ASC Date and Time Information functions

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Expand view Topic review: ASC Date and Time Information functions

Re: ASC Date and Time Information functions

by Dethernal » Tue Dec 08, 2009 1:59 pm

Actually the original idea was to divide TITLEMAP several locations and show different locations at different times and on different days of the week. First, it is a little-fueled interest in a wad, secondly, it was a small-world-revealing function. I'm not going to release it by Christmas. As I say, It's Decorative element(but decoration is very important in my wad. Depends on the size of the plans he did not release: ( Must be more modest of course, but that's still part of TITLEPIC location I started doing
Image
Skybox and same textures and models unfinished.

Re: ASC Date and Time Information functions

by Zhs2 » Tue Dec 08, 2009 12:13 pm

I happily started a game of Tyrian 3 nights ago.

Code: Select all

*************************
Christmas detected.
Activate Christmas? [y/N]
*************************

Re: ASC Date and Time Information functions

by Gez » Tue Dec 08, 2009 11:58 am

Enjay wrote:like a special mode available only on Christmas day or something. Didn't RotT do that?
Maybe. I know Raptor did; but these special modes could also be triggered at any date through cheat sequences.

Re: ASC Date and Time Information functions

by Cutmanmike » Tue Dec 08, 2009 10:50 am

Yes, which is why I'd rather not see WADs that do this :yup:

Re: ASC Date and Time Information functions

by Enjay » Tue Dec 08, 2009 10:32 am

Because ripping the scripts apart and cheating doesn't ruin the gimmick? ;)

Re: ASC Date and Time Information functions

by Cutmanmike » Tue Dec 08, 2009 10:29 am

Doing that kinda ruins the gimmick though doesn't it? Oops missed this on Christmas and it's February now, time to adjust the clock AGAIN! :?

Re: ASC Date and Time Information functions

by Enjay » Tue Dec 08, 2009 10:25 am

I think it culd have uses: it's be nice to see a night-time scene as the titlepic when I start up Doom at night etc but I don't really see it being much more than a gimmick in most circumstances - like a special mode available only on Christmas day or something. Didn't RotT do that?

However,
Cutmanmike wrote:Those of us who only play Doom at night because of work or whatever will never see the "morning" part of the WAD so we'd end up just ripping the script out and cheating to see it anyway.
Do it that way if you like but I think I'd just temporarily adjust my system clock. ;)

Re: ASC Date and Time Information functions

by Cutmanmike » Tue Dec 08, 2009 10:18 am

I think it boils down for usefulness. Even if you do have some crazy RPG realistic WAD that changed the weather and monsters depending on the real life time, what's the point? Those of us who only play Doom at night because of work or whatever will never see the "morning" part of the WAD so we'd end up just ripping the script out and cheating to see it anyway. If you want doom to tell the time or something just buy a desk/wall clock. :P

Re: ASC Date and Time Information functions

by Graf Zahl » Tue Dec 08, 2009 6:14 am

I didn't say it can create problems - but I see absolutely no point in a Doom map having access to it. I don't see it as useful information for playing Doom.

And No means No. Don't try to change my mind. I won't.

Re: ASC Date and Time Information functions

by Dethernal » Tue Dec 08, 2009 5:15 am

Graf Zahl wrote:There's absolutely no genuinely useful thing you can do with this - but on the other hand it can easily abused by incompetent mappers to create something really annoying.
In other hands ANYTHING may create problems. Any function from ACS, DECORATE and Action Specials. And In same place any decorative function may be useful, if it's make wad more interesting. You simply have to ZDoomwiki add a comment on this subject (as for many other functions, which can cause problems. What function should not affect the gameplay does, and all the time even Demos will not be desynchronized) And if Demo is writing or Multiplayer game is started, function can return constant neutral values - 08.11.2009 : 12:00:00 for example.

Re: ASC Date and Time Information functions

by Graf Zahl » Tue Dec 08, 2009 12:41 am

There's absolutely no genuinely useful thing you can do with this - but on the other hand it can easily abused by incompetent mappers to create something really annoying.

It's a pure gimmick feature and I don't consider those worthwile.

Re: ASC Date and Time Information functions

by Project Shadowcat » Mon Dec 07, 2009 9:07 pm

Dethernal wrote:Hmmm... I cannot find a topic with this suggestion. Where is it? I was just wondering the reason why not.
First of all, the acronym you're looking for is ACS. Second of all, it's invasive to the PC AND if you resume a save-game from a different time it breaks continuity.

Re: ASC Date and Time Information functions

by Dethernal » Mon Dec 07, 2009 10:48 am

Hmmm... I cannot find a topic with this suggestion. Where is it? I was just wondering the reason why not.

Re: ASC Date and Time Information functions

by Project Shadowcat » Mon Dec 07, 2009 9:14 am

Already suggested, already [No]'d.

ASC Date and Time Information functions

by Dethernal » Mon Dec 07, 2009 3:11 am

For same decorative targets I need two functions :
GetSystemTime() return a time (byte - seconds + byte - minute + byte - hour + byte unused)
or
GetSystemTime(int who), who = 0 - seconds etc.

and
GetSystemDate() return a date (byte - day + byte - mouth + two_bytes(word) - year CE.
or
GetSystemDate(int who), who = 0 - day etc.
For examle, I want a change TITLEMAP story depending on day and time.

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