Page 2 of 2

Re: Export MapData.GetChecksum to ZScript

Posted: Wed Nov 15, 2017 4:31 pm
by ibm5155
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)

Re: Export MapData.GetChecksum to ZScript

Posted: Wed Nov 15, 2017 4:34 pm
by Gutawer
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.

Re: Export MapData.GetChecksum to ZScript

Posted: Wed Nov 15, 2017 4:44 pm
by Graf Zahl
... 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.

Re: Export MapData.GetChecksum to ZScript

Posted: Tue Jan 09, 2018 12:04 pm
by Rachael

Re: Export MapData.GetChecksum to ZScript

Posted: Tue Jan 09, 2018 12:24 pm
by Marisa the Magician
I'll be using that until it's mainlined, thank you.

Re: Export MapData.GetChecksum to ZScript

Posted: Tue Jan 09, 2018 1:34 pm
by Graf Zahl
Mark this a 'yes' now.

Re: Export MapData.GetChecksum to ZScript

Posted: Tue Jan 09, 2018 6:34 pm
by Marisa the Magician
Wow... thanks.