[Won't fix] Bug in TC osiris.wad "fountain of ammo"
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- Killo Zapit
- Posts: 292
- Joined: Wed Jul 16, 2003 9:26 pm
- Location: Most likely sleeping.
I guess I might as well ask this now as this thing is getting started. I don't really care that much, but I have always wondered if something like this ever got off the ground if it would allow defining translations on the new actors, just so people wouldn't need to make whole new sprites for some new kind of imp or something. Just something to think about later I guess. Probably not worth it actually.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Killo Zapit wrote:I guess I might as well ask this now as this thing is getting started. I don't really care that much, but I have always wondered if something like this ever got off the ground if it would allow defining translations on the new actors, just so people wouldn't need to make whole new sprites for some new kind of imp or something. Just something to think about later I guess. Probably not worth it actually.
It's more an issue of altering how the translations are stored internally. The current implementation of translations doesn't support the addition of arbitrary translations to the internal table. So for the time being you have to stick with ACS to do this. I don't know if it's worth the effort to reprogram this stuff for a very minor convenience issue because with very little additional work during editing you can already achieve the desired effect.
- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
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Mmmmm... this is all interesting stuff and it's just arose that maybe Zdoom should be more than just Randy? I'ts all obveously up to Randy, but Graf Zhal and GameArena seem to know a lot of useful things to help Randy along the way, plus if there are more heads working on this then:
1) Things will progress faster,
2) Randy will have a little less to worry about
3) Maybe those two could become moderators?
4) Zdoom will really start tro take off
.
At this stage I'm beginning to wish that I could program, then i'd probably be more of an help rather than and inderhance
.
Altogether though, this is really exciting stuff... plus, it would be really nice when this is final so people wiull be playing the later Zdoom on DC rather than 1.22...
Disclaimer: Graf and Arena are just the first two that have done something to Zdoom... as far as I know. Maybe there could be more (or less)... but in the end it is up to Randy as this is His project... On a side note I think I'm gonna learn to program... know any good tutorial sites? That would be most apreciared... I'd love to work on LADooM
... r would RBJDooM sound better? Oh, by the way LADooM would be based on the final Zdoom 2.1.0 when it's done and the most stable version of Jdoom at the time... then I'll add loads of my own stuff... but that's just a dream as I can't program... yet 

1) Things will progress faster,
2) Randy will have a little less to worry about
3) Maybe those two could become moderators?
4) Zdoom will really start tro take off

At this stage I'm beginning to wish that I could program, then i'd probably be more of an help rather than and inderhance

Altogether though, this is really exciting stuff... plus, it would be really nice when this is final so people wiull be playing the later Zdoom on DC rather than 1.22...

Disclaimer: Graf and Arena are just the first two that have done something to Zdoom... as far as I know. Maybe there could be more (or less)... but in the end it is up to Randy as this is His project... On a side note I think I'm gonna learn to program... know any good tutorial sites? That would be most apreciared... I'd love to work on LADooM



- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Lexus Alyus wrote:Oh, by the way LADooM would be based on the final Zdoom 2.1.0 when it's done and the most stable version of Jdoom at the time... then I'll add loads of my own stuff... but that's just a dream as I can't program... yet[/size]
Good luck combining those sources.

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Nanami wrote:GameArena is an all right coder, but like Carnevil he has a lot of ideas that require changing the way Doom works, which I do NOT want to see in ZDoom.
Graf seems to be okay with just submitting things to Randy occasionally, and I think that's the best method.
I'll let Randy decide. I'm not interested either in radically altering the way Doom works but I do have some ideas for improvements for mappers. Much of this would require extensive generalization throughout the code.
(The one thing I'd like to see most is to be able to place Heretic/Hexen stuff directly in a Doom map without the need for scripts and SpawnSpot.)
Some of the more elabotate stuff in my actor definition code can't be easily ported to ZDoom because it interferes with ZDoom's strict C++-class-based model. In an environment where an actor is just a collection of data it normally meant if I found some hard coded reference that it was sufficient to replace it with a new flag. In ZDoom it's not that easy in many cases. For example, I can't get pickup items to work because it would require some (unfortunately not so minor) adjustments elsewhere which I am not willing to do.