[WIP] GZDoom - Tower of Babel

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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jul 03, 2011 11:54 pm

disposable_username2 wrote:
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.


Tough. That's my schedule, the source is out, it's updated, now stop bitching about it and be happy.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 09, 2011 12:07 am

Suggestion:

Something to enforce auto-aim. Useful for hitscans that aren't meant to be weapons. For those who are worried enough, then a user overwrite option would suffice (but mod's settings would be top priority).

As to how? I'm not sure. MAPINFO? GAMEINFO? Settable per-weapon/projectile/puff?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sat Jul 09, 2011 1:55 am

Ehm.. I doubt it. I dislike auto-aim and I don't really think I could see myself supporting it. Sorry. :(

Also, I'll have to recompile and reupload the source once more due to all the changes. Not before I fix the mysterious crash that happens at some points though. Something to do with monsters.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 09, 2011 4:09 am

You misunderstand me haha, what I really meant was, something to enforce turning off auto-aim (my example clearly states that). You yourself dislike auto-aim, all the more reason there should be a forced "no auto-aim" so your mod doesn't mess up. ;)
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Re: [WIP] GZDoom - Tower of Babel

Postby Gez » Sat Jul 09, 2011 4:13 am

How about WEAPON.NOAUTOAIM then? Or is that too old to be cool and it needs to be implemented anew in a different way? :p
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 09, 2011 4:19 am

I never knew of that. Does it work on non-weapons?

(If you must know, it's not a weapon - I spawn the hitscan via a forced UseInventory every tic. I'm using it for various line-of-sight/collision checks, for example, this)
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 09, 2011 4:26 am

It doesn't work with my case, since, as I've said, I'm not spawning my hitscans from weapons. Trying to apply the flag to the item (which was inherited from ArtiEgg) spits out an error on startup. Tried applying it on the puff, still no go.

It's obvious that it won't work anyway, just by seeing the NAME of the flag alone.

So ummm... Ryan. +INVENTORY.NOAUTOAIM I guess? XD Should be easier right?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sat Jul 09, 2011 4:36 am

Is the spawning done via A_FireBullets or what have you? I'll think about some kind of flag for the function, see if it has any code for autoaiming at all in there.
Otherwise.. this'll be interesting.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sat Jul 09, 2011 4:39 am

Yeah, they are spawned from the inventory item via A_FireBullets. If you're going to fix that, you should do one for A_FireCustomMissile as well.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Thu Jul 28, 2011 7:23 am

Tower of Babel is on bit of a hold at the moment. Due to a lightning strike, my laptop and tower were effectively killed. However, hopefully I can get the new RAM and CPU in soon so I can reassemble it and have it be even.. pimpier.

So until then, um.. Stuff.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Thu Jul 28, 2011 8:15 am

Did you lose your source files!??!?
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Re: [WIP] GZDoom - Tower of Babel

Postby InsanityBringer » Thu Jul 28, 2011 9:11 am

I bet he did!!! Even though lightning strikes don't seem to often take out hard drives! :P

(when I suffered the strike last year, none of my data was lost despite half of my network being down for a week or two)
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Re: [WIP] GZDoom - Tower of Babel

Postby FDARI » Thu Jul 28, 2011 9:46 am

Is there any plan for sharing features with (g)ZDoom? Things like no-autoaim options may be equally relevant to both engines, and you'll probably want to keep your work up to date with useful zdoom features as well. If the engines provide independent (and fundamentally different) solutions, it may be hard to synchronise mutually applicable features in the future.

I have no idea how you organise your code, but one thought would be to direct most babel-specific source to separate files, and submit to (g)zdoom any changes made to core/shared features (like A_Fire this and that). Minimise differences in files that exist in both projects.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Thu Jul 28, 2011 11:16 am

I think the reason why ToB even exists in the first place is because Graf does NOT want any of this stuff in the official versions... :P
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Thu Jul 28, 2011 2:03 pm

Image

I suppose "get well soon" would be sort of applicable here.
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