[WIP] GZDoom - Tower of Babel

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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Wed Jun 29, 2011 4:59 pm

FDARI wrote:If the actual data on type-specific damage is stored per class and not per actor, modifying it per actor is not feasible.
IIRC that's the case.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Wed Jun 29, 2011 6:38 pm

Nash:
If you are comfortable with making a new function for it, go ahead. Otherwise you could probably hijack the ActorProperty functions in ACS.


The only problem with bobbing right now is the limiter property. It determines how narrow or wide the weapon bobbing can be. Trouble is, using it has side effects, since the weapon slides left and right if the value is non-zero (AKA default).
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Thu Jun 30, 2011 3:24 am

Question is, does it make sense to add model yaw, pitch and roll as actor properties? They're only being used for models and nothing else...
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Thu Jun 30, 2011 5:05 am

Well, perhaps you wanted to change a particular actor's rotation? Or a group? And if they all have models? XP
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Re: [WIP] GZDoom - Tower of Babel

Postby disposable_username2 » Fri Jul 01, 2011 5:03 am

Is the source available? Just asking.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Fri Jul 01, 2011 9:17 pm

Afraid not. The thought hadn't really crossed my mind.. Hm.
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Re: [WIP] GZDoom - Tower of Babel

Postby disposable_username2 » Sat Jul 02, 2011 2:23 pm

Ryan Cordell wrote:Afraid not. The thought hadn't really crossed my mind.. Hm.

So what you think about it now?
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Re: [WIP] GZDoom - Tower of Babel

Postby Gez » Sat Jul 02, 2011 2:27 pm

The licenses for several part of GZDoom require that the source be available. They include the OPL emulator, the FraggleScript code, and the OpenGL renderer.

Just sayin'.
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sat Jul 02, 2011 4:00 pm

I'm sure it wouldn't be too hard to zip up the source folder and upload it on request.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 02, 2011 4:11 pm

Or better yet, setup a code repository just like ZDoom! You're already on Google Code, aren't you?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sat Jul 02, 2011 11:35 pm

Alright, dangit, I get it, I'll have to release the source. But not yet at least. I'd like to get some features out of the way before I'll even consider uploading it as well as the executable.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sun Jul 03, 2011 2:58 am

Don't forget to compile a release version. :D
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jul 03, 2011 3:01 am

Already done that. Should be in that SVN link.

.. Which brings me to the realization that I forgot to work on that puff randomizing deal before this release. Oh well.
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Re: [WIP] GZDoom - Tower of Babel

Postby disposable_username2 » Sun Jul 03, 2011 2:59 pm

Ryan Cordell wrote:But not yet at least. I'd like to get some features out of the way before I'll even consider uploading it as well as the executable.

Ancient excuse used by closed source developers. Either the list of tasks which need to be done before source release perpetually expands or some items from it never get done. I personally don't want another skulltag.
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sun Jul 03, 2011 5:58 pm

disposable_username2 wrote:Ancient excuse used by closed source developers.
It's not an "excuse" for anything. He has no intention of deliberately keeping it closed source. :|
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