Wall portals
Moderator: GZDoom Developers
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Re: Wall portals
You should probably consider trying to merge zdoom's master code as monsters were affected recently, so when and if you do go into that code, you'll be up to date.
Though honestly, it sounds like it'll just be easier spawning a new branch and moving the changes over there instead.
Though honestly, it sounds like it'll just be easier spawning a new branch and moving the changes over there instead.
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Re: Wall portals
Monsters change doesn't sound like something that would collide with my changes, so it might be fairly easy to merge.
Although, for the same reason, I guess it isn't that important until I start working with monsters. I mean, why should I bother with updating my branch to whatever there is if it can be done anytime.
+ I don't want to spend half of my time that's dedicated to portals just to merge the stuff with the master branch.
Given that I still am not going to code this actively, and have like 4 other projects that I'm returning to time to time, so basically every time I return I'd have to do a complex merge. IMO its easier to first make a working code, and only then synchronize it with the master.
Although, for the same reason, I guess it isn't that important until I start working with monsters. I mean, why should I bother with updating my branch to whatever there is if it can be done anytime.
+ I don't want to spend half of my time that's dedicated to portals just to merge the stuff with the master branch.
Given that I still am not going to code this actively, and have like 4 other projects that I'm returning to time to time, so basically every time I return I'd have to do a complex merge. IMO its easier to first make a working code, and only then synchronize it with the master.
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Re: Wall portals
Except for the big DUMB update. That and a few other updates will need you to sort through a big load of merge conflicts.ZZYZX wrote:fairly easy to merge
But otherwise, fair enough.
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Re: Wall portals
How and why would the DUMB update cause merge conflicts? He's not touching DUMB code...
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Re: Wall portals
I'm saying when I had updated my repository I had a ton of merge conflicts and I was pulling from rheit/master and rebasing it too. The DUMB update just happened to be one of them.
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Re: Wall portals
This is awesome and has been a necessary feature for ZDoom for years. Fantastic job, dude.
Spoiler:
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Re: Wall portals
Where?Major Cooke wrote:And a video!
Found it... this is sick O_o
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Re: Wall portals
Yeah, it's awesome! Oh man, I think this'll be like the scripting branch is for coders, only this is for mappers. I'm not that good of a mapper but I can still come up with some good designs with this.
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Re: Wall portals
The question is, when will this be added to the main branch?
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Re: Wall portals
Only if a) the submitter declares it ready and b) a careful review shows the code doesn't cause any serious future problems
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Re: Wall portals
And there is a whole lot of things on the front page ZZYZX has to go through.
(I'd be willing to wager it gets in before doomscript though. I know he's busy and all, but he's made quite some headway recently so who knows.)
(I'd be willing to wager it gets in before doomscript though. I know he's busy and all, but he's made quite some headway recently so who knows.)
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Re: Wall portals
That's quite unlikely, actually. AI understanding portals would require a pretty major rewrite of at least their sight checking routines. It's going to be a long time before that gets finished.
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Re: Wall portals
Hmm, yeah, I see now. That does change everything.
Who knows, such features randi has chipped in before. He might do it after the scripting branch is merged, or maybe even before. (Don't hold your breath, ZZYZX.)
Who knows, such features randi has chipped in before. He might do it after the scripting branch is merged, or maybe even before. (Don't hold your breath, ZZYZX.)
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Re: Wall portals
This is amazing. Just... wow.
Antichamber clones, anybody?
Antichamber clones, anybody?