Search found 592 matches

by Eevee
Fri Nov 24, 2017 9:42 am
Forum: Closed Bugs [GZDoom]
Topic: Bad math for translations with different sized ranges
Replies: 1
Views: 508

Bad math for translations with different sized ranges

Consider: "240,247=61:60" This creates the following mapping: 240 -> 61 241 -> 60 242 -> 60 243 -> 60 244 -> 60 245 -> 60 246 -> 60 247 -> 59 FRemapTable::AddIndexRange is computing a step by dividing the size of each range, here -1 ÷ 7... which is wrong, because these ranges have 2 and 8 colors, ...
by Eevee
Sun Jan 08, 2017 10:39 am
Forum: ZDoom (and related) News
Topic: ZDoom is Dead. Long live ZDoom.
Replies: 232
Views: 74340

Re: ZDoom is Dead (but the site isn't)

Cheers, and good luck with whatever you do next :)
by Eevee
Sat Jan 07, 2017 8:58 pm
Forum: General
Topic: The future of ZDoom, GZDoom, and QZDoom, and this site.
Replies: 540
Views: 38354

Re: The future of ZDoom, GZDoom, and QZDoom, and this site.

Oh, yeah, it makes sense to leave Zandronum separate.
by Eevee
Sat Jan 07, 2017 8:50 pm
Forum: General
Topic: The future of ZDoom, GZDoom, and QZDoom, and this site.
Replies: 540
Views: 38354

Re: The future of ZDoom, GZDoom, and QZDoom, and this site.

This is just my opinion, but I think it would be cool if zdoom.org became the hub for all things ZDoom. GZDoom, QZDoom, Zandronum all represented. In my dream scenario the zdoom.org main page would list releases from all three, the wiki would include details from all of them, and the forums would ...
by Eevee
Fri Nov 25, 2016 6:54 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

I think he means this?

Code: Select all

OtherClass a2 = OtherClass(actor);
if (a2) {
    // actor is definitely of type OtherClass
    // also you can now use it as such here
}
That reminds me that it's less error-prone to require the braces and drop the parentheses— wait, did I say this one already?
by Eevee
Fri Nov 25, 2016 6:31 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

We all know that the core engine, i.e. p_map.cpp and p_mobj.cpp would have to be dumped before any sane testing setup could be created. Err. The whole point of tests is to know that the system behaves the same way after you make a massive change like that. If you're going to have them at all, you ...
by Eevee
Fri Nov 25, 2016 1:16 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

How are we turning away beginners? DECORATE is easy to get into, learn, and use. Look at how powerful it has become and even half of the amazing things that have been done with it over the years. That isn't going anywhere. I was referring to Graf's comments about beginner code. But since you bring ...
by Eevee
Fri Nov 25, 2016 12:02 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

Nobody is saying that static typing makes bad code magically good. What it does is making it easier to study and analyze. Both for tools and humans. You quickly listed the 5 most odd things you could spot in an Actor class, but remember, had that been dynamic code you'd not know if there is a ...
by Eevee
Thu Nov 24, 2016 8:45 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

I have nothing against making things easier. But all the proposals I have seen here just do not convince me. They make it primarily easier to write bad code and that's simply not a good thing. Like dpJudas already said, my biggest issue with Javascript in particular is that the language basically ...
by Eevee
Thu Nov 24, 2016 5:39 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

Hm. I'd appreciate if we could tone down the vaguely condescending attitude, especially towards beginners (and beginner-friendly languages). This is a video game, for crying out loud. It's a beginner magnet. Frankly, I'd rather see more people create interesting things with bad code than have a ...
by Eevee
Thu Nov 24, 2016 4:43 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

Well first off, adding a vertex could fail if it's a Triangle::add_vertex or a Quad::add_vertex and you are trying to add excessive vertices :) Besides, vertex structure could be uninitialized if it depends on something else (for example on GL context being initialized). See, "add_vertex" sounded ...
by Eevee
Thu Nov 24, 2016 4:09 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

Wait, so basically you are suggesting that casting null to a type should fail? Basically making null a separate type? Then it's actually pretty nice, although I haven't seen languages that implement this :P Whoops, I edited my post with some Swift syntax while you were replying. But yes, null is a ...
by Eevee
Thu Nov 24, 2016 3:54 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

ZScript. Is. Not. DECORATE. Since as we know Graf has a very special meaning of deprecation (that is, DECORATE is going to stay forever), people who are unable to comprehend proper programming may as well just stay with DECORATE. No need to break and/or limit the language that was designed to be ...
by Eevee
Thu Nov 24, 2016 3:42 am
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

To me, the key feature of static typing is that it is documentation . To me, and the IDE 'go to reference' system. The type being used is often more useful knowledge to me than the variable name, or at the very least a strong hint what I can expect it to contain. I'm yet to find a way in dynamic ...
by Eevee
Wed Nov 23, 2016 10:04 pm
Forum: Scripting
Topic: ZScript Discussion
Replies: 1838
Views: 225620

Re: ZScript Discussion

I see the far bigger problem in forfeiting all compile time checks. Everything that needs to be deferred to runtime is a potential source of errors and we habe already seen how bad this can end with user variable ownership when calling a weapon action. I'd rather err in favor of robustness than a ...

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