ZZYZX wrote:Anyone knows what "meta" or "slow" is? I mean, I know what "fast" is, but "slow"?
printz wrote:Isn't GZDB pretty much feature-complete by now?
printz wrote:Isn't GZDB pretty much feature-complete by now?
// Hellbrary V2.0 by Glaice/Mr. Chris
map MAP18 "Hellbrary V2.0"
{
lightning
OutsideFog = "Gray"
OutsideFogDensity = "180"
titlepatch = "CWILV17"
next = "MAP19"
secretnext = "MAP19"
sky1 = "SKY2"
cluster = 7
par = 150
music = "$MUSIC_ROMERO"
}
boris wrote:printz wrote:Isn't GZDB pretty much feature-complete by now?
I don't see how an editor for an engine that's constantly enhanced can ever be feature complete. IIRC CodeImp regarded DB2 as feature complete, after all you can do pretty much everything in DB2 you can do in GZDB. Thanks to MaxED's great work it is just much much easier. In fact the leap between DB2 and GZDB feels like the leap from DB1 to DB2.
Glaice wrote:I get this while loading up my in-development map Hellbrary V2: MAPINFO error in "hellbra2.wad\MAPINFO:3", line 6. Failed to parse outsidefog value from string "gray".
MAPINFO error in "...\mapinfo.txt", line 81. Expected outsidefogdensity value, but got ""180"".
printz wrote:Two words: plug-ins. You are one who writes them. Stuff like ZSCRIPT sound like something which can be added via plug-ins.
ZZYZX wrote:printz wrote:Two words: plug-ins. You are one who writes them. Stuff like ZSCRIPT sound like something which can be added via plug-ins.
Actor loading code is (was, now a bit less) very deeply rooted into the DECORATE parser, up to having parser code inside the constructor of ActorStructure (it's an object used for storing ZDoom data for an actor) and that being a sealed class.
I honestly don't think it's possible to write another actor loading system that'd fire BEFORE the DECORATE parser and give actors to it, using plugins. On the other side maybe it is now, as I split the actor storage from actor parsing.
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