World version of RETURN script

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Re: World version of RETURN script

by Kinsie » Fri Sep 23, 2016 10:36 am

Graf Zahl wrote:So, were you talking about ZDoom or web browsers...? :twisted:
Now, now, let's not go crazy here.

Web browsers have functional netcode.

Re: World version of RETURN script

by Major Cooke » Fri Sep 23, 2016 8:31 am

I'm missing some context here...

Re: World version of RETURN script

by Rachael » Fri Sep 23, 2016 12:10 am

And that... is a quality mic drop moment.

Re: World version of RETURN script

by Graf Zahl » Fri Sep 23, 2016 12:06 am

So, were you talking about ZDoom or web browsers...? :twisted:

Re: World version of RETURN script

by Nash » Thu Sep 22, 2016 9:18 pm

Let this thread be a lesson to stop suggesting hacks and workarounds when a proper solution can be built into the engine. Even more so when the solution is simple/has always been there and would take all of 10 minutes to add.

I hate it when shit breaks in new versions of the engine due to a very gross attempt at fighting the engine to achieve something. This hacker mentality needs to stop... :mrgreen:

Re: World version of RETURN script

by Graf Zahl » Thu Sep 22, 2016 12:59 am

No idea why this took so long, considering it's just a world version of the already existing 'return' type...

Re: World version of RETURN script

by Nash » Mon Aug 29, 2016 8:54 am

Pull requests added to OP

Re: World version of RETURN script

by Graf Zahl » Wed Jul 27, 2016 7:49 am

I don't have much time to review this stuff at the moment and the KILL PR is still pending, so better wait.

Re: World version of RETURN script

by Nash » Wed Jul 27, 2016 4:01 am

Nash wrote:Update: both my stuff and Striker's KILL scripts 2.0 modify the same areas of code, so I'll wait for that one to get added first so that there won't be any conflicts. I feel like that one is more important and should take precedence. Once that one is in, I'll put my PR up.
Should I go ahead and submit my PR first? Since that other thread is locked and I don't see any activity there? I was hoping that feature would get some movement first, out of courtesy towards Striker, because we're both touching the same script type enums, and the same area in parse.c for acc... I mean I can understand it'd be inconvenient for him to have to update his PR yet again...

Re: World version of RETURN script

by Nash » Sun Jul 24, 2016 10:42 pm

Update: both my stuff and Striker's KILL scripts 2.0 modify the same areas of code, so I'll wait for that one to get added first so that there won't be any conflicts. I feel like that one is more important and should take precedence. Once that one is in, I'll put my PR up.

Re: World version of RETURN script

by Ghastly » Tue Jul 19, 2016 11:10 pm

NeuralStunner wrote:A RETURN script runs once for each player. Yes, you can "just" use a map variable to track whether the script has already run, but that variable is still going to be set the net time you reopen the map. Okay, "just" unset it via an UNDLOADING script. But you now have one more variable and script than you should need for such a simple operation.
This.

I mean, Nash's suggestion is the same logic for why OPEN script type exists. Without OPEN, you could do the same thing with an ENTER script, checking if it's the lowest player number running it or setting some variable to make sure it isn't done again... Or you could mark it as an OPEN script and take out all the boilerplate.

Re: World version of RETURN script

by Nash » Mon Jul 18, 2016 12:13 am

Mini update: I found some time to add this myself, but it's in a local copy, untested yet (there's modifications to both ZDoom and acc.exe) and I don't have time to test and make a PR currently. Appreciate it if this wasn't closed 'til then, thanks. :)

Re: World version of RETURN script

by Xaser » Fri Jul 08, 2016 1:50 pm

InsanityBringer wrote:ok to be completely honest, even if it is sort of possible already (through means I consider sketchy and possibly not future proof), is there actually any harm in adding a feature like this? I can't imagine it will be very hard to do, and wham, suddenly you have an entirely future proof (well, you still have to be somewhat careful, just like anything) way of doing things that results in ultimately cleaner and easier to read code.

Is there something wrong with this?
Well stated. Unless there's a technical issue blocking the implementation, the workaround is trivial, or it's a case of user error, the general attitude from the devs toward these kinds of things is "why not?"


[EDIT] For the record, I think RaveYard's posts are entirely appropriate, though, because the attitude isn't "lol just du this" but rather "eh, here's some things; would be best as a real feature though".

Re: World version of RETURN script

by InsanityBringer » Fri Jul 08, 2016 1:46 pm

ok to be completely honest, even if it is sort of possible already (through means I consider sketchy and possibly not future proof), is there actually any harm in adding a feature like this? I can't imagine it will be very hard to do, and wham, suddenly you have an entirely future proof (well, you still have to be somewhat careful, just like anything) way of doing things that results in ultimately cleaner and easier to read code.

Is there something wrong with this?

Re: World version of RETURN script

by Xaser » Fri Jul 08, 2016 1:38 pm

ZzZombo wrote:Unless proven otherwise, I see this as uncalled for, as I do believe what it does matches exactly your stated needs and goals.
Posts like yours in this thread are exactly why the post Nash quoted exists. In fact, you in particular have a seriously bad habit of violating this guideline repeatedly. Kindly cease this behavior or otherwise stop posting in the Development boards entirely.

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