Strife VE Support sans OpenGL Bits

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Fishytza
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Re: Strife VE Support sans OpenGL Bits

Post by Fishytza »

Bit of a dumb question, but I need to get this off my chest.

How much am I allowed to emulate/reverse-engineer (with ACS) SVE specific behavior?
For example, would something like when you steal the chalice, the Governor puts you back in the interrogation room and spawns more acolytes around the town be off-limits?

Aside from not wanting a lawsuit on my ass, I would hate having to do a lot of work only to scrap it later because it's a big no-no
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Re: Strife VE Support sans OpenGL Bits

Post by Gez »

FishyClockwork wrote:Bit of a dumb question, but I need to get this off my chest.

How much am I allowed to emulate/reverse-engineer (with ACS) SVE specific behavior?
For example, would something like when you steal the chalice, the Governor puts you back in the interrogation room and spawns more acolytes around the town be off-limits?

Aside from not wanting a lawsuit on my ass, I would hate having to do a lot of work only to scrap it later because it's a big no-no
How much of the modified behavior is hardcoded, and how much is performed by changes to the map's dialog scripts? If you look at SVE.wad you'll see the entire maps are in there.

For any level behavior change that is hardcoded in the engine, the best bet would be simply to contact Quasar and ask him about it. As long as you contact him first I don't think he'll object to ZDoom getting the game logic needed to play SVE maps as they are intended. I'm not even sure ZDoom would actually need to borrow code directly, but I haven't looked at the game logic differences between Choco Strife and SVE.
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Fishytza
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Re: Strife VE Support sans OpenGL Bits

Post by Fishytza »

Gez wrote:How much of the modified behavior is hardcoded, and how much is performed by changes to the map's dialog scripts?
I don't think the modified dialogue scripts do anything special aside from the new NPC in Factory: Forge who gives you a new token which opens tag 225.

The Governor-dead-end change is not because of changes to SCRIPT02, but rather it's modified behavior of the alarm token (ZDoom's "RaiseAlarm" actor). If it detects you're on MAP02 and talking to the governor (it checks his thing type) and the "classic mode" setting isn't set, then the new behavior happens, otherwise the alarm sounds off.
Gez wrote:the best bet would be simply to contact Quasar and ask him about it.
I'm not sure how often Quasar frequents these forums (if he ever frequents them), since I haven't seen any posts made by him.
Would he notice if I sent a PM, or do I have to make an account on doomworld?
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Re: Strife VE Support sans OpenGL Bits

Post by wildweasel »

FishyClockwork wrote:I'm not sure how often Quasar frequents these forums (if he ever frequents them), since I haven't seen any posts made by him.
Would he notice if I sent a PM, or do I have to make an account on doomworld?
Would probably be wiser to contact him on Doomworld.
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