[WIP] GZDoom - Tower of Babel

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Re: [WIP] GZDoom - Tower of Babel

Postby Shadelight » Wed Jun 15, 2011 9:36 pm

Too awesome :D
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Re: [WIP] GZDoom - Tower of Babel

Postby printz » Thu Jun 16, 2011 10:58 am

Ryan Cordell wrote: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.

You did well, basically you created a little port competition with this. Give it more advertising and it will work. I'm not sure if Graf Zahl will be very happy about this but anyway :) I wonder if they'll add these features into their port anyway, so as to make your port useless heheheh. Either way, we would thank you.

Are you synchronizing the incoming GZDoom updates into your port so it's up to date?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Thu Jun 16, 2011 12:54 pm

Well, yes. It might take quite a bit of work, but I'll try. Unfortunately, I realized it'll be a lot more work to sync it up with ZDoom.
I can just wait until GZD updates anyway.
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Re: [WIP] GZDoom - Tower of Babel

Postby Xtyfe » Thu Jun 16, 2011 6:15 pm

This is clearly going to out do ZDoom and GZDoom, Let the battle begin.

EDIT: Would like to request A_SetSpeed since we already have Height, Radius and Mass
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Re: [WIP] GZDoom - Tower of Babel

Postby Nightfall » Thu Jun 16, 2011 6:34 pm

Xtyfe wrote:Would like to request A_SetSpeed since we already have Height, Radius and Mass

Can't that already be set through SetActorProperty?
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Re: [WIP] GZDoom - Tower of Babel

Postby Xtyfe » Thu Jun 16, 2011 6:43 pm

I mean through decorate.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sat Jun 18, 2011 5:27 pm

A_SetProperty is now in progress, allowing to change the values of a lot of actor properties via decorate now. Health, radius and height are supported thus far.

A_SetPainChance cannot use Damagetypes, nor can A_SetDamageFactor, sadly, since from what I've heard, it'd really murder ZDoom (something about tables).
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Re: [WIP] GZDoom - Tower of Babel

Postby DOOMERO-21 » Sat Jun 18, 2011 6:03 pm

Ryan Cordell wrote:A_SetProperty is now in progress, allowing to change the values of a lot of actor properties via decorate now. Health, radius and height are supported thus far.

A_SetPainChance cannot use Damagetypes, nor can A_SetDamageFactor, sadly, since from what I've heard, it'd really murder ZDoom (something about tables).


=(
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jun 18, 2011 9:04 pm

Can there be an ACS equivilent to A_SetProperty?
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Re: [WIP] GZDoom - Tower of Babel

Postby XutaWoo » Sat Jun 18, 2011 11:16 pm

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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sun Jun 19, 2011 7:39 am

I mean with all of the extended variables that hasn't been exposed yet.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jun 19, 2011 9:46 am

There'll be plans, maybe.

As of the time of writing, A_SetProperty supports these following properties:
  • Health
  • Radius
  • Height
  • Speed
  • Damage
  • Gravity
  • MinMissileChance
  • MeleeRange
  • MaxTargetRange
  • MeleeThreshold
  • PushFactor
  • MaxDropOffHeight
  • MaxStepHeight
  • FloatSpeed
  • ReactionTime
  • PainChance (sans damagetype)
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Re: [WIP] GZDoom - Tower of Babel

Postby DOOMERO-21 » Sun Jun 19, 2011 2:28 pm

great! i want my umk3 for your gzdoom!!
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Re: [WIP] GZDoom - Tower of Babel

Postby Hellser » Sun Jun 19, 2011 5:28 pm

Maybe we should call this BZDooM? (Babel ZDooM)

Outside of that, can't wait to get a hand on your copy so I can try some of the things out.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jun 26, 2011 8:32 pm

Has anybody seen my marbles?

I must've dropped them at the Tower of Babel.

If certain properties don't work well, then I'll have to split A_SetProperty into various types (A_SetPropertyInt, etc.).
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