by The Zombie Killer » Mon Oct 30, 2017 2:48 pm
Nash wrote:I'm curious, why are you so adamant on defending ACS for core-gameplay-scripting still? Your programming skill and understanding is obviously not a limiting factor here, so I really don't understand why you're still insistent on hanging on to the ACS VM, which is ULTRA LIMITED for core-gameplay-scripting (so limited that you have to rely on a third-party/separately-maintained compiler that internally works around said limitations).
The ACS VM is not limited. ACC and the version of the ACS
language that it uses are limited.
Nash wrote:ZScript allows you to directly access whatever you need, the things you can alter and modify just "glues" better with the base engine (since you are basically using the same tools that the entire engine itself is using for its core gameplay and mechanics), has better/more integrated API... heck, the direct screen drawing, uncapped frame rate and direct access to keyboard and mouse inputs for UIs alone is one reason I will never go back to ACS anymore for core-gameplay-scripting.
Personally, I have ditched every cringey gameplay-related ACS work I've done over the past years and am fully ZScript now. I only use acc.exe for its original purpose - level scripting. Moving floors, opening doors, things like that.
Not trying to attack you, just trying to understand why are you against jumping on board ZScript for gameplay scripting.
I never said that I was against using ZScript for gameplay scripting, nor is that the case. What I am against is completely removing ACS from that equation. When you make use of features like [wiki]ScriptCall[/wiki], you can expose pretty much any important feature of ZScript to ACS (and therefore C). It's a powerful combination that most people seem to quietly ignore.
Graf Zahl wrote:I've yet to see any mod that used ACS for advanced scripting and didn't make a mess.
As for said 'external compiler', let me reiterate what I said before: This compiler and its output are entirely unsupported and if the code doesn't work I am not going to waste my time investigating.
In clear English: Do it at your own risk, it may just so happen that stuff stops working later down the line if some changes do not work that well with code from another compiler than ACC itself.
You can make things just as much of a mess with both DECORATE and ZScript. That comes down to the programming skill of the modder.
Anyway, you've made your stance on GDCC very clear in the past, and while I disagree with it, I don't forsee anything I say changing it in the future.
[quote="Nash"]I'm curious, why are you so adamant on defending ACS for core-gameplay-scripting still? Your programming skill and understanding is obviously not a limiting factor here, so I really don't understand why you're still insistent on hanging on to the ACS VM, which is ULTRA LIMITED for core-gameplay-scripting (so limited that you have to rely on a third-party/separately-maintained compiler that internally works around said limitations).[/quote]
The ACS VM is not limited. ACC and the version of the ACS [i]language[/i] that it uses are limited.
[quote="Nash"]ZScript allows you to directly access whatever you need, the things you can alter and modify just "glues" better with the base engine (since you are basically using the same tools that the entire engine itself is using for its core gameplay and mechanics), has better/more integrated API... heck, the direct screen drawing, uncapped frame rate and direct access to keyboard and mouse inputs for UIs alone is one reason I will never go back to ACS anymore for core-gameplay-scripting.
Personally, I have ditched every cringey gameplay-related ACS work I've done over the past years and am fully ZScript now. I only use acc.exe for its original purpose - level scripting. Moving floors, opening doors, things like that.
Not trying to attack you, just trying to understand why are you against jumping on board ZScript for gameplay scripting. :mrgreen:[/quote]
I never said that I was against using ZScript for gameplay scripting, nor is that the case. What I am against is completely removing ACS from that equation. When you make use of features like [wiki]ScriptCall[/wiki], you can expose pretty much any important feature of ZScript to ACS (and therefore C). It's a powerful combination that most people seem to quietly ignore.
[quote="Graf Zahl"]I've yet to see any mod that used ACS for advanced scripting and didn't make a mess.
As for said 'external compiler', let me reiterate what I said before: This compiler and its output are entirely unsupported and if the code doesn't work I am not going to waste my time investigating.
In clear English: Do it at your own risk, it may just so happen that stuff stops working later down the line if some changes do not work that well with code from another compiler than ACC itself.[/quote]
You can make things just as much of a mess with both DECORATE and ZScript. That comes down to the programming skill of the modder.
Anyway, you've made your stance on GDCC very clear in the past, and while I disagree with it, I don't forsee anything I say changing it in the future.