by gwHero » Tue Nov 28, 2017 1:39 pm
Graf Zahl wrote:I actually see very little point in adding such a feature. The action special namespace needs to be protected because it is shared across ports, so I am a bit reluctant to open it up.
I understand. Well, maybe it can be done in another way later. The only thing I miss at the moment is triggering a VM function from the map; I still have to use ACS as a bridge for that. From the console it's already possible with NetworkProcess.
phantombeta wrote:ACS shouldn't really be considered deprecated.
In fact, IIRC Graf has said before that ACS should only not be used for actor behaviour like people were doing before ZScript was a thing, and that ACS should still be used for map scripting. (and I agree with that. ZScript is global, it makes no sense to make map-specific scripts in a global scope.)
Related. Also read Xaser's post.
Thanks, I now remember reading that post before. As a matter of fact, a lot of months after the birth of ZScript was a fact, as a newcomer concerning ZScript like me it's rather difficult to get the big picture of which way it is going, because all information is scattered throughout many posts, and I've seen a lot of opinions.
Actually, it was this discussion
viewtopic.php?f=18&t=57814&start=30#p1024869a couple of weeks ago where I defended ACS first, that made me thinking to reconsider afterwards.
My thoughts were this:
"okay, here I am, after 6 months busy creating a game, I have now 2.5k of ACS lines in a big library and it's still growing. The game will not be finished before 2019; assuming that in the end ZScript might do a lot of things better, I think it's not desirable to have a game finished in 2019 with a outdated scripting language. If I want to switch, I'd better do it now." So I did, and actually I'm quite pleased with it, because ZScript gives me more control and far better organized code. I agree ZScript is not complete yet, and not having latent functions requires a little bit more code, but it's not too difficult to check moving planes during ticks (a lot of the necessary functionality is already exposed). Assuming more things to be exposed to ZScript later, I think it will be easier to replace some more complex ZScript with simplified code then rewriting complete ACS libraries after 2 years when all's finished.
[quote="Graf Zahl"]I actually see very little point in adding such a feature. The action special namespace needs to be protected because it is shared across ports, so I am a bit reluctant to open it up.[/quote]
I understand. Well, maybe it can be done in another way later. The only thing I miss at the moment is triggering a VM function from the map; I still have to use ACS as a bridge for that. From the console it's already possible with NetworkProcess.
[quote="phantombeta"]ACS shouldn't really be considered deprecated.
In fact, IIRC Graf has said before that ACS should only not be used for actor behaviour like people were doing before ZScript was a thing, and that ACS should still be used for map scripting. (and I agree with that. ZScript is global, it makes no sense to make map-specific scripts in a global scope.)
[url=https://forum.zdoom.org/viewtopic.php?f=122&t=53850&p=996182#p996165]Related.[/url] Also read Xaser's post.[/quote]
Thanks, I now remember reading that post before. As a matter of fact, a lot of months after the birth of ZScript was a fact, as a newcomer concerning ZScript like me it's rather difficult to get the big picture of which way it is going, because all information is scattered throughout many posts, and I've seen a lot of opinions.
Actually, it was this discussion [url]https://forum.zdoom.org/viewtopic.php?f=18&t=57814&start=30#p1024869[/url]a couple of weeks ago where I defended ACS first, that made me thinking to reconsider afterwards.
My thoughts were this: [i]"okay, here I am, after 6 months busy creating a game, I have now 2.5k of ACS lines in a big library and it's still growing. The game will not be finished before 2019; assuming that in the end ZScript might do a lot of things better, I think it's not desirable to have a game finished in 2019 with a outdated scripting language. If I want to switch, I'd better do it now."[/i] So I did, and actually I'm quite pleased with it, because ZScript gives me more control and far better organized code. I agree ZScript is not complete yet, and not having latent functions requires a little bit more code, but it's not too difficult to check moving planes during ticks (a lot of the necessary functionality is already exposed). Assuming more things to be exposed to ZScript later, I think it will be easier to replace some more complex ZScript with simplified code then rewriting complete ACS libraries after 2 years when all's finished. :)