
Search found 184 matches
- Mon Aug 16, 2021 3:21 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1708910
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Just found my first K-8 Matterstorm Harness, read the PDA description and…damn…I didn't know Kate was dead… 

- Mon Aug 27, 2018 3:15 pm
- Forum: Bugs [GZDoom]
- Topic: Structs may not be nested inside structs, only classes
- Replies: 4
- Views: 886
Structs may not be nested inside structs, only classes
I'm not sure if this is intentional, but I notice that while structs can be nested inside classes, they cannot be nested inside other structs.
Because nesting can be helpful for reducing the chance of namespace collisions, please consider allowing that.
Because nesting can be helpful for reducing the chance of namespace collisions, please consider allowing that.
- Sat Aug 25, 2018 5:09 pm
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
Re: JIT compiler/VM discussion [split]
But if it's not obvious to you by now, we're vehemently against Java. Of course it's obvious. I'm not a complete idiot. But you'll have to forgive me for being irritated at all the falsehoods you've been saying about it. I don't expect you to like it, but I do expect you to not insult me by telling ...
- Sat Aug 25, 2018 4:43 pm
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
Re: JIT compiler/VM discussion [split]
You can disagree with us all day long about it if you want Then why the hell have you all been barking at me over it for three days now? Disagreeing with a design decision is not a personal insult! Hearing someone who has to work with a server based Java solution on a daily basis constantly curse ...
- Sat Aug 25, 2018 12:37 pm
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
Re: Inside FOV checking functions
If the end result is still having JIT regardless, what's the big deal? Just because we don't like Java and have had terrible experiences with it and same with other major programming languages and VM's does not mean we shun JITs altogether. We just want a light-weight one that we do our own way ...
- Sat Aug 25, 2018 2:07 am
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
Re: Inside FOV checking functions
Surely we do not appreciate if some smartass comes along while showing a blatant disregard for why things are the way they are. :P :shock: Whoa, calm down. I briefly grumbled because I disagree with a design decision you made, and I think you have some misconceptions about the VMs I mentioned. I ...
- Fri Aug 24, 2018 3:54 am
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
Re: Inside FOV checking functions
Told ya they hated it. :P Did you even give the SLIGHTEST consideration as to why? Of course I did. We had a whole thread about it, where the reasoning against using an existing VM was spelled out quite explicitly. But the reasoning never made sense to me. I decided to leave well enough alone, but ...
- Wed Aug 22, 2018 4:53 pm
- Forum: General
- Topic: JIT compiler/VM discussion [split]
- Replies: 23
- Views: 1871
JIT compiler/VM discussion [split]
A JIT compiler for ZScript?? Jeez. If you're going to go to that much trouble, wouldn't it be easier to just embed an already-made JIT-compiled scripting VM (HotSpot Java, V8 JavaScript/WebAssembly, or the like), and write up code to translate ZScript/ACS/Decorate to run on that VM instead? Graf and ...
- Wed Aug 22, 2018 12:32 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: LevelLocals.SphericalCoords: Compute spherical coordinates
- Replies: 4
- Views: 748
Re: LevelLocals.SphericalCoords: Compute spherical coordinat
Should SphericalCoords be tagged with version("3.6.0")? It seems appropriate, since SphericalCoords won't be available before 3.6.0, but I notice a lot of new features these days aren't versioned.
- Tue Aug 21, 2018 10:59 pm
- Forum: Scripting
- Topic: Accessing user cvars from ZScript play scope is unsafe?
- Replies: 6
- Views: 932
Accessing user cvars from ZScript play scope is unsafe?
The wiki documentation for the CVar struct has a warning that accessing a user CVar from play scope will cause a desync in multiplayer. Oddly, in the editing history of that page , the author wrote that warning, then removed it, then put it back. I'm not sure about multiplayer, but I tested the ...
- Tue Aug 21, 2018 10:12 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Inside FOV checking functions
- Replies: 28
- Views: 3911
Re: Inside FOV checking functions
I think MC requested measuring fov in a rectangular measure. If you know the horizontal and vertical fields of view already, then SphericalCoords (the PR I submitted, which has been merged) can do that, too. Just check the polar and azimuthal angles separately, instead of checking the vector length ...
- Tue Aug 21, 2018 3:37 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: LevelLocals.SphericalCoords: Compute spherical coordinates
- Replies: 4
- Views: 748
Re: LevelLocals.SphericalCoords: Compute spherical coordinat
I've added the wiki documentation I mentioned in the pull request. It contains two examples. The second one does exactly that: check which actors are inside a cone projected from the player's viewpoint.
- Mon Aug 20, 2018 6:55 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Inside FOV checking functions
- Replies: 28
- Views: 3911
Re: Inside FOV checking functions
I've submitted pull request #553 which, if merged, will do what you need. The PR description contains an example for determining how close an actor is to the player's crosshairs (that is, whether it's inside an imaginary cone projected from the player's eyes), and another for determining which ...
- Mon Aug 20, 2018 6:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: PitchTo()
- Replies: 17
- Views: 3261
Re: PitchTo()
I've submitted pull request #553 which, if merged, will do what you need. See forum post for an example.
- Mon Aug 20, 2018 6:39 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: LevelLocals.SphericalCoords: Compute spherical coordinates
- Replies: 4
- Views: 748
LevelLocals.SphericalCoords: Compute spherical coordinates
PR #553 adds LevelLocals.SphericalCoords, a method that computes spherical coordinates from one point in the world to another. This can be trivially wrapped to create a PitchTo method, as was requested back in March : extend class Actor { clearscope double PitchTo(Actor other) const { Vector3 ...