ZDoom Wiki Thread

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Mikk-
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Re: ZDoom Wiki Thread

Post by Mikk- »

I'd just like to point out the last example on this page, why does the delay use "int" instead of a value?
This could be confusing to beginners. As it did when I first started using ACS.
Gez
 
 
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Re: ZDoom Wiki Thread

Post by Gez »

It uses a variable, named inter_delay, which is of type int. This way, if you want to change the delay to something shorter or longer, you have only one line of code to change.
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Graf Zahl
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Re: ZDoom Wiki Thread

Post by Graf Zahl »

Gez wrote:Re: http://zdoom.org/w/index.php?title=Clas ... on=history
  1. In most cases, there is absolutely no reason not to use inheritance. You want an HereticImp in Doom? Just make something like Actor DoomGargoyle : HereticImp {} and there you go! (Or use a randomspawner to place directly the actual HereticImp.) You do not have to redefine the entire actor!
  2. The only case where not using it is justified is when trying to make a hybrid actor, since ZDoom does not handle multiple inheritance. In such a case, what is useful is to have the articles for the restricted functions tell you how to replicate them with normal functions; a full copy of the original actor is not helpful and not needed. Can't use A_ImpDeath? Then look what A_ImpDeath does, and imitate it.
Let's delete that stuff. I had the same thoughts and I think it should go
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Mikk-
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Re: ZDoom Wiki Thread

Post by Mikk- »

Gez wrote:It uses a variable, named inter_delay, which is of type int. This way, if you want to change the delay to something shorter or longer, you have only one line of code to change.
I guess that's true,
Well, It did confuse me when I first started using ACS.
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Re: ZDoom Wiki Thread

Post by Gez »

Again, I don't see the point in [wiki=Installation]this[/wiki] given we already have [wiki=Installation and execution of ZDoom]that[/wiki]. It's just a redundant page. Anything that's new to this new page could have simply been added to the already existing article.
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HotWax
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Re: ZDoom Wiki Thread

Post by HotWax »

Gez wrote:Again, I don't see the point in [wiki=Installation]this[/wiki] given we already have [wiki=Installation and execution of ZDoom]that[/wiki]. It's just a redundant page. Anything that's new to this new page could have simply been added to the already existing article.
Agreed. Merged the content into the existing article and changed the new one into a redirect since the name is close enough.
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Re: ZDoom Wiki Thread

Post by Zhs2 »

Zhs2 wrote:Remind me to write up a cron job for the web server you're grabbing that off of to download the wiki and 7z it monthly.
Well, I finally got around to doing it, so rejoice all of you people who download the wiki to view it offline!

I've updated to the latest copy of the wiki today and, provided my host doesn't go down any time for any reason or another, it should do an update automatically every month, starting January, I think (not sure how cron does it. :P)

Same link: http://zhs2.randomnetirc.org/zdoomwiki.7z
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Re: ZDoom Wiki Thread

Post by Gez »

If somebody has the time and the motivation for it, it would be nice if articles could be created for [wiki=Category_talk:Cacoward_Winner]those mods[/wiki].
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Re: ZDoom Wiki Thread

Post by Blzut3 »

Shouldn't Freedoom and "Ultimate" Freedoom be moved to "Other Games" [wiki=IWAD]here[/wiki]? In addition Freedoom "demo" (freedoom1.wad), FreeDM (freedm.wad), and Blasphemer (blasphemer.wad or blasphem.wad) are also detected by ZDoom but not mentioned.
Gez
 
 
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Re: ZDoom Wiki Thread

Post by Gez »

Technically, Freedoom is Doom. There's no dehacked to alter the characteristics of the actors (contrarily to Harmony), and no DECORATE to create brand new actors (contrarily to Urban Brawl or Chex Quest 3).

Also, I'll leave to you the duty of updating the [wiki]SBARINFO[/wiki] article with the {{svn|2069}} features.
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Enjay
 
 
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Re: ZDoom Wiki Thread

Post by Enjay »

It seems that as well as being a MAPINFO section, GAMEINFO is also now a lump:

Code: Select all

- added initial support for a GAMEINFO lump in PWADs. When the game is started
  all files loaded with '-file' are scanned for this lump. This lump is read
  before any WAD initialization takes place, in particular the IWAD is not yet
  loaded at this time. This allows PWADs the option to specify an IWAD they 
  want to run with and optionally autoload external resource WADs.
Could/should a new page be started for this with information on syntax for the WAD loading etc (or perhaps it should still be documented as it currently is but with the file loading stuff added)?
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Re: ZDoom Wiki Thread

Post by Gez »

I have noticed that, but I haven't written anything because I'm not sure how it works exactly.

Same deal with this. It does need to be documented, but I'm not sure about the syntax.
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Re: ZDoom Wiki Thread

Post by Graf Zahl »

Gameinfo:

It currently supports 2 keys:

IWAD = xxx

and

LOAD = xxx, xxx, xxx ...


IWAD obviously specifies the IWAD to be loaded for this WAD and LOAD specifies a list of other WADs to be loaded along (like external resource packs etc.)

In other words: This lump contains only information that is needed before the game initializes.
- added: DECORATE now allows definitions of dynamic light attachments per state.
These are fully inheritable by subclasses unlike lights defined in GLDEFS.
The light itself still needs to defined the old way in GLDEFS though. It's only the
attachment that can now be done in DECORATE.
Actually quite simple:

A state definition can look like this:

Code: Select all

TROO B 2 A_Chase Light("ImpLight")
The light must be defined in GLDEFS, as before.
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Re: ZDoom Wiki Thread

Post by Enjay »

Graf Zahl wrote:It currently supports 2 keys:
So it's an entirely separate concept from the Gameinfo section in MAPINFO? (ie a GAMEINFO lump shares no syntax or keys with the MAPINFO section of the same name and vice versa?)
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Re: ZDoom Wiki Thread

Post by Enjay »

Graf Zahl wrote:LOAD = xxx, xxx, xxx ...
Hmmm, this:

Code: Select all

LOAD = test1.wad, test2.wad
gives me

Code: Select all

Script error, "GAMEINFO" line 1:
Expected '=' but got '.' instead.
but

Code: Select all

LOAD = test1.wad
LOAD = test2.wad
works

and

Code: Select all

LOAD = "test1.wad, test2.wad"
doesn't load anything.

Should that be the case?
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