Gez wrote:
The ID24 idea with negative numbers is to reserve them for future new engine stuff (hack things and otherwise) so that the remaining 32112 spots left free in positive space are just for modders to use.
Ask any programmer if they like negative indices.
Gez wrote:
ZDoom's ACS can change music. Heck, FraggleScript can change music. Didn't stop MUSINFO from appearing.
I know that. That's why I specifically said Hexen ACS (referred to by some as ACS95)
I know that, but the idea is that why redo what already exists? If ZDoom is older, surely that means
SetMusic existed, right? If it didn't, I guess MUSINFO was just made for its time, before we advanced Doom modding to where it is today. MUSINFO hack things can't even be triggered by voodoo dolls, while all linedefs (including ACS ones) can. Just because Boom-compatible ports added MUSINFO doesn't mean it's a Boom feature or that it's required for Boom compatibility. All it means is that the same guys who made imps look like hashed browns made some weird music switching standard.
Gez wrote:
In fact, ZDoom is older than Boom. Initial release of ZDoom 1.11 (that version number followed Doom, since the source code release was number version 1.10) was on the 6th of March 1998. The initial release of Boom was on the 17th of April of the same year. Over a month later.
Really? Never knew that. Then why did the entire modding world pick Boom? (other than this forum)
The reason why they added negative indices is because they wanted to canonize a few monsters, and they couldn't find any unused slots in DEHACKED, since DSDHACKED means they all exist, so they added negative indices. Naturally, this happens to DoomEdNums too.
The thread is not even about MUSINFO anyway, I've just critiqued the standard (maybe too harshly), for too long, lol, and have no hate against the people behind it. There's no need to repeat MUSINFO, since we can do things in a better way now. Why have things to change the music, that take up DoomEdNums, and are worse anyway [voodoo dolls don't work], when we could just have made it a linedef from the beginning?
I know MUSINFO isn't going to change anytime soon (it's a finalized spec), but
maybe this semi-rant prevents a USNDINFO from doing the same thing.
Whoever does not study history, is doomed to repeat it (no doom pun intended) even then, the ID24 solution has intentional HOM effects, which aren't as bad as things that half work, and at least I can have as many songs as I want. The linedefs also allow me to play a song once, like the title screen.
Imagine if MBF's "Change Sky" linedef was a thing that changed the sky for the whole map until you hit another one. You'd have 4 sky hack things, and the 4th would be "default sky". We wouldn't have cool mapsets that use the sky change for cool purposes, it'd only hinder large maps from existing.
Anyways, maybe the "ThingSpawner" thing that Gez suggested somewhere on Doomworld should actually be added to ID24 (like that's ever going to happen), with a DoomEdNum of 13241, or something easy to remember like that. It would take an mobj name that it would spawn instead of itself. If no such argument is provided, it displays the Randi error icon.
Or maybe a linedef that teleports the player to 1 of any specified teleport destinations
TL;DR: Hack things bad when not needed, linedefs when needed good, de-numerating things good, some ideas that'll never get added by Bethesda.