
[WIP] PyDoom! GZDoom with Python scripting
Re: [WIP] PyDoom! GZDoom with Python scripting
This looks incredibly exciting, I can't wait to see where it goes. Keep it up! 

Re: [WIP] PyDoom! GZDoom with Python scripting
Does this mean you can make genetic algorithms on actors in PyDoom? Interesting, especially if those genes belong to living creatures (evil demons) in-universe.cq75 wrote:hm... very interesting, especially being able to create new actors in-game.
Re: [WIP] PyDoom! GZDoom with Python scripting
So what different things i could get help with this that i can´t do with acs?
EX:Can i createa mod menu like doom 3 menu? Can i apply some effects like shaders? can do the engine looks like doom 3 engine only with a mod that modify for some time the game?
EX:Can i createa mod menu like doom 3 menu? Can i apply some effects like shaders? can do the engine looks like doom 3 engine only with a mod that modify for some time the game?
- Tapwave
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Re: [WIP] PyDoom! GZDoom with Python scripting
I think you're asking a wee bit too much, but i think the fact that you can EDIT ACTORS IN REAL-TIME IS amazing.
Re: [WIP] PyDoom! GZDoom with Python scripting
why too much? if it can do all the things that you do in python, i hope i can doo all the python things in doom =p
Now need a slade 4 with zdoom inside
Now need a slade 4 with zdoom inside
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Re: [WIP] PyDoom! GZDoom with Python scripting
Oh wow, so could one change an actors radius and height on the fly? 

Re: [WIP] PyDoom! GZDoom with Python scripting
If you have a group of actors with identical classes, can you modify the properties of only one, and he becomes a derived class, whose kin can be multiplied (spawned) from that point on?
Re: [WIP] PyDoom! GZDoom with Python scripting
So, example: could i put some lighting/shader system like a mod? (like the doom 3 mods that could modify the engine adding new things)
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Re: [WIP] PyDoom! GZDoom with Python scripting
I'm pretty sure this is all actor-related stuff. Allowing modifications to the renderer could probably cause simple mistakes to lead to whole system crashes.ibm5155 wrote:So, example: could i put some lighting/shader system like a mod? (like the doom 3 mods that could modify the engine adding new things)
Re: [WIP] PyDoom! GZDoom with Python scripting
Updated. On GitHub now. GonnaGoBackToCodingNowBYE.
Yeah, sorry about the sudden abandoning of the project. A lot going on that actually made me genuinely forget about it! But I've picked it up again.
Unfortunately a lot has changed in (G)ZDoom since the last iteration which set me back a lot, so I'm kinda starting over again, but it shouldn't take too long to get basic stuff working as before. Since GZDoom has a GitHub, I've taken advantage of this and made my own project a fork so that I can use Git/Hub's features, mainly being able to pull commits from upstream which will let me keep files up to date without having to manually sort through stuff when things change (unless there's a catastrophic code collision of course, but nothing I can't deal with one step at a time). So for the most part I'll try and keep things up to date where I can, but as stated before, no guarantees.
Other things I don't guarantee: Compatibility with regular (G)ZDoom. I'm already thinking about messing with the Decorate parser, since I intend to be able to write action functions as Python functions, but the problem is that the current system would be total hell to expand upon so I MAY wind up re-implementing some/most/all of it, but if I do it will probably not be compatible with existing mods due to language-related changes. Just throwing the warning out there ahead of time.
[url=irc://irc.esper.net/#PyDoom]#PyDoom[/url] is reopened by the way.
Yeah, sorry about the sudden abandoning of the project. A lot going on that actually made me genuinely forget about it! But I've picked it up again.
Unfortunately a lot has changed in (G)ZDoom since the last iteration which set me back a lot, so I'm kinda starting over again, but it shouldn't take too long to get basic stuff working as before. Since GZDoom has a GitHub, I've taken advantage of this and made my own project a fork so that I can use Git/Hub's features, mainly being able to pull commits from upstream which will let me keep files up to date without having to manually sort through stuff when things change (unless there's a catastrophic code collision of course, but nothing I can't deal with one step at a time). So for the most part I'll try and keep things up to date where I can, but as stated before, no guarantees.
Other things I don't guarantee: Compatibility with regular (G)ZDoom. I'm already thinking about messing with the Decorate parser, since I intend to be able to write action functions as Python functions, but the problem is that the current system would be total hell to expand upon so I MAY wind up re-implementing some/most/all of it, but if I do it will probably not be compatible with existing mods due to language-related changes. Just throwing the warning out there ahead of time.
[url=irc://irc.esper.net/#PyDoom]#PyDoom[/url] is reopened by the way.
- The Zombie Killer
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Re: [WIP] PyDoom! GZDoom with Python scripting
Great to hear that this is back on track. Will there be a way to change the ticrate?
-TZK
-TZK
- MetroidJunkie
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Re: [WIP] PyDoom! GZDoom with Python scripting
Blender also runs off of Python Scripting so maybe this could be used to bring functions of Blender over.
- wildweasel
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Re: [WIP] PyDoom! GZDoom with Python scripting
Hey, uh, just out of curiosity, what scripts were you planning on porting over?MetroidJunkie wrote:Blender also runs off of Python Scripting so maybe this could be used to bring functions of Blender over.
- Minigunner
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Re: [WIP] PyDoom! GZDoom with Python scripting
Even if you could, wouldn't it cause timing issues?The Zombie Killer wrote:Great to hear that this is back on track. Will there be a way to change the ticrate?
-TZK
-MG
- MetroidJunkie
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Re: [WIP] PyDoom! GZDoom with Python scripting
Well, I really don't know anything about python scripting myself, I was just shooting the possibility. Of course, Blender has many functions involving 3D models such as shader effects that would be useful in GZDoom. Of course, that would rely on the community being interested in such a thing, which doesn't seem to be the case.wildweasel wrote: Hey, uh, just out of curiosity, what scripts were you planning on porting over?