Search found 69 matches
- Sun Sep 29, 2024 8:17 am
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
So you decided to respond to that almost a month later? Just kidding, I'm not trying to attack you in such an ad-hominem-style. Maybe Sarge wasn't the best example. Download Doom RL Aresenal and see if you understand what's going on. The codebase is indented, the code is mostly neat, but because of ...
- Fri Sep 27, 2024 12:30 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Well others do, especially when you post to the Scripting forum because you can't get something to work. If you're posting code that's Brutal Doom levels of complex, just know that even Sarge indents. I don't appreciate the implications you're making there. For one, I do indent my code, and if I ...
- Mon Sep 02, 2024 9:04 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
If your mod is a monster mod, monsters don't benefit from ZScript that much until you want to code in stuff like headshots (there's a headshot lib out there), advanced AI, and stuff like that. While weapons start to benefit from ZScript much earlier, as even basic stuff (like shooting lots of ...
- Sat Aug 31, 2024 8:38 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
I will say that anonymous functions in DEC were a wonderful addition, and very much bridge a major capability gap. Which no one ever uses, because Zandro's DECORATE does not support them, and if your DECORATE only runs in GZDoom, you may as well run it through that one DEC -> ZSC converter. ZScript ...
- Thu Aug 29, 2024 2:40 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
... ...It's just a matter of working with it enough that it becomes native to your workflow. ... Oh, for sure. I know ZSC's basically modded and expanded DEC, which itself is remarkably C++-like. I think my main hangup is that autistic urge to stick with what works, and...for me, DEC works. It's ...
- Tue Aug 27, 2024 4:19 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
I don't agree with eliminating DEHACKED entirely. I am just against expanding it. DEHACKED is a standard that was once required in order to do any custom actors at all, and it was quite novel for its use during its time. Now we have better ways to do this and everything is abstracted, so there is ...
- Sun Aug 25, 2024 6:59 am
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29602
- Views: 1523721
- Sun Aug 25, 2024 6:57 am
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Might look into that actually (and incorporating in into WadSmoosh) - if for no other reason than getting the PSX fire sky working on the maps that feature it. I have been able to do a quick-and-dirty conversion of all of the LoR monsters over to DECORATE - the only thing I'm tripping over at the ...
- Sat Aug 24, 2024 7:33 am
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
GZDoom already supports UMAPINFO it is a standard that was agreed upon by other source port devs, they came together to draft it up. I'm aware; however, at the moment, as Gez said, GZ's support of it is a touch lacking compared to ZMAPINFO standards, and ZMAPINFO is a lot more manageable to use ...
- Fri Aug 23, 2024 4:15 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Just had a quick look at the DECOHACK lump in id1-res.wad and yes, it is uncannily similar. This should be less of a pain in the arse than I had anticipated. The UMAPINFO also isn't hard to convert to more GZ-friendly MAPINFO + LANGUAGE as well, though that'd only be of use if you intend to ...
- Fri Aug 23, 2024 4:02 pm
- Forum: Scripting
- Topic: (DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
- Replies: 5
- Views: 443
Re: (DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
And I'd randomize it via...what, A_GiveInventory("XToken",random(min,max))?
- Thu Aug 22, 2024 4:00 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
...and #2 unwanted as it replaces the plasma and BFG, instead of adding the new weapons in new slots. Because yes, despite the confusion, Legacy of Rust is not actually using the ID24 standard but the MBF21+DSDHacked standard. I have heard some unverified scuttlebutt about those weapons (and their ...
- Thu Aug 22, 2024 3:54 pm
- Forum: Scripting
- Topic: (DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
- Replies: 5
- Views: 443
Re: (DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
This mod's GZ/LZ-only, so Zandronum compat's not an issue. The problem with that approach would be that the weapon's always gonna shoot low and right, since I've also gotta have negative values in the rotation, and you can't have negative amounts of inventory items. What I'm angling for is some way ...
- Thu Aug 22, 2024 9:15 am
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27152
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Personally I'd be happy with DECORATE/ZScript lumps for the new actors. Same. It wouldn't be hard, and a friend and I worked on a not-for-distribution autoloader which pretty much ported everything bar the weapons (because they're kinda shitty TBH) and animated skyboxes to much more GZ-friendly DEC ...
- Thu Aug 22, 2024 9:07 am
- Forum: Scripting
- Topic: (DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
- Replies: 5
- Views: 443
(DEC) A_SetUserVar RNG, or: how do I make two different attack functions fire on the same randomized trajectory?
OK, so: First, I know DEC, ACS and A_SetUserVar are deprecated. This is for a compatibility-friendly mod project that heavily limits its use of ZScript. So, I was poking around Samsara Reincarnation's code and saw use of A_SetUserVar, and figured that function could possibly be used to achieve ...