[Won't fix] Bug in TC osiris.wad "fountain of ammo"

Bugs that have been investigated and resolved somehow.

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Graf Zahl
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Post by Graf Zahl »

Enjay wrote: "doomscript is vaporware :P".


Something like EDF or DDF to create custom things (with access to all existing code pointers and some override functionality to shoot custom projectiles etc.) would be more than enough for 99% of all mappers. A fully featured scripting language might be actually overkill (though nice ;) ) because for most mappers it's as if they had to use C which they don't understand. The more complex its functionality the more likely it won't be used!
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Lexus Alyus
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Post by Lexus Alyus »

Yes... I think version 2 should be final. There is more than enough features in Zdoom as it is... we need a final release with all the stuff that is in the 1.22 zip (a bit of text on certain things, the usual stuff in a final version release...).

It's about time to finalise version 2 to start work on something far greater... although I get the impression that randy wants to get strife support at least semi-playable... but I'm sure he can use source from vavoom... that's good enough maybe?

Okay... I've said enough... I bet if randy disliked me before he probably just plain hates me now... so I'll go...

:twisted:
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Biff
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Post by Biff »

Graf Zahl wrote:Setting the code pointer in frame 696 to NULL will solve the problem.
Would you please state the exact text which needs to be added to the patch to do this? A few things I tried didn't work, for example:

Pointer 384 (Frame 696)
Codep Frame = NULL
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Graf Zahl
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Post by Graf Zahl »

It has to be done with BEX extensions. Put the following at the end of the file:

[CODEPTR]
FRAME 696 = null
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HotWax
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Post by HotWax »

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. :P

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]
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Lexus Alyus
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Post by Lexus Alyus »

Mmmm. I stand greatly corrected... what a surprise :-D.

What was this topic all about again?

Okay, I'll go now... very swiftly... sorry...

:twisted:
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Graf Zahl
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Post by Graf Zahl »

HotWax wrote: [EDIT]Oh, by the way:

http://forum.zdoom.org/viewtopic.php?t= ... doomscript[/EDIT]

July, 20th, 1999! That's 4 1/2 years...

Interesting article, by the way - and absolutely nothing in it has been done yet...
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Ultraviolet
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Post by Ultraviolet »

So DoomScript should be available by 1.19... :P
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HotWax
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Post by HotWax »

Hey, for all I know, Randy has completely dropped the idea of DoomScript and never wants to do anything like it. But until he says something to that effect, I'm assuming he's still planning on it sometime in the future. And yeah, Randy takes his time. How long has it been since he's promised a new non-beta version? But, Randy also gets no money from this, and he's done plenty of great things already, so I'm not about to complain. I would however love it if he got all the bugs he can fixed (the Vexing Bugs forum is brilliant. :)) and got 2.1.0 out and then started seriously thinking about shifting the code toward DoomScript support. But hey, in the end it's all up to Randy now isn't it. :P
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Lexus Alyus
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Post by Lexus Alyus »

Soooo, what does randy have to say? Come on, put us out of our misery :-). Maybe he's been a way for a while so he hasn't replied (or had time to)... remeber that Animé convention he went too... maybe he just hasn't been near his computer/zdoom for a while... real life? I dunno, but it sure would be nice to hear from him... or her... whatever...

:twisted:
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HotWax
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Post by HotWax »

His most recent post was 3 days ago. Give him a break, yo. :P
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randi
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Post by randi »

I am in bug-fixing mode right now, not new feature implementation mode, so who knows when or if the fabled DoomScript will ever see the light of day. I still think it would be nice, but I haven't done anything relating to it in the last four years aside from dabbling with writing a compiler for it (which was scrapped long ago). In the interim, I probably will try to do something DDF-like.

But today, I did finally get console.html almost finished after spending all day on it. All the latest commands and cvars are in there, some new sections were added, and bits were moved around. Hopefully I can get 2.1.0 out the door some time soon and get back to implementing new features.

After 2.1.0, the big thing I want to work on is renderer/engine improvements. I will probably go for using a hybrid Doom/Build map format internally for this, so I might also adapt the Build editor to work with it. I've also been thinking about how using a Build map format would make nice, clean 3D movement clipping possible without using the horrible hack job required to make it work with Doom's existing 2D movement clipping. I'm excited by the prospects for using a Build format internally, but if I don't do any work on it soon, that excitement will likely wane.

(Disclaimer: Unlike the way ZDoom uses the Hexen map format to replace the Doom map format, the Build format would exist as an alternative to the Doom and Hexen map formats. The engine will use either internally depending on the map, so existing maps will be totally unaffected by it. That will take some clever work, but it should be very possible.)

As for the original bug, I'm leaving it alone.
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HotWax
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Post by HotWax »

Thanks for the update, Randy.

Of course, all this really means is that instead of using WFDS, I now get to use WFSDDFL. :D
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Graf Zahl
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Post by Graf Zahl »

randy wrote:I am in bug-fixing mode right now, not new feature implementation mode, so who knows when or if the fabled DoomScript will ever see the light of day. I still think it would be nice, but I haven't done anything relating to it in the last four years aside from dabbling with writing a compiler for it (which was scrapped long ago). In the interim, I probably will try to do something DDF-like.

Here's an offer:

Last year I was messing a little with PrBoom and in that process I created a file format that allowed me to define actors in some script format. It was inspired by the way ZDoom defines its actors internally and looks like this (already updated for ZDoom's sound names):

Code: Select all

ACTOR ZombieMan 3004
{
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound grunt/sight
	AttackSound grunt/attack
	PainSound grunt/pain
	DeathSound grunt/death
	ActiveSound grunt/active
	Obituary "%o was killed by a zombieman."
	DropItem Clip
	States
	{
	Spawn:
		POSS AB 10 A_Look
		Loop
	See:
		POSS AABBCCDD 4 A_Chase
		Loop
	Missile:
		POSS E 10 A_FaceTarget
		POSS F 8 A_PosAttack
		POSS E 8
		Goto See
	Pain:
		POSS G 3
		POSS G 3 A_Pain
		Goto See
	Death:
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_Fall
		POSS K 5
		POSS L -1 A_Death
		Stop
	XDeath:
		POSS M 5
		POSS N 5 A_XScream
		POSS O 5 A_Fall
		POSS PQRST 5
		POSS U -1 A_Death
		Stop
	Raise:
		POSS K 5 A_XScream
		POSS JIH 5
		Goto See
	}
}


ACTOR DeadZombieMan : ZombieMan 18
{
	SKIP_SUPER
	Spawn Parent Death+4
}
If you are interested I can easily integrate this in the DECORATE parser in 1-2 days and give it to you.
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Risen
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Post by Risen »

(I'm interested. Is it possible to do something similar for weapons? Those two together would make me really happy...)

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