting a very, very long time.
I guess the question i have to ask is whether or not it will do everything you dreamed doomscript can do? I never really knew to what extent doomscript (or unreal script) would allow modders to have control over actors, data types, and level scripting.
Concerning its implementation, I'm a bit skeptical because of various additions in the past (floating pont and polymost) that are now vapor ware. Perhaps some members of the community share my skepticism in such a big decision for zdooms benefit. Re-writes are heavy things that take years and are often shrouded with secrecy.
From looking at this, lua seems pretty straight forward. If it will give us better flexibility with modding zdoom, i am very interested.
Speaking of which, why did floating point and polymost become discontinued?
Concerning its implementation, I'm a bit skeptical because of various additions in the past (floating pont and polymost) that are now vapor ware. Perhaps some members of the community share my skepticism in such a big decision for zdooms benefit. Re-writes are heavy things that take years and are often shrouded with secrecy.
From looking at this, lua seems pretty straight forward. If it will give us better flexibility with modding zdoom, i am very interested.
Speaking of which, why did floating point and polymost become discontinued?
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
Lua is very alien. Its has some strange constructs that seems drastically different from traditional ACS\DECORATE so people are going to have serious problems in the beginning. However, its appears that you can code extremely sophisticated algorithms with it and that will be great asset to Zdoom scripting, once "newness" phase passes and everyone learns to code it.
Go for it.
Go for it.

I'd say just go for it. It does look a little different but nothing impossible. As long as DoomScript isn't something like this it should be okay. 

I personally don't like Lua. It looks ugly.

http://en.wikipedia.org/wiki/Malbolge_p ... g_languageedward850 wrote:I’m sure that is the most [censored word] language known to... well... all of existence!

Holy Shit!Nash wrote:I'd say just go for it. It does look a little different but nothing impossible. As long as DoomScript isn't something like this it should be okay.

Its amusing to say the least. I can see that sort of this being used to test people and based on how well they handle it you can pretty much measure their logical capacity.
You gotta be f**kin kidding.Grubber wrote:I personally don't like Lua. It looks ugly.
http://en.wikipedia.org/wiki/Malbolge_p ... g_languageedward850 wrote:I’m sure that is the most [censored word] language known to... well... all of existence!
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact:
Well, just checking out that little tutorial there has given me confidence that it's a language I can learn if I have an inclination to, and after reading a little of the site, I've seen that it can be used as a scripting language of sorts for other programs, so in effect, it'd be not too different from ACS scripting, just a lot more powerful, with considerable control over everything randy would want us to mess about with.
So yeah, sounds good to me.
So yeah, sounds good to me.