You put the CallACS parameter in quotes. It needs to be put in apostrophes, aka single-quotes ( ' )D2JK wrote:If I try to use CallACS as a parameter for an action function, I get the following error: "Name expected for parameter 0". For example:Code: Select all
TNT1 A 0 A_SpawnItemEx( "BulletCasing", 32,0,32 , CallACS("RVelX"),CallACS("RVelY") );
HELP WANTED: ZScript
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Ed the Bat
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Re: HELP WANTED: ZScript
- Graf Zahl
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Re: HELP WANTED: ZScript
That shouldn't make a difference. The compiler should do that cast transparently.
- Ed the Bat
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Re: HELP WANTED: ZScript
Oh. Had I known it was a bug, I would have reported it the other day.
Re: HELP WANTED: ZScript
Fixed.Major Cooke wrote:Confirmed, turning off the textures will allow it to work again.
Re: HELP WANTED: ZScript
Nevertheless, replacing the quotes with apostrophes immediately removed these notifications, so thanks to Ed for that.
The questions #1 and #2 I posted on the previous page remain unanswered though. But if there's currently no solution for those, that's fine; I'll wait.
EDIT: Ok, I found out how to suppress truncation warnings:
The questions #1 and #2 I posted on the previous page remain unanswered though. But if there's currently no solution for those, that's fine; I'll wait.
EDIT: Ok, I found out how to suppress truncation warnings:
Code: Select all
MONS A 4 A_CustomMeleeAttack(Scale.X * 16); // Gives a truncation warning
MONS A 4 A_CustomMeleeAttack(int (Scale.X * 16)); // Does not give a truncation warning
- Major Cooke
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Re: HELP WANTED: ZScript
Seems like the next GZScript build may or may not take a bit of time. There's been a massive set of changes that needs to propagate to win32gliface.cpp.
Re: HELP WANTED: ZScript
I'm reviewing them now. Trying to figure out what in the heck happened while I was away and why the only person who bothered to tell me about it was Major Cooke. (Kudos, for that, by the way, I'll have this problem fixed soon)
And... done.
Builds will be up soon.
And... done.
Builds will be up soon.
Re: HELP WANTED: ZScript
Builds from today's work/merges/etc are up now. Enjoy!
- Major Cooke
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Re: HELP WANTED: ZScript
Because no one else is building GZscript but you and I, from the looks of it. Or they're all just waiting for zscript to be merged first. They must not like bugs.
Anyway, thank you for that!
Anyway, thank you for that!
Re: HELP WANTED: ZScript
You're welcome.
People really just need to start picking it up - or else they cannot complain when the real merge does happen, and they didn't take the opportunity (now) to report and get things fixed.
From what I've seen there's not much to fear from ZScript there. Maybe a few quirks here and there but nothing that's going to explode your computer and turn it into a smoldering toaster oven from the middle of last century.Major Cooke wrote:They must not like bugs.
People really just need to start picking it up - or else they cannot complain when the real merge does happen, and they didn't take the opportunity (now) to report and get things fixed.
- Major Cooke
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Re: HELP WANTED: ZScript
I agree. Fully. Besides a couple other contributors like yourself, Xaser, Edward-San, Ed the Bat, FishyClockwork, and... I'm forgetting a few... and I, the ZScript branch would not have come this far to be ridden of bug after bug.
Or they all think ZScript is a passing fad because some folks saw the super early commits and thought it was a joke. Judging by the cover... As usual.
Or they all think ZScript is a passing fad because some folks saw the super early commits and thought it was a joke. Judging by the cover... As usual.
- Ed the Bat
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Re: HELP WANTED: ZScript
I've waited so long to see this in my own hands, and had it not been for you folks making these builds, I'd still be waiting (I'm not smart enough nor set up on my machine to compile ZDoom).
I have many tens of thousands of lines of DECORATE code in my main projects that need converting; I've been working on it all week and I feel so good about getting on board with the new, proper way to do things. And to think, this is all only the beginning! I'm eagerly expecting big things down the road.
I have many tens of thousands of lines of DECORATE code in my main projects that need converting; I've been working on it all week and I feel so good about getting on board with the new, proper way to do things. And to think, this is all only the beginning! I'm eagerly expecting big things down the road.
- Kinsie
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Re: HELP WANTED: ZScript
No, I've just had enough devbuild-induced trauma for one year.Major Cooke wrote:Or they all think ZScript is a passing fad because some folks saw the super early commits and thought it was a joke. Judging by the cover... As usual.
That, and I still haven't a clue what this is capable of due to the lack of documentation, so I'm gonna wait until this matures a little before diving in head-first.
- Graf Zahl
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Re: HELP WANTED: ZScript
You do not need to dive in. What's most important right now is to ensure that DECORATE code still compiles and works. And if people just 'wait' they'll be struck with it when it's too late.
- Kinsie
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Re: HELP WANTED: ZScript
Well, I grabbed the test build and ran ReDoom, Reelism X3.1, Samsara 0.3666 and the latest Git build of MetaDoom through it, and while I didn't check too in-depth (a map or two farting around), the game started and nothing seemed out-of-place. So gross-ass old DECORATE code seems to work fine.Graf Zahl wrote:You do not need to dive in. What's most important right now is to ensure that DECORATE code still compiles and works. And if people just 'wait' they'll be struck with it when it's too late.