Search found 20 matches

by Illasera
Thu Feb 21, 2019 11:38 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Suggestion : Overhaul revision of gzdoom
Replies: 23
Views: 1672

Re: Suggestion : Overhaul revision of gzdoom

It's terrible for code readability, it's terrible for an open project that accepts contributions from people of all levels of programming, and it's terrible practice in general. If you're still doing that professionally, don't tell me what work you've published because I want no part of that! It ...
by Illasera
Thu Feb 21, 2019 11:28 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Suggestion : Overhaul revision of gzdoom
Replies: 23
Views: 1672

Re: Overhaul revision of gzdoom

Armchair developer indeed. It was hard reading through that tirade with the vast majority of it just showing a profound lack of understanding. Understanding of what, exactly? Let's break it down here , Maybe we can get somewhere, I have done my best to make the initial post descriptive, May as well ...
by Illasera
Thu Feb 21, 2019 10:35 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Suggestion : Overhaul revision of gzdoom
Replies: 23
Views: 1672

Re: Suggestion : Overhaul revision of gzdoom

Many of the suggestions made by me here are considered hacks, The reason for that is practicality, As i do not wish for breaking backward compatibility for existing modes. My suggestions - resorting to some hack'ish practices. There is a need to redesign much of the code but let's face facts, its ...
by Illasera
Thu Feb 21, 2019 10:05 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Suggestion : Overhaul revision of gzdoom
Replies: 23
Views: 1672

Suggestion : Overhaul revision of gzdoom

Solutions will be offered (They will be specific to simplify things but should be broaden to EVERYTHING in the project) Binary size - Current version of gzdoom 3.7.2 x86_64 for NTFS is standing on 8.5MB, How on EARTH did the developers let such a thing happen? With each extra byte , You are killing ...
by Illasera
Sun Mar 04, 2018 9:44 am
Forum: Gameplay Mods
Topic: Beautiful Doom 7.1.6 (June 2nd, 2021)
Replies: 525
Views: 247927

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

One issue for you, personal opinion, Plasma rifle projectile is too opaque and the shape of it may need some rework.
by Illasera
Mon Sep 18, 2017 4:19 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

Unsure if its a "code suggestion", But i would like to suggest to extend the zscript prototytpe (as well the internal engine function) of "RoughMonsterSearch" and "p_RoughMonsterSearch" to allow the acceptance of : "white-list/black-list of species" arguments and/or accepting/rejecting actor indices ...
by Illasera
Tue Jun 06, 2017 4:58 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

That's pretty much the easiest way to debug, by printing out the variable. Here's a page you can use to convert from many types to a string for printing if needed. Well i guess i will have to deal with it with that method, not exactly what i had in mind but if there are no other ways, that will do ...
by Illasera
Mon Jun 05, 2017 11:13 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

Quick question, Is there a way to debug zscript?

without debugging gzdoom project as a whole?
and without attempting to print out every variable i want to test?

What practices you guys use when it comes to writing zscript code and testing it?
by Illasera
Wed May 31, 2017 11:10 am
Forum: Editing (Archive)
Topic: [Zscript] Legtrace/surface flags
Replies: 3
Views: 492

Re: [Zscript] Legtrace/surface flags

I've already answered this in your previous thread, but TraceResult isn't exported out of the C++ code yet. If you do a Search for TraceResult in GZDoom's source code, you can see it used everywhere. But it hasn't been exposed for user ZScripts yet. Here's a list of what kind of data you could ...
by Illasera
Mon May 29, 2017 7:22 am
Forum: Editing (Archive)
Topic: [Zscript] Legtrace/surface flags
Replies: 3
Views: 492

[Zscript] Legtrace/surface flags

Is there a way to query in zscript the player/actor's leg tracing collision with surfaces? (or the lack of (midair)) I was hoping for a flag that can tell me with what content/surface the actor leg trace(sprite's bottom plane) is interacting(colliding) with? I do know you can query info on the ...
by Illasera
Thu May 18, 2017 3:15 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

Oh its in decorate, i was looking under zscript, THANK YOU!
yea i know its an extension to some degree but i forgot all about it, my bad.
by Illasera
Thu May 18, 2017 11:20 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

Time for another question, Any support for C standard library math functions via callbacks on zscript? (sqrt, log and friends) that should be safe to add i believe, I am talking about callbacks in zscript that are directly linked to the c standard library under gzdoom. If so, how do i access them ...
by Illasera
Sat May 13, 2017 12:51 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

1): No. A memset equivalent is far too dangerous in the context of a scripted language and 2): Again no. Since type sizes can vary depending on the current platform, making this available runs a high risk of breaking things. 3): Double can be formatted with String.Format or Console.Printf. 64 bit ...
by Illasera
Sat May 13, 2017 8:40 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225794

Re: ZScript Discussion

Some questions regarding logging/IO , datatypes and structures 1.)Is there a memory set/zeroing function for variables of a given size (primitive datatypes/structures/arrays, all are the same pretty much), equal to the C memset standard function? so i won't have to use a pseudo-like copy constructor ...
by Illasera
Sat May 13, 2017 7:13 am
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 198978

Re: "How do I ZScript?"

Ok so this really got me ticked off , For someone with an existing mod that is trying to convert some stuff to zscript from decorate The first thing you will do is run a test-case once you have the proper gzdoom binary file that supports it 2.3.x onward, You will add a test file, add it to where ...

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