Disable weapon raise on map change

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Re: Disable weapon raise on map change

by Zhs2 » Sat Jan 05, 2013 3:23 am

Well, damn, Gooberman. I apologize, though to be fair, if you had made a point of not being able to submit code earlier, well... On the other note, I too agree that a engine-level solution is best all-around, but since ACS is also an engine-side solution (albeit a more abstracted and user-dependent kind of solution,) we play the game of semantics. Fun.

Re: Disable weapon raise on map change

by Fishytza » Fri Jan 04, 2013 4:37 pm

Thanks, Blue Shadow.

Re: Disable weapon raise on map change

by Blue Shadow » Fri Jan 04, 2013 4:31 pm

FishyClockwork wrote:Um, randi? Is it just me or is the revisions page (changelog) broken?
I can't see anything passed r4012.
And when I try clicking one of your links, all I get is "Could not get information for revision 4013". (Or 4014, depending on the link.)
You can go here for the time being...

Re: Disable weapon raise on map change

by Graf Zahl » Fri Jan 04, 2013 3:26 pm

The revisions are there if you check with TortoiseSVN. Only the changelog is broken.

Re: Disable weapon raise on map change

by Gez » Fri Jan 04, 2013 2:38 pm

Yeah the on-site changelog is broken for some reason.

Re: Disable weapon raise on map change

by Fishytza » Fri Jan 04, 2013 2:28 pm

randi wrote:Added in r4013 and r4014.
Um, randi? Is it just me or is the revisions page (changelog) broken?
I can't see anything passed r4012.
And when I try clicking one of your links, all I get is "Could not get information for revision 4013". (Or 4014, depending on the link.)

Re: Disable weapon raise on map change

by Gez » Thu Jan 03, 2013 12:10 pm

I guess Softdisk would have been happy if they had been under Finnish law back then... :p

Re: Disable weapon raise on map change

by GooberMan » Thu Jan 03, 2013 12:08 pm

There are large parts of Finnish law that are a socialist's nightmare. The bueracracy here almost reaches Hitchhiker's levels of insanity. Not looking forward to the process to renew my residency by June.

Re: Disable weapon raise on map change

by Enjay » Thu Jan 03, 2013 7:05 am

Wow, that law is pretty restrictive isn't it? I'm aware of the principle that work a person produces for their company is automatically owned by the company - that just makes sense - but any work done, even at home on your own time on your own computer and at your own expense (if any) would also belong to your employer? That takes things to a whole other level.


Anyway, I noticed the feature request for the "anchor tid". If that became a reality, it would indeed make things easy. Smooth transitions between levels like those of Half Life are something that I have tried to achieve a number of times and just ended up failing and giving up on. I'm very much a fan of proper engine features to achieve an end goal "legitimately".

edit: fix typo

Re: Disable weapon raise on map change

by GooberMan » Thu Jan 03, 2013 4:44 am

Yeah, it's Finnish law more so than the employer's fault. Unless I get them to put in an exception, it's theirs by law. I've already got one exception in for my indie game company back in Australia (which I haven't been able to make a living from due to not having any games released yet).

Re: Disable weapon raise on map change

by Graf Zahl » Thu Jan 03, 2013 4:39 am

GooberMan wrote:I'd love to, but my employer technically owns any code I write at the moment. I'd have to get express permission and have an addendum to my contract to avoid ownership issues with any patches I submit for ZDoom.

Submit them through a proxy and nobody will notice. :mrgreen:

Still, I find such a clause a bit strange.
I had one in my last contract that said that all code I write using my employer's development systems would belong to them but that was as far as I would have accepted.

Re: Disable weapon raise on map change

by Blox » Thu Jan 03, 2013 4:30 am

GooberMan wrote:My employer technically owns any code I write at the moment.
That's.. Some serious bullshit right there. Whoah.

Re: Disable weapon raise on map change

by GooberMan » Thu Jan 03, 2013 3:20 am

I'd love to, but my employer technically owns any code I write at the moment. I'd have to get express permission and have an addendum to my contract to avoid ownership issues with any patches I submit for ZDoom.

Re: Disable weapon raise on map change

by Nash » Thu Jan 03, 2013 3:08 am

Yeah dude with all that industry experience you really should consider submitting code patches and help out the ZDoom devs... have a look at the Feature Suggestions forum, it's piling up.

Re: Disable weapon raise on map change

by GooberMan » Thu Jan 03, 2013 2:02 am

Thanks, Randy. Half Life is the exact effect I'm going for. I'll put up a request on how to extend Teleport_NewMap soon. Enjay, if that next request gets added I won't need to make a scripting tutorial ;)
Zhs2 wrote:Points
1. I didn't say ACS was a hack. I indicated that implementing what should be an engine level feature in a script is a hack.
2. If I write code, there will be code ownership issues. Yes, that probably applies to my scripts, but if my employer wants to claim ownership of very specific ZDoom scripts then all power to them. If they try to claim parts of ZDoom code, that would be bad. This is a result of Finnish law from what I understand (for those not in the know, I'm Australian and was imported to Finland last year to work).

And a bit of a side note. I know mod communities have a mindset of "whatever works is the right way." That's certainly how I went about things back in the frontier days of ZDoom. But ten years of professional game development has taught me that "whatever works is worth cleaning up before it bites you in the ass." Try to keep this in mind when I make suggestions.

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