Enforcing settings on your doom modification

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Gez
 
 
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Re: Enforcing settings on your doom modification

Post by Gez »

Nash wrote:There's a whitelist system behind ST's ConsoleCommand(), it's not like anyone can do anything dirty with it if they wanted to. :roll:
Changing my jumping CVARs would be one thing I consider dirty.
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Graf Zahl
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Re: Enforcing settings on your doom modification

Post by Graf Zahl »

Good thing I don't use Skulltag... :mrgreen:
I hate mapping features that allow modders to play dirty so I'm dead set against ever adding them.
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CommanderZ
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Re: Enforcing settings on your doom modification

Post by CommanderZ »

You people must really hate games where modders are allowed to create and load actual executable binaries (DLLs specifically) :P

I remember my modding attempts for Civilization IV. I didn't even bother learning Python or whatever scripting language was used for higher-level modding environment. I always went straight for C++ :)

Odd that I don't recall there being any malicious mods (though that of course doesn't mean there weren't any) - and you could create actual malware with that system. Nor do I remember there being any purposefully harmful mods mods for Skulltag (Ooo, wiping game settings, so evil :twisted: ).
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Re: Enforcing settings on your doom modification

Post by NeuralStunner »

InsanityBringer wrote: believe ZDoom already does this. Use [wiki]A_SetCrosshair[/wiki] to do it. There's also a crosshairforce cvar which makes your crosshair setting override whatever the weapon wants.
This is a nice function, really - If I'm making a scoped weapon (such as a sniper rifle) which includes its own reticle, the normal crosshair makes it look rather odd. I add in a blank image to crosshair 99 and set the weapon to that whenever the scope is active. (A little tracking between the weapon's modes is all that is needed, thanks to it being weapon-specific like Zoom Factor. :) )
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