[Feature Request/idea?] DLL Plugins

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Xaser
 
 
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Post by Xaser »

Actually, I was just saying no to the idea of the DLL plugins. I honestly have no clue what you're talking about here. Just pretend my previous post doesn't exist.

Sorry for the confusion.
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Apothem
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Post by Apothem »

Xaser wrote:Actually, I was just saying no to the idea of the DLL plugins. I honestly have no clue what you're talking about here. Just pretend my previous post doesn't exist.

Sorry for the confusion.
I was about to post 'wtf is he talking about', but then you had to go out and ruin my fun :P
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Graf Zahl
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Post by Graf Zahl »

Apothem wrote:darn, but then how do the acs scripts work when saved to a map? Would it be possible to save a behavior lump seperate from a map inside a wad to be run on each level? I gotta know so i can rethink this=P
Yes, that would be possible but it must be implemented. Still, ACS is fundamentally unsuitable to handle serious monster coding.
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Xaser
 
 
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Post by Xaser »

Apothem wrote:I was about to post 'wtf is he talking about'
Well, you still did, anyway. :P

Also: Titled. :P
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Apothem
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Post by Apothem »

Graf Zahl wrote: serious monster coding.
Monsters as in game monsters, or monster as in scary/holy-shit-i-need-to-code-that?!?
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Raziel Anarki
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Post by Raziel Anarki »

Graf Zahl wrote:Yes, that would be possible but it must be implemented. Still, ACS is fundamentally unsuitable to handle serious monster coding.
ACS could handle this, but it needs a lot of work from randy (or anyone wishing to do that), as Vavoom's VavoomC compiler is based on the ACC compiler (correct me if i'm wrong, but early vcc sources looked very similar to acc sources, and i think the "base" of the compiler hasn't changed since), altough the implementation of VavoomC VM looks similar to Quake 1's QuakeC VM

(for those who do not know what is a VM: it is a _v_irtual _m_achine, and it executes the compiled script code)

on a side note: I have been thinking lately about combining zdoom, zdaemon, zdoomgl and vavoomc :D but i'm not very skilled in c/c++ programming to do that. Any volunteers? :D :D
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Graf Zahl
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Post by Graf Zahl »

VavoomC may be based on ACS but it is so far enhanced that it isn't the same anymore. As you said, a lot of enhancements would be necessary for ACS to be able to handle monster coding, e.g. some handling of structures and even more importantly some type checking.
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Apothem
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Post by Apothem »

I'm not even saying monster coding, hell we got decorate. I'm just saying, even with the small stuff we got, we can still do something with it. And eventually, as randy adds more functions, we will be able to do more. Just like with the maps, this is just gonna be a bunch of tricks with the stuff we have right now. I'm just sayin, implement it now, so when we do have a shitload more kickass functions and stuff, we can use them universally through out any level we wish. So, instead of the engine reading the behavior from a map, it will be in it's own lump.
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