ZDoom Wiki Thread
Re: ZDoom Wiki Thread
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.
This could be confusing to beginners. As it did when I first started using ACS.
Re: ZDoom Wiki Thread
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.
- Graf Zahl
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Re: ZDoom Wiki Thread
Let's delete that stuff. I had the same thoughts and I think it should goGez wrote:Re: http://zdoom.org/w/index.php?title=Clas ... on=history
- 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!
- 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.
Re: ZDoom Wiki Thread
I guess that's true,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.
Well, It did confuse me when I first started using ACS.
Re: ZDoom Wiki Thread
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.
Re: ZDoom Wiki Thread
Agreed. Merged the content into the existing article and changed the new one into a redirect since the name is close enough.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.
- Zhs2
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Re: ZDoom Wiki Thread
Well, I finally got around to doing it, so rejoice all of you people who download the wiki to view it offline!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.
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.

Same link: http://zhs2.randomnetirc.org/zdoomwiki.7z
Re: ZDoom Wiki Thread
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
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.
Re: ZDoom Wiki Thread
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.
Also, I'll leave to you the duty of updating the [wiki]SBARINFO[/wiki] article with the {{svn|2069}} features.
Re: ZDoom Wiki Thread
It seems that as well as being a MAPINFO section, GAMEINFO is also now a lump:
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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- 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.
Re: ZDoom Wiki Thread
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.
Same deal with this. It does need to be documented, but I'm not sure about the syntax.
- Graf Zahl
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Re: ZDoom Wiki Thread
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.
A state definition can look like this:
The light must be defined in GLDEFS, as before.
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.
Actually quite simple:- 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.
A state definition can look like this:
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TROO B 2 A_Chase Light("ImpLight")
Re: ZDoom Wiki Thread
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?)Graf Zahl wrote:It currently supports 2 keys:
Re: ZDoom Wiki Thread
Hmmm, this:Graf Zahl wrote:LOAD = xxx, xxx, xxx ...
Code: Select all
LOAD = test1.wad, test2.wad
Code: Select all
Script error, "GAMEINFO" line 1:
Expected '=' but got '.' instead.
Code: Select all
LOAD = test1.wad
LOAD = test2.wad
and
Code: Select all
LOAD = "test1.wad, test2.wad"
Should that be the case?