Search found 826 matches

by TDRR
Tue May 06, 2025 5:40 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 6

And back to our regularly scheduled "mostly fixes" releases :p zt-bcc might be entering a feature freeze phase, where I'll mostly only fix bugs and add very minor new features. Not many more features to add and there's a ton of bugs to be fixed so we can finally get another stable release. * Added ...
by TDRR
Sat Mar 08, 2025 7:36 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5

Two updates I forgot to post here. Another release dedicated primarily to fixes, but there's also a new feature. Sorry for the rather unstable code I churned out earlier. -Added #pragma pointer_space. Allows defining a default address space for pointers/references (ex: #pragma pointer_space global ...
by TDRR
Tue Feb 04, 2025 5:56 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 3

A quick fix release. Better late than never.

Fixed broken module-scope struct/array reference type checking (Basically, & references were completely unusable unless they pointed to world/global space, as the equality check would always fail).
by TDRR
Thu Dec 05, 2024 2:29 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2

It's alright. That's something that over the years I've come to realize is, unfortunately, quite common.
by TDRR
Wed Dec 04, 2024 9:40 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2

I have to say this is incredibly cool 8-) :thumb: But I think the lack of replies is probably because its too advanced for most people to use; for everything but map manipulation we have ZScript and there's a lot of that which you can do with ZScript, especially as you can now create your own ...
by TDRR
Mon Dec 02, 2024 2:56 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2

Another alpha release. This has a very big focus on references/pointers and brings zt-bcc more up to par with GDCC in that aspect, including great benefits like using world/global arrays for dynamic memory allocation, interoperability with modules using pointers written with GDCC and more ...
by TDRR
Thu Nov 14, 2024 2:20 pm
Forum: Scripting
Topic: String from ACS to DECORATE?
Replies: 5
Views: 327

Re: String from ACS to DECORATE?

It's a state literally called "held". It's run every tic you have the item. Like Pickup/Use on CustomInventory but instead run every tic an actor has said item.
by TDRR
Wed Nov 13, 2024 1:34 pm
Forum: Scripting
Topic: String from ACS to DECORATE?
Replies: 5
Views: 327

Re: String from ACS to DECORATE?

This is kind of an evil hack, but the Held state (which I believe is also available on the Weapon class) allows you to call action functions on the weapon/item. You could maybe wrangle that in some way to use SetActorState on the weapon. The challenge here is that in this context, you don't have ...
by TDRR
Wed Nov 13, 2024 1:15 pm
Forum: Scripting
Topic: String from ACS to DECORATE?
Replies: 5
Views: 327

Re: String from ACS to DECORATE?

No, this isn't possible (you can't really return a string from ACS to DECORATE, nor can you even pass in a dynamic value to A_Jump's target). You can just use SetActorState to achieve the same effect, though.
by TDRR
Wed Nov 13, 2024 10:51 am
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6924

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 1

An alpha release. I still intend to do more with this before a full release, but here's a preview of the changes so far. Changelog: -Added libbcs.bcs. Currently provides malloc/realloc/free, dynamic array and C-style printf functions. -Added zcommon.acs, which simply imports zcommon.bcs. -Nullable ...
by TDRR
Tue Aug 13, 2024 5:52 pm
Forum: Gameplay Mods
Topic: Vanilla Doom DEH gameplay mods (Upd. 13/8/24)
Replies: 50
Views: 21166

Re: Vanilla Doom DEH gameplay mods (Upd. 13/8/24)

Updated. I added a Quake weapons mod. It's been a while, hasn't it?

I have one more mod I want to upload, but I lost the DEH9000 source to it and it's missing some important features. So once I remake it in DECOHack it'll be here.
by TDRR
Wed Mar 20, 2024 10:49 am
Forum: Feature Suggestions [GZDoom]
Topic: ACS module storage pointers
Replies: 2
Views: 428

Re: ACS module storage pointers

That's great news then. I'll make a PR at some point.
by TDRR
Wed Mar 20, 2024 12:17 am
Forum: Feature Suggestions [GZDoom]
Topic: ACS module storage pointers
Replies: 2
Views: 428

ACS module storage pointers

Crosspost of my own post on the GZDoom dev channel. Yet another ACS question. I was thinking of adding pointers to module storage to ACS. Function pointers are already supported, but that's about it. You can't pass an array or variable by reference to a function or anything like that. While this can ...
by TDRR
Wed Oct 18, 2023 10:31 am
Forum: ZDoom (and related) News
Topic: ACC 1.60 Released
Replies: 5
Views: 4644

Re: ACC 1.60 Released

To any Zandronum users, most of the constant definitions (except those for the lump reading API) are currently missing, this is a known issue (caused by yours truly :p). Will be fixed for the next release, whenever that is.
by TDRR
Sat Aug 12, 2023 4:36 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom Fortress 2 [BETA 1.0]
Replies: 11
Views: 9628

Re: Doom Fortress 2 [BETA 1.0]

On GZDOOM 4.10 does not work, as it gives these errors: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Tried to define class 'DummyWeapon' more than twice in the same file. On Zandronum 3.1 it works fine ...

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