[Added] Export MapData.GetChecksum to ZScript

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Re: Export MapData.GetChecksum to ZScript

Postby ibm5155 » Wed Nov 15, 2017 5:31 pm

Wait, so with that we could finally fix the frozen time , remove the gross hack bridge and add a proper 3D floor for +100fps? :wub:

And also, people are already doing workarounds for doing the same thing (couf brutal doom came in mind) so why not add THE oficial way of checking what mods/iwads the player is playing (I never played with that feature but for map specific changes I'd get the map name + the player Spawn pos and angle, I don't think there would be maps with the same map name + the same player Spawn coord)
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Re: Export MapData.GetChecksum to ZScript

Postby Gutawer » Wed Nov 15, 2017 5:34 pm

You couldn't really use this to affect Frozen Time because this is a ZScript request and ZScript can't modify map data enough to remove parts of the map (you'd have to remove the copious amounts of double sided lines, which is what trips the renderer up) since that would require nodes to be rebuilt while the game is running.
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Re: Export MapData.GetChecksum to ZScript

Postby Graf Zahl » Wed Nov 15, 2017 5:44 pm

... not to mention replacing them with 3D floors. Doing that will indeed improve performance quite a bit - but of course this cannot be from inside the engine.
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Re: Export MapData.GetChecksum to ZScript

Postby Rachael » Tue Jan 09, 2018 1:04 pm

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Re: Export MapData.GetChecksum to ZScript

Postby Marisa Kirisame » Tue Jan 09, 2018 1:24 pm

I'll be using that until it's mainlined, thank you.
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Re: Export MapData.GetChecksum to ZScript

Postby Graf Zahl » Tue Jan 09, 2018 2:34 pm

Mark this a 'yes' now.
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Re: Export MapData.GetChecksum to ZScript

Postby Marisa Kirisame » Tue Jan 09, 2018 7:34 pm

Wow... thanks.
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I shouldn't be let anywhere near ZScript
 
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