For the record, no, DoomScript (the name Randy came up with) was not dreamed up by some random forumer. It was in a news update posted to the ZDoom site by Randy. Randy was also the one to later elaborate on how it might work, and my personal assumptions about it have been based around what he said. In particular, he noted that it would work similar to UnrealScript. Well, if you want to see how
that works, go
here. Just from skimming that document, I can tell you for sure what I've assumed all along -- UnrealScript performs the exact same functions, more or less, as Quake 3's QVM. Here's an excerpt:
The Unreal Virtual Machine consists of several components: The server, the client, the rendering engine, and the engine support code.
The Unreal server controls all gameplay and interaction between players and actors. In a single-player game, both the Unreal client and the Unreal server are run on the same machine; in an Internet game, there is a dedicated server running on one machine; all players connect to this machine and are clients.
All gameplay takes place inside a "level", a self-contained environment containing geometry and actors. Though UnrealServer may be capable of running more than one level simultaneously, each level operates independently, and are shielded from each other: actors cannot travel between levels, and actors on one level cannot communicate with actors on another level.
Each actor in a map can either be under player control (there can be many players in a network game) or under script control. When an actor is under script control, its script completely defines how the actor moves and interacts with other actors.
Quake 3's QVM works in exactly the same way -- by providing source code for both the server and client that can then be modified on either end of the connection to create differences in gameplay, or new games entirely. Because 100% of the game code is in the QVM's, modders have been able to do little things like dramatically increase the refire rate of all the weapons (that particular modification takes only a few minutes to implement -- the time it takes to compile the files will likely be longer than the time it took you to edit the source) to designing completely new games like TrueCombat or Weapons Factory Arena.
So, no, I at least am not just dreaming up a whimsical fantasy language that will solve world hunger and carry us up to a higher plane of existance. I'm not saying DoomScript will be out tomorrow, next year, or before the river Styx becomes a skating pond, as that's up to Randy. But I *do* know something of what he's shooting for if he ever actually gets it done.
BTW, I think it's really ironic how this thread is bouncing around between "No, let's NOT wait for DoomScript, I want the feature NOW!" and "If only Randy would get all the bugs fixed in the current version so we could have a final release, maybe he could actually get DoomScript done." Um, guys. Why the hell do you think the release has been delayed for so long? Features, features, features, features, features, features, features. Every fucking time you turn around in these forums, somebody has asked for a new feature. Somebody wants a fix to make their craptastic map made in 1994 to work properly, even though it was designed by an idiot. Someone else wants to be able to make monsters grow and shrink on demand. A third person wants crouching. If Randy were to stop what he's doing every time somebody came up with a new feature for him to implement, he'd never get
anywhere.
I said awhile back that Randy needs to concentrate on fixing the outstanding bugs so he can get the 2.1.0 release out the door, and for the most part that's what he's doing. For me, WFDS might as well mean "Wait for 2.1.0." You'll all eventually get the freedom you want, but if you keep demanding that features get put in
right now then 2.1.0 and DoomScript will never see the light of day.
That is all.
[EDIT]Oh, by the way:
http://forum.zdoom.org/viewtopic.php?t= ... doomscript[/EDIT]