by Bio Hazard » Mon Oct 02, 2006 10:51 am
I don't think DoomScript can be done easily and effectively with all the other crap iun the engine. I'd fork it off to another branch for development. That way you won't back-up the flow of releases while you are writing that monster.
** EDIT: Here comes another one of those rants I make every time I read about the future of ZDoom, sorry. ***
I'd still go through the code and eliminate all the backward-compatible crap, but nobody wants to do it in fear of breaking some jokewad that nobody really cares about. I say if a great wad gets broken, people will fix it. Look at ZDCMP for an example. .90 broke it and the community rose up and fixed it. Why wouldn't that happen for other wads? I'm sure if a wad is good enough, the community would fix it.
Would it reall be that difficult to branch ZDoom and make a clean engine out of it? SVN makes managing paralell projects very simple. It could have the newest features and be free of backwards compatibility code slowing it down. Graf could put in his GL renderer, the cross-platform could be less hacky, the actors could be moved out of the EXE (via DoomScript), the sound engine could be updated, ACS could get totally rewritten to make it more useful (or just ditch it completly for DS), the filesystem could be totally switched to path-based PK3, the map format could be extended, the code could be tweaked for speed and many other advantages that would just make the current ZDoom
huge. If it was branched, you could still keep
the old ZDoom in development for the backwards compatibility. Again, SVN would make this very easy.
Go read the docs on branching.
Gah, I'm ranting about the future of ZDoom again, who am I kidding? You guys don't want to make ZDoom cleaner. Sorry for wasting your time again, it just really bothers me that you go out of your way to support dirty hacks that
we all agree are dirty hacks...
I don't think DoomScript can be done easily and effectively with all the other crap iun the engine. I'd fork it off to another branch for development. That way you won't back-up the flow of releases while you are writing that monster.
** EDIT: Here comes another one of those rants I make every time I read about the future of ZDoom, sorry. ***
I'd still go through the code and eliminate all the backward-compatible crap, but nobody wants to do it in fear of breaking some jokewad that nobody really cares about. I say if a great wad gets broken, people will fix it. Look at ZDCMP for an example. .90 broke it and the community rose up and fixed it. Why wouldn't that happen for other wads? I'm sure if a wad is good enough, the community would fix it.
Would it reall be that difficult to branch ZDoom and make a clean engine out of it? SVN makes managing paralell projects very simple. It could have the newest features and be free of backwards compatibility code slowing it down. Graf could put in his GL renderer, the cross-platform could be less hacky, the actors could be moved out of the EXE (via DoomScript), the sound engine could be updated, ACS could get totally rewritten to make it more useful (or just ditch it completly for DS), the filesystem could be totally switched to path-based PK3, the map format could be extended, the code could be tweaked for speed and many other advantages that would just make the current ZDoom [i]huge[/i]. If it was branched, you could still keep [i]the old ZDoom[/i] in development for the backwards compatibility. Again, SVN would make this very easy. [url=http://svnbook.red-bean.com/en/1.0/svn-book.html#svn-ch-4]Go read the docs on branching.[/url]
Gah, I'm ranting about the future of ZDoom again, who am I kidding? You guys don't want to make ZDoom cleaner. Sorry for wasting your time again, it just really bothers me that you go out of your way to support dirty hacks that [i]we all agree are dirty hacks[/i]...