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[WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 11:50 am
by Ryan Cordell
Tower of Babel is a fork of GZDoom, which allows some features that have been declined for fear of modder abuse, also serving as a test bed for new features that may get included in the parent port at some point in the future.
Spoiler: Planned features for a future revision of ToB
Several things to note about Tower of Babel before use:
  • The source does not idiotproof things such as changing the radius and height of an actor, nor the gun sprite's offset. That issue is to be dealt with the modder.
  • The port introduces new ACS features, which involves modifying zdefs.acs.
Spoiler: In ZDefs.acs, include under #define APROP_Stamina:
Spoiler: Hellser's compiled list of features in ToB
Binaries: http://the-tower-of-babel.googlecode.com/svn/
Source: http://the-tower-of-babel.googlecode.com/svn/trunk/

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 12:23 pm
by NeuralStunner
:wub:

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 12:32 pm
by DOOMERO-21
A_SetHeight(int height)

i really need this........

also you can add a_setpainchance?

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:10 pm
by Ryan Cordell
[Added] A_SetPainChance. :P

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:26 pm
by printz
Have you actually tried to submit this code to the ZDoom team?

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:31 pm
by Ryan Cordell
There's a reason it's a fork. It'd be auto-no'd on sight. This way, there's at least a chance more flexibility will see the light of day.
GunOffset was already no'd due to something about bobbing being "too dynamic", Radius and Height changes were no'd due to conflict over on what should happen if the actor gets stuck (which is why I leave it to the modders)..

So yeah.

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:35 pm
by Nash
Ryan, do you have any confidence in adding code pointers and/or ACS functions that mess around with 3-d models' roll?

Image

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:36 pm
by Ryan Cordell
.. Not at fricking all. XP;

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:40 pm
by Ghastly
Ryan Cordell wrote:There's a reason it's a fork. It'd be auto-no'd on sight.
Might be a good testing ground to prove that some of these things can actually work.
Radius and Height changes were no'd due to conflict over on what should happen if the actor gets stuck
I agree that that kind of thing should actually be left to modders to solve. It's like saying "I don't think I should implement A_Jump because someone may miscount how many frames to jump." Radius would be trickier to work with, but A_SetHeight could easily be checked, for example, for crouching monsters.

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:43 pm
by Nash
Now I can't decide if I want to use official GZDoom or RCDoom. D:

XD

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:51 pm
by DOOMERO-21
Ryan Cordell wrote:[Added] A_SetPainChance. :P
thanks a lot!

like this please:
Spoiler:

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 3:52 pm
by Ghastly
Nash wrote:RCDoom.
/me controls Doom remotely.

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 4:05 pm
by Nash
I have another suggestion: an ACS version of archivecvar, so that modders can setup their own cvars (useful for high scores, new game+ modes, etc)

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 4:22 pm
by CommanderZ
Nash wrote:I have another suggestion: an ACS version of archivecvar, so that modders can setup their own cvars (useful for high scores, new game+ modes, etc)
You can write CVars in ZDoom? In Skulltag you can use ConsoleCommand for both settting and archiving CVars. You have to pay some attention what is set and saved where though (server vs. client).

Re: [WIP] GZDoom - Tower of Babel

Posted: Wed Jun 15, 2011 4:41 pm
by NeuralStunner
Ghastly_dragon wrote:Might be a good testing ground to prove that some of these things can actually work.
Kind of like a consolidated community build, yeah. I just hope it doesn't become a secondary dumping ground for things that really are useless. (Example)
Ghastly_dragon wrote:I agree that that kind of thing should actually be left to modders to solve.
Quite so. As long as it's not actually crashing the game, or wiping user options, it's really not going to hurt anything.
CommanderZ wrote:In Skulltag you can use ConsoleCommand for both settting and archiving CVars.
That's another interesting point. I still don't understand why that function is completely denied, when you can blacklist commands by default and whitelist the ones that are okay to use. One can already put UnbindAll into an alias then bind a key to it.