ZDoom Wiki Thread

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: ZDoom Wiki Thread

Postby NeuralStunner » Sun Jul 07, 2019 3:57 pm

A_CountDown is provided for Strife support. It calls ExplodeMissile, which does internal handling for missile impacts. It does not kill monsters. (There's much more to that than simply jumping to the Death state.)

In essence, if you use this on anything that's not a missile, you get undefined behavior. More succinctly: Don't do that.
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7 64-bit

Re: ZDoom Wiki Thread

Postby Void Weaver » Sun Jul 07, 2019 4:43 pm

NeuralStunner wrote:It does not kill monsters. (There's much more to that than simply jumping to the Death state.)
Yep, you right. And while it really works glitchy (without call A_Die or DamageThing(0) for ex.) on monsters, but it perfectly fit for killing non-interactive actors which are non-missiles at the same time. Btw, turning bSkullFly as false also gives a some hints about function real working area. ;)
Anyway function will successfully send an actor to its Death state while haven't bother about nature of actor. So description is still wrong: it can be used on actor of any type.

Looks that still nobody care about obviously wrong A_CheckBlock description, funny.
User avatar
Void Weaver
Keeper of the Diablo bestiary storage Also amateur DECORATE-spaghetti weaver ಠ_ಠ
 
Joined: 18 Dec 2014

Re: ZDoom Wiki Thread

Postby Blue Shadow » Mon Jul 08, 2019 4:00 am

Updated A_Countdown. Is it better now?
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZDoom Wiki Thread

Postby Void Weaver » Mon Jul 08, 2019 6:15 am

Yep, it's better now. ) But would be much better if you specify that "destroy" in this case means forced jump into caller's Death state.

So, there is need to fix _CBlock and Random2[]() descriptions too.
User avatar
Void Weaver
Keeper of the Diablo bestiary storage Also amateur DECORATE-spaghetti weaver ಠ_ಠ
 
Joined: 18 Dec 2014

Re: ZDoom Wiki Thread

Postby InsanityBringer » Mon Jul 08, 2019 11:25 am

but the description for random2 is exactly what graf said it is....?

okay the random(0, mask) - random(0, mask) bit is misleading, but its otherwise accurate
User avatar
InsanityBringer
 
Joined: 05 Jul 2007
Location: opening the forbidden box
Discord: InsanityBringer#9908

Re: ZDoom Wiki Thread

Postby Blue Shadow » Mon Jul 08, 2019 11:59 pm

Corrected the equivalent formula of random2() and added info on SetRandomSeed() based on Graf's post here.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZDoom Wiki Thread

Postby Blue Shadow » Wed Jul 10, 2019 2:31 am

A_CheckBlock updated. I didn't copy the example as is, but I added all the state sequences which jump back to the See state sequence. This is so that the redefined See state sequence is jumped to instead of the original actor class's.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZDoom Wiki Thread

Postby Enjay » Sat Jul 20, 2019 8:34 am

I was just browsing the wiki and I noticed...

Image

It's still using Graf's old avatar as a GZDoom-only symbol. I'm pretty sure I remember Graf saying that it was never his intention to associate that avatar with the program, clearly the image is someone else's IP anyway (who you gonna call?) and it simply won't make sense to anyone who doesn't know the origin of the image.

Shouldn't the Wiki be using the current GZDoom icon or something?
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: ZDoom Wiki Thread

Postby Gez » Sat Jul 20, 2019 10:21 am

Probably, but I believe at this point it might be more appropriate to simply remove the "GZDoom-only" thing entirely.
Gez
 
 
 
Joined: 06 Jul 2007

Re: ZDoom Wiki Thread

Postby Blue Shadow » Fri Aug 16, 2019 9:34 am

I'll put this here too, just in case it goes unnoticed: the prefix feature for custom actor properties can't be used in user code. So the info about it either needs to be reworded as not to give the impression that the feature is usable in user code, or removed entirely.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZDoom Wiki Thread

Postby Rachael » Fri Aug 16, 2019 10:18 am

In my opinion it would be better to still document GZDoom's internal stuff but mark it as such - the source code is open to all, and it would suck if useful information about it is removed just because it can't be used by someone who won't work with it. The wiki is still a valuable resource for developers as well as end-users - so at worst, it should be stowed away where it can be searched up by someone looking for that info. (Besides, just because it isn't useful to end-users now does not mean it never will be)
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

Re: ZDoom Wiki Thread

Postby Blue Shadow » Sat Aug 17, 2019 10:15 am

Okay. I left it in and added a note. Thanks for the feedback, Rachael.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZDoom Wiki Thread

Postby m8f » Sun Aug 18, 2019 8:18 am

May I request the update on the wiki page https://zdoom.org/wiki/CVARs:Display?
There is a description of vid_renderer variable.
1. Is it replaced by vid_rendermode now (which is undocumented at the moment)?
2. Probably changing it doesn't require engine restart anymore.
User avatar
m8f
the dreamer
 
 
 
Joined: 29 Dec 2017
Discord: m8f#0629
Github ID: mmaulwurff

Previous

Return to General

Who is online

Users browsing this forum: No registered users and 6 guests