[MENUDEF] CallFunction - paste returned information

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [MENUDEF] CallFunction - paste returned information

Re: [MENUDEF] CallFunction - paste returned information

by Fused » Thu Aug 18, 2016 10:32 am

Graf Zahl wrote:Sorry, but multiplayer is not what I've been working on so I cannot say.
Sorry, I meant this for offline gameplay too. Having this in someway would be great, no matter how.

Re: [MENUDEF] CallFunction - paste returned information

by Major Cooke » Thu Aug 18, 2016 8:13 am

Nash wrote:I'm going to be honest - I'm getting sick and tired of ACS-based menus and would like to do away without them as soon as possible.
Agreed. I've wound up settling upon doing a decorate version myself.

Re: [MENUDEF] CallFunction - paste returned information

by Nash » Thu Aug 18, 2016 7:50 am

The REAL solution is for modders to be able to make menu systems without ACS. Like in Quake where you can make custom DLLs that change the game code. Hopefully in future Doomscript will make this possible. I'm going to be honest - I'm getting sick and tired of ACS-based menus and would like to do away without them as soon as possible.

Re: [MENUDEF] CallFunction - paste returned information

by Graf Zahl » Thu Aug 18, 2016 3:56 am

Sorry, but multiplayer is not what I've been working on so I cannot say.

Re: [MENUDEF] CallFunction - paste returned information

by Fused » Fri Jul 22, 2016 1:27 pm

I see. All in all I can image many nice possibilities for this, so if this is possible then that would be great and I should make a new thread for that probably.
I've asked someone about the synchronizing, as I'm not a developer myself. He claimed it didn't have to be synchronised at all. Are you sure that's the only solution?

Re: [MENUDEF] CallFunction - paste returned information

by Graf Zahl » Thu Jul 21, 2016 1:38 pm

Even worse because it has to be synchronized with all the players in the game. It may be doable but is certainly not trivial.

Re: [MENUDEF] CallFunction - paste returned information

by Fused » Tue Jul 19, 2016 7:04 am

bump.

And to add to that, what about the whole thing, but online? Since online is not actually paused.

Re: [MENUDEF] CallFunction - paste returned information

by Fused » Thu Jul 14, 2016 1:17 pm

I see. What about just looking up variables and not going through a script?

Re: [MENUDEF] CallFunction - paste returned information

by Graf Zahl » Thu Jul 14, 2016 12:56 pm

Yes. But it's more that the thinker system that runs ACS is halted while the menu is open so if a script was started it could really mess up some things.

Re: [MENUDEF] CallFunction - paste returned information

by Fused » Thu Jul 14, 2016 12:45 pm

Other games were just an example given. It's just showing the benefit, not similarities. But nevertheless, oh well.
I thought this would work as SafeCommand does a similar thing, but with console commands. Is it because of the fact that one is clientside and the other serverside?

Re: [MENUDEF] CallFunction - paste returned information

by Graf Zahl » Thu Jul 14, 2016 3:37 am

Other games are not Doom. Most importantly, the game is halted when the menu is on, which makes this problematic.

[MENUDEF] CallFunction - paste returned information

by Fused » Thu Jul 14, 2016 3:15 am

Having a way to call acs for a menu allows someone to, for example, paste stats of the player whilst in the menu.
You see this often in other games, and having it here too could be great to show current level progress and such.

Top