Spoiler:
A Netcode Discussion [Actor Collision Exclusion split]
Re: [ZScript] Actor Collision Exclusion
I would be also interested in a functionality equivalent to this:
- Graf Zahl
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Re: [ZScript] Actor Collision Exclusion
Ok, seriously people. My post was not 100% serious but we are talking about adding more checks to one of the most frequently called and most performance critical functions in the entire engine - one that already causes performance issues on maps like NUTS. I am very hesistant to add more here that isn't absolutely necessary.
- Major Cooke
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Re: [ZScript] Actor Collision Exclusion
Note the tag [ZScript], not DECORATE. Decorate is about to become deprecated so I say no to that.D2JK wrote:I would be also interested in a functionality equivalent to this:Spoiler:
Agreed, specifics are a lot better. If it can be dynamic then we can just continuously update the name of the actor list to pass through like the tracer pointers as needed.Graf Zahl wrote:Ok, seriously people. My post was not 100% serious but we are talking about adding more checks to one of the most frequently called and most performance critical functions in the entire engine - one that already causes performance issues on maps like NUTS. I am very hesistant to add more here that isn't absolutely necessary.
So what do you propose, just my original suggestion without anything else? If THRUACTORS is specified it can serve as an inverted version, given a boolean to allow that to happen.
Code: Select all
if (thruactors)
{
if (useinversethrulist)
{
CheckListInvert
}
else return true;
}
Re: [ZScript] Actor Collision Exclusion
Note the tag [ZScript], not DECORATE.

Re: [ZScript] Actor Collision Exclusion
This will take a long time since there are still alot of source ports that uses decorate, using zscript will for now just limit your mod to G/ZdoomMajor Cooke wrote:Note the tag [ZScript], not DECORATE. Decorate is about to become deprecated so I say no to that.
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Re: [ZScript] Actor Collision Exclusion
Like I care? I'm pretty much a (G)ZDoom die hard. I use no other source ports.
- Arctangent
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Re: [ZScript] Actor Collision Exclusion
I'm baffled at what ports he's even talking about. Zandronum? A single port is not what I'd consider "a lot." Or "alot," as it happens.
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Re: [ZScript] Actor Collision Exclusion
Yeah. I don't play multiplayer mods. I just do single player, and for that, ZDoom is my go-to for it.
Re: [ZScript] Actor Collision Exclusion
Ports that use DECORATE:
ZDoom
GZDoom
QZDoom, GZDoom-GPL, GLOOME and so on.
Skulltag
Zandronum
Vavoom
Basically either you get stuff that stays in sync with ZDoom within the week usually (like GZDoom) or you get stuff that is long-dead (like Skulltag). The only choice that is in-between these extremes is Zandronum.
ZDoom
GZDoom
QZDoom, GZDoom-GPL, GLOOME and so on.
Skulltag
Zandronum
Vavoom
Basically either you get stuff that stays in sync with ZDoom within the week usually (like GZDoom) or you get stuff that is long-dead (like Skulltag). The only choice that is in-between these extremes is Zandronum.
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Re: [ZScript] Actor Collision Exclusion
Considering ZDoom can run multiplayer (it's simple, really), modding to only single player is, well, bad and old.Major Cooke wrote:Yeah. I don't play multiplayer mods. I just do single player, and for that, ZDoom is my go-to for it.

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Re: [ZScript] Actor Collision Exclusion
Is this a sign that the Edwards are becoming one once more!?
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A Netcode Discussion [Actor Collision Exclusion split]
Then you probably won't enjoy D4D. It's single player only.Edward-san wrote:Considering ZDoom can run multiplayer (it's simple, really), modding to only single player is, well, bad and old.

Also the netcode, according to Blzut3, is broken in ZDoom currently it appears.
Re: [ZScript] Actor Collision Exclusion
Considering the amount of rewrites that have happened in the past year, I am not surprised.
But I don't think it's that broken. Since Demos use netcode logic and they run just fine for me, I'd say for the most part it's working pretty good. If there are problems I doubt they'd be that hard to fix.
But I don't think it's that broken. Since Demos use netcode logic and they run just fine for me, I'd say for the most part it's working pretty good. If there are problems I doubt they'd be that hard to fix.
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Re: [ZScript] Actor Collision Exclusion
Say, why?Major Cooke wrote:Then you probably won't enjoy D4D. It's single player only.

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Re: [ZScript] Actor Collision Exclusion
Just look at the CVARINFO. LOTS of user customizability stuffs. Effects controls, gore amount, configurable monster behavior/spawning, etc. Those have to be server side only.