The "How do I..." Thread

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TheUnbeholden
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Re: The "How do I..." Thread

Post by TheUnbeholden »

edward850 wrote:Do not mix the deprecated KEYCONF with other weapon slot assignment methods!
Thats impossible because tons of old mods use it. Its unreasonable to ask every old wad to be changed. Weapon.SlotNumber should never be getting overwritten

http://www.zdoom.org/wiki/Weapon_slots

"This allows modders to add new weapons without completely redoing the player's arsenal. This method is to be favored when creating "weapon resource" mods as they are the easiest to merge in a project."

I thought this was supposed to be the best way, its says right there that its the best method since it adds a slot number without redoing the slots and no mention of KEYCONF being a problem. How do I get it to work then?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Player.WeaponSlot or Weapon.SlotNumber are the intended standards now. The former for class specific assignment, the latter for global generic assignment.
KEYCONF will override all possible assignments due to it being designed pre-weapon customization. It was built for a system that had no comprehension of weapons outside of what the engine defined.
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TheUnbeholden
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Re: The "How do I..." Thread

Post by TheUnbeholden »

edward850 wrote:Player.WeaponSlot or Weapon.SlotNumber are the intended standards now. The former for class specific assignment, the latter for global generic assignment.
KEYCONF will override all possible assignments due to it being designed pre-weapon customization. It was built for a system that had no comprehension of weapons outside of what the engine defined.
Nevermind, I managed to get it to work with addslotdefault, but I have to load it after any older wads that use KEYCONF setslot. I remember someone said that was also a outdated method, I guess it isn't :D Experimentation FTW
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

KEYCONF is the outdated method. What part of "deprecated" did you not understand, there?
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TheUnbeholden
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Re: The "How do I..." Thread

Post by TheUnbeholden »

edward850 wrote:KEYCONF is the outdated method. What part of "deprecated" did you not understand, there?
Yeah but it works with other KEYCONF's. Thats what I was after. What part of that do you not understand?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

I understand completely. You can do whatever you like outside the range of support. It ultimately means that if something about your mod breaks, we can just ignore it as you're knowingly doing something deprecated.
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TheUnbeholden
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Re: The "How do I..." Thread

Post by TheUnbeholden »

edward850 wrote:I understand completely. You can do whatever you like outside the range of support. It ultimately means that if something about your mod breaks, we can just ignore it as you're knowingly doing something deprecated.
What? Compatibility with older mods should be maintained atleast as a secondary priority. You don't want thousands of older wads to suddenly stop working as an example. So that the evil of KEYCONF can atleast be partially overcome. Rather than pretending it doesn't exist.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Old mods are permanently supported, yes. Your mod isn't old, though.
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TheUnbeholden
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Re: The "How do I..." Thread

Post by TheUnbeholden »

edward850 wrote:Old mods are permanently supported, yes. Your mod isn't old, though.
Yeah but its a selection of new and old weapons that should be able to work as 'foolproof' as possible. I'd prefer not to outright tell people to not use older wads. Rather just tell people to load them first, newer weapon mods last if they insist on that route.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

You can keep arguing it, but that doesn't change it from being deprecated. We cannot accept any new features or bug reports for it, so if something you do breaks, all we can and will is shrug our shoulders. Kludging functionality to make things apparently work for both old and new mods isn't going to be as foolproof or future proof as you think it is.

Also mods, namely unrelated ones, aren't really intended to be stacked as you can't really predict what they change. Trying to support "everything" is an impossible task.
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Jekyll Grim Payne
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

DoomKrakken wrote:How so? Actors with the +GHOST flag can be hit by projectiles, but aren't affected by hitscans, by default.
First, letting hitscan attacks pass has nothing to do with +GHOST. ALL actors let hitscan attacks pass unless they have +SHOOTABLE flag.

Second, actors with +GHOST flag allow passing actors with +THRUGHOST flag. Which by default only applies to projectiles (and just recently puff compatibility was added). Again, it has nothing to do with histcans. Also, +GHOST has no effect at all unless it's hit by a projectile with +THUGHOST. And it will block histscans if it has +SHOOTABLE, it won't if it hasn't, regardless of GHOST setting.

The only function of +GHOST flag is to make actors that cannot be hit by certain projectiles, while their solidness, ability to block histcans, etc. are regulated by other flags and properties.

What I need is an actor that can be hit by projectiles and cannot be hit by histancs (which, for your information, is achieved by simple +SOLID flag) but can also be destroyed by the projectiles and/or their explosions (which cannot be achieved by +SOLID because so far it seems to me than the only destructible actors can be created via +SHOOTABLE flag).

EDIT:

I found the answer myself. That is +VULNERABLE flag.
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

I see now. I read it wrong. My bad...
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Graf Zahl
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Re: The "How do I..." Thread

Post by Graf Zahl »

TheUnbeholden wrote:So that the evil of KEYCONF can atleast be partially overcome. Rather than pretending it doesn't exist.

The only way that Evil can be overcome is if people STOP USING it! Every new mod that tries to outsmart this Evil, is only adding to the Evil!

The simple fact here is that it can't integrate into a sane system. That's why something better has been defined and this feature been deprecated. In clear English that means: 'Whatever issue you have with it - unless it's a genuine bug, it won't get changed anymore.' - and more importantly: 'If you insist on using it despite all warnings, you are on your own.'
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

I'm having trouble where to find the GZDoom development suggestions thread... can someone help me?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

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