DrawNumber Cvar Support

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Expand view Topic review: DrawNumber Cvar Support

Re: DrawNumber Cvar Support

by Major Cooke » Sun Oct 02, 2016 11:27 am

The hell with it. I did it myself. Surprisingly easier than I thought.

Re: DrawNumber Cvar Support

by arookas » Sun Oct 02, 2016 8:40 am

You could also be making a DM mod which shows the fraglimit on the hud along with your current frags.

Re: DrawNumber Cvar Support

by Major Cooke » Sun Oct 02, 2016 8:28 am

Blue Shadow wrote:Using console variables for something other than managing user options is questionable, I find, considering the values of these variables are lost when refreshing the .ini file (something which I do often). Also, someone might change them from the console at will. You're better off using inventory or global variables in this instance.
You can't measure a bomb actor's countdown timer with SBARINFO. Also, just because someone can doesn't mean it'll work because of my user variables set on the bomb itself. I don't want to rely on ACS just to get a number drawn in some cases, just like we no longer have to rely on ACS to make translations.

Also I hate recompiling ACS every time and breaking my save games as a result.

And also, completeness sakes man.

Re: DrawNumber Cvar Support

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.

Re: DrawNumber Cvar Support

by Blue Shadow » Sun Oct 02, 2016 7:55 am

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.
Major Cooke wrote:It goes without saying that not everything's an inventory item as well. Time bombs for example of players near something about to explode.
Using console variables for something other than managing user options is questionable, I find, considering the values of these variables are lost when refreshing the .ini file (something which I do often). Also, someone might change them from the console at will. You're better off using inventory or global variables in this instance.

Re: DrawNumber Cvar Support

by Major Cooke » Sun Oct 02, 2016 6:28 am

It goes without saying that not everything's an inventory item as well. Time bombs for example of players near something about to explode.

Re: DrawNumber Cvar Support

by Tapwave » Sun Oct 02, 2016 5:35 am

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.

Re: DrawNumber Cvar Support

by Blue Shadow » Sun Oct 02, 2016 5:31 am

Could you provide an example where drawing the value of a console variable on the HUD would be useful?

Re: DrawNumber Cvar Support

by Tapwave » Sat Oct 01, 2016 2:01 pm

I requested that quite a bit ago, but Blue Shadow only managed to make a conditional for CVars. Again, I cannot reiterate how much I want this feature, as this would massively sanitize my mod's ACS codebase.

DrawNumber Cvar Support

by Major Cooke » Sat Oct 01, 2016 1:56 pm

As implied. It would be greatly appreciated if DrawNumber could also support cvars.

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