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Posted: Fri Aug 17, 2007 8:20 pm
by Gez
What about something like a browser's useragent? A string constant that is equal to the name of the port, and a floating point constant for the version number.

Then mods could use script with pseudocode such as

Code: Select all

if (SOURCEPORTNAME == "GZDoom" && SOURCEPORTVERSION >= 1.024)
{
   print_relevant_message_or_do_other_relevant_stuff;
}
elseif // ZDoom
{
   print_relevant_message_or_do_other_relevant_stuff;
}
elseif // Skulltag
{
   print_relevant_message_or_do_other_relevant_stuff;
}
else
{
  crash;
}


Of course, something like that may already exist, I don't know. If so, what was the point of the feature request?

Posted: Mon Aug 20, 2007 7:08 pm
by rivecoder
The version and engine name should already be in version.h as constants. The simplest route would be to detect this information and feed it to ACS. This might also be backwards-compatible.

This avoids the problem of actually detecting each unsupported feature and gives the map author freedom as to what to do - exit map, warp to alternate area, etc.

Posted: Mon Aug 20, 2007 7:19 pm
by TheDarkArchon
Except ACS doesn't do dynamic strings.

Posted: Tue Aug 21, 2007 6:54 pm
by rivecoder
Oh, right. Forgive my ACS ignorance, it's been a while.

Posted: Tue Aug 21, 2007 7:03 pm
by Risen
I see this has already been [No]'d, but even being able to check what ZDoom version is running would be helpful.

Posted: Tue Aug 21, 2007 9:38 pm
by randi
I think something like the Mac's Gestalt Manager would be far more useful than a version check. Then you could query for the specific features you're interested in without making the fallacy that features unique to one port will always be unique to it.

Posted: Wed Aug 22, 2007 6:24 am
by Risen
A better option for sure, but the time involved in developing it sounds much more extensive, and the benefit is really for lazy people who don't read the docs. I wasn't sure any of the coders would want to put in that much effort.

Posted: Sat Aug 25, 2007 6:55 pm
by Macil
A simple solution to 3d floors and someone running in zdoom - in an unavoidable area near the beginning, make a 3d floor 1 unit above the normal floor that looks just like it. And set a sector action for player hits floor to start a script telling the user to play in gzdoom in opengl.

EDIT: Portal didn't use 3d floors... I think I would've noticed them by now when I worked on adding in multiple portal guns for online?

Posted: Mon Aug 27, 2007 9:48 am
by HotWax
Agent ME wrote:EDIT: Portal didn't use 3d floors... I think I would've noticed them by now when I worked on adding in multiple portal guns for online?
Not the original demo map, no, but the one that is in development right now does.