by Tapwave » Sun Oct 02, 2016 8:14 am
Blue Shadow wrote:Tapwave wrote:My mod requires a lot of ACS loopery to get the counters to draw on screen. I have about 50 globalvars that need to be refreshed on a regular basis, and being able to ax all this checking would make things infinitely easier and reduce the amount of ACS overhead going on.
That doesn't satisfy my curiosity, because I still don't know why you'd want to display the value of a console variable (a user option) on the HUD.
My mod uses a series of "scores" that are saved so that they can be followed through multiple playthroughs, on multiple IWADs. Some HUD elements display the current killcount of your weapon (which, at the moment, is obtained every cycle of the ready state via a
massive ACS script which is basically a titanic pile of If statements), some display the individual killcounts for each monster, and some display the total killcount of all weapons for that specific monstertype. Again, all of this is done via a single ACS script, which cycles every ready frame, and has to re-compute all the CVARs into GlobalVars that are then used by SBarInfo.
[quote="Blue Shadow"][quote="Tapwave"]My mod requires a lot of ACS loopery to get the counters to draw on screen. I have about 50 globalvars that need to be refreshed on a regular basis, and being able to ax all this checking would make things infinitely easier and reduce the amount of ACS overhead going on.[/quote]
That doesn't satisfy my curiosity, because I still don't know why you'd want to display the value of a console variable (a user option) on the HUD.[/quote]
My mod uses a series of "scores" that are saved so that they can be followed through multiple playthroughs, on multiple IWADs. Some HUD elements display the current killcount of your weapon (which, at the moment, is obtained every cycle of the ready state via a [i]massive[/i] ACS script which is basically a titanic pile of If statements), some display the individual killcounts for each monster, and some display the total killcount of all weapons for that specific monstertype. Again, all of this is done via a single ACS script, which cycles every ready frame, and has to re-compute all the CVARs into GlobalVars that are then used by SBarInfo.