Search found 1462 matches

by The Zombie Killer
Sat Mar 07, 2020 10:45 pm
Forum: Requests
Topic: [REQUEST] ZKVN engine made by The Zombie Killer
Replies: 9
Views: 1367

Re: [REQUEST] ZKVN engine made by The Zombie Killer

ZKVN was one of my first forays into messing around with a visual novel engine, and suffers from many poor design decisions. I couldn't confidently recommend using it. That said, if you really want to get it to compile, you may have to use an older version of GDCC. If I recall correctly, newer ...
by The Zombie Killer
Wed Mar 04, 2020 12:07 pm
Forum: Scripting
Topic: Of ZScript And Delay()
Replies: 4
Views: 1245

Re: Of ZScript And Delay()

The ZScript compiler could potentially emit something similar behind the scenes for an async/await feature, but I'm unfamiliar with most of the ZScript compiler code and assume that would be a tall order at present. I have to say that this Coroutine class is actually very clever and solves the most ...
by The Zombie Killer
Wed Jun 26, 2019 2:45 am
Forum: Script Library
Topic: [ZScript] Port of DaZombieKiller's footsteps
Replies: 21
Views: 9420

Re: [ZScript] Port of DaZombieKiller's footsteps

Just for reference, I had already ported the footsteps code to ZScript a while ago, which is available here . I just neglected to post about it on the forums. This version is different to the original though, it uses a custom lump rather than dealing with the LANGUAGE lump. EDIT: It should also be ...
by The Zombie Killer
Mon Apr 15, 2019 5:30 pm
Forum: Scripting
Topic: Is there a way to terminate a named script from the console?
Replies: 1
Views: 389

Re: Is there a way to terminate a named script from the cons

I don't believe there's a built-in solution for this, but it can pretty easily be simulated with an event handler and a console alias: class ACS_NamedTerminateHandler : EventHandler { const EventPrefix = "ACS_NamedTerminate::"; override void NetworkProcess(ConsoleEvent e) { if (e.Name.Left ...
by The Zombie Killer
Fri Mar 08, 2019 4:09 am
Forum: Scripting
Topic: "Sticking" player to floor when going down stairs?
Replies: 8
Views: 668

Re: "Sticking" player to floor when going down stairs?

This resource from 2016 may be a good starting point. Note that it's written in ACS so it'd first have to be ported to a custom player class.
by The Zombie Killer
Mon Jul 23, 2018 6:03 am
Forum: Script Library
Topic: [ZScript] Parse INI-style data in lumps
Replies: 12
Views: 5847

Re: [ZScript] Parse INI-style data in lumps

Impossible to do correctly, actually. ZScript cannot (as far as I know) decode UTF-8, which all JSON and most XML is encoded in. Even with that, though, it would be very hard. Parsers in ZScript have to be written entirely by hand, since there are no parser generator tools or libraries for it (and ...
by The Zombie Killer
Wed Jul 18, 2018 1:10 am
Forum: Feature Suggestions [GZDoom]
Topic: Some Way To Handle ZScript Classes With The Same Name
Replies: 6
Views: 971

Re: Some Way To Handle ZScript Classes With The Same Name

Internally, the class lookup should do something like iterate over all class names and see if any match "A". If none match directly, look at all imports currently in scope (SomeMod, AnotherMod) and prepend them, thus doing a second search for SomeMod.A, a third search for AnotherMod.A if that fails ...
by The Zombie Killer
Tue Jul 17, 2018 6:52 am
Forum: Feature Suggestions [GZDoom]
Topic: Some Way To Handle ZScript Classes With The Same Name
Replies: 6
Views: 971

Re: Some Way To Handle ZScript Classes With The Same Name

Namespacing would certainly be nice but the way class name lookup works is plain and simply not possible. It would require some hefty refactoring in critical code. Could you elaborate on this? Since I can think of plenty of ways to implement namespacing that shouldn't require many changes. For ...
by The Zombie Killer
Wed May 09, 2018 1:30 am
Forum: Scripting
Topic: Showing sprites without an actor?
Replies: 11
Views: 863

Re: Showing sprites without an actor?

Well, I just tested and it's already possible to inherit from something as low-level as Object, though I can't seem to do much with it. Might it be possible, with a few exports, to build such an actor from scratch? Classes inherit from Object by default, therefore: class Example : Object { } // is ...
by The Zombie Killer
Thu Dec 28, 2017 10:00 am
Forum: Scripting
Topic: EventHandlers, Parsing Lumps( and some other stuff)
Replies: 7
Views: 1121

Re: EventHandlers, Parsing Lumps( and some other stuff)

Why someone need use binary format? Prevent mod for changing? A number of potential reasons come to mind. It's much easier to read binary data than it is to parse textual data (you could store data in a string cvar and then read it back later) Reading existing binary files that you have no control ...
by The Zombie Killer
Thu Dec 28, 2017 9:43 am
Forum: Scripting
Topic: EventHandlers, Parsing Lumps( and some other stuff)
Replies: 7
Views: 1121

Re: EventHandlers, Parsing Lumps( and some other stuff)

You can read binary data, yes. Using the Wads API. Using this, combined with String.CharCodeAt, you can read binary data from arbitrary lumps within a wad, pk3 or pk7. Note that you will need to bitwise AND the result of CharCodeAt by 255, so: int lump = Wads.CheckNumForFullName("path/to/lump.bin ...
by The Zombie Killer
Thu Dec 28, 2017 9:36 am
Forum: Scripting
Topic: 'meta'?
Replies: 2
Views: 482

Re: 'meta'?

As I understand it, they're basically readonly static variables. The source describes them as "static class data (by necessity read only.)"
by The Zombie Killer
Tue Dec 19, 2017 6:11 am
Forum: Feature Suggestions [GZDoom]
Topic: Constraints on logfile filenaming
Replies: 15
Views: 2103

Re: Constraints on logfile filenaming

It would also need to disallow '..' in the given path, which could break out of the log directory. In software I write where this matters, I usually handle this by writing a path parser, which has some sort of "level" integer. Each directory increases it, while ".." decreases it and "." does ...
by The Zombie Killer
Mon Dec 18, 2017 5:53 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: ScriptCall in ZScript
Replies: 10
Views: 1332

Re: ScriptCall in ZScript

gwHero wrote:Do you also mean to have the possibility of storing the function in a variable like this?
Essentially, yeah. You could almost emulate some sort of "function pointer" system that way.
by The Zombie Killer
Mon Dec 18, 2017 5:52 am
Forum: Feature Suggestions [GZDoom]
Topic: Constraints on logfile filenaming
Replies: 15
Views: 2103

Re: Constraints on logfile filenaming

Additional food for thought: instead of restricting the paths that can be used, require the file to match certain criteria. An example could be something like: If the file doesn't exist, the path can be used. Otherwise, it must be empty or begin with something like # GZDoom Log File Alternatively ...

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