ZDoom Wiki Thread

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

Re: ZDoom Wiki Thread

Postby Redneckerz » Mon Dec 09, 2019 4:03 pm

Gez wrote:I made a page for GrbZDoom. I think the custom player class implementation is all that got from the post-Community Build releases into the mainline, but if there's more, feel free to investigate and document.

Well, there you have it. I was to post exactly that :) using the ZDoom Community Build page as a basis, but you took all the fun out of it. :lol: just kidding.

I will do some additional maintenance, but yeah, like ZDuke, its more historically significant than anything else, but ill give it some testing. Thanks for putting up the page!

EDIT: Maintenance/additional info done on Grubber user page, Source Port and ZDoom Community Build pages for reference/clarity sakes.
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Re: ZDoom Wiki Thread

Postby Gez » Mon Dec 09, 2019 4:59 pm

Redneckerz wrote:EDIT: Maintenance/additional info done on Grubber user page

I might be a bit old-fashioned, but I consider user pages aren't articles, and should only be touched by people other than the users they belong to when absolutely necessary.
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Re: ZDoom Wiki Thread

Postby Redneckerz » Tue Dec 10, 2019 2:14 pm

Gez wrote:
Redneckerz wrote:EDIT: Maintenance/additional info done on Grubber user page

I might be a bit old-fashioned, but I consider user pages aren't articles, and should only be touched by people other than the users they belong to when absolutely necessary.

Duly noted. I looked at the page history prior and saw Grubber's last edit was 15 years ago, so i considered it unlikely that he would add this himself. And i am sure he wouldn't mind.

Still, valuable advice, because i should not have assumed its okay to make an edit.

Speaking of edits i missed one on another page, so ill add it later tonight.
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Re: ZDoom Wiki Thread

Postby Redneckerz » Mon Dec 16, 2019 4:30 pm

Considering this topic is about discussing all activity on the Wiki, i may aswell use it for such :lol:

Recently ive announced the H.A/R.M project to document the missing links and stepping stones related to Doom. Globally ive reached out to a few already and given a lot of useful feedback and information that will be incorporated in the future. In general, these will be an enrichment to the informational resources available on both ZDoom and the DoomWiki, for the community and by the community.

Update:
- I have edited the Caverns of Darkness article to reflect the new source code release. I say new, as Joel Murdoch simply reuploaded the source code in May, but through research, i came across a May 4th, 2002 source code release that is now defunct by Christopher Lutz. Considering it was on a Doomworld page and likely not visited that much back then, i assume most of the community missed it and it was considered lost.

This little historical traceback has been added to the ZDoom article, aswell as a pending change to the DoomWiki.

Lastly, i have asked Joel to upload the source to /idgames, something that was promised in July, but which he may have forgotten. If this occurs, ill add in another edit to reflect this change.

EDIT 2: Joel responded that he will do this soon.
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Re: ZDoom Wiki Thread

Postby Cacodemon345 » Wed Dec 25, 2019 2:36 am

Descriptions for Truncate and Remove are still missing in the ZScript String page.

From my experience, Remove removes the remlen amount of strings starting from index, while Truncate reduces the string to newlen lengths.
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Re: ZDoom Wiki Thread

Postby Rachael » Tue Dec 31, 2019 10:26 am

The format of defcvars is fairly straightforward, for anyone who wants to write wikified documentation about it. I have not mastered markdown nor wiki standards, so that's why I'm writing the documentation here.

The first line must always be the game's config LastRun version (currently 219), and then followed by the CVars and their settings in the style of a console file (similar to defbinds or keyconf).

Each line after the version uses this simple syntax:
Code: Select allExpand view
[set] var "value"


It is preferred to use the word 'set' in front of every line, but that is optional. Var is the cvar being changed, and "value" is its intended default value.

defcvars can only exist in an iwad/ipk3, and was added yesterday in commit '2b05bfed689209aa988faa520446a9ed3cee89d6'

Any attempt to set a cvar that does not exist will currently cause the parse to error out. The reason for the "version" directive is to allow migration of old and removed cvars to avoid this causing problems in the future with older mods.

An example defcvars:
Code: Select allExpand view
version 219
set freelook "true"
set vid_rendermode "0"
set name "Space Zombie"
set color "00 00 a0"


A program that can assist in creating this lump will be updated in this thread.

Hope this helps.
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