ZScript Documentation (2021 Redux!)

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Player701 wrote:
Marrub wrote:Thanks, rewrote the description. Apparently I wrote the description before I knew what PClass was, so now it actually tells you properly what it does.
Thank you too. A minor correction, though: right now it is not required to mark the returned value as transient, though I wish it were. Apparently, it is not that easy to implement because it's difficult to tell what objects are supposed to be serialized (and would thus need to enforce this rule) and what aren't. I would definitely recommend marking these fields transient, though - makes the code easier to understand.
The document refers to what the user must do to not cause erroneous behaviour, so the current wording is correct.
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Updated existing documentation for 3.7.0 including the new flagdef keyword, finished documentation for TexMan, State and Font, and documented Screen.DrawTexture & Screen.VirtualToRealCoords. I also have split the files so as to make it easier to read.
User avatar
Major Cooke
Posts: 8095
Joined: Sun Jan 28, 2007 3:55 pm

Re: ZScript Language Documentation (WIP)

Post by Major Cooke »

Masterful stuff man. This is exceptionally handy. Well done!
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Major Cooke wrote:Masterful stuff man. This is exceptionally handy. Well done!
Thanks. If there's anything you need documented feel free to suggest or make a pull request.
User avatar
Major Cooke
Posts: 8095
Joined: Sun Jan 28, 2007 3:55 pm

Re: ZScript Language Documentation (WIP)

Post by Major Cooke »

Dynamic Arrays: Whenever changing the size of one, it's important to immediately initialize anything new, unless it was Push()'d. I just tested it: trying to check the new stuff after doing a Reserve crashes GZDoom. Best to record the old size and, after the array grows bigger, fill it with default values - in particular, object arrays with nulls. Otherwise GZDoom looks into an empty container and just dies.

Perhaps that should be added as a warning on the dynamic array page?
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Major Cooke wrote:Dynamic Arrays: Whenever changing the size of one, it's important to immediately initialize anything new, unless it was Push()'d. I just tested it: trying to check the new stuff after doing a Reserve crashes GZDoom. Best to record the old size and, after the array grows bigger, fill it with default values - in particular, object arrays with nulls. Otherwise GZDoom looks into an empty container and just dies.

Perhaps that should be added as a warning on the dynamic array page?
I've expanded the description to clarify how it works more exactly.
User avatar
Major Cooke
Posts: 8095
Joined: Sun Jan 28, 2007 3:55 pm

Re: ZScript Language Documentation (WIP)

Post by Major Cooke »

Documentation wrote:Adds amount new empty-constructed objects at the end of the array, increasing Size and calling Grow if necessary. Value types are initialized to zero and reference types to null.
If you do a reserve on an object array in ZScript and then try null checking inside it without manual initialization, it will crash. Might be something to do with a difference between an internal null and ZScript null?

Whatever the case, it must be manually initialized or it will kill the game.
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Major Cooke wrote:
Documentation wrote:Adds amount new empty-constructed objects at the end of the array, increasing Size and calling Grow if necessary. Value types are initialized to zero and reference types to null.
If you do a reserve on an object array in ZScript and then try null checking inside it without manual initialization, it will crash. Might be something to do with a difference between an internal null and ZScript null?

Whatever the case, it must be manually initialized or it will kill the game.
This sounds like an engine bug, which shouldn't be documented. I suggest reporting it. (If it isn't a bug, I'll add clarification.)
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: ZScript Language Documentation (WIP)

Post by Josko »

So still not finished eh? You still working on it? ^^
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Josko wrote:So still not finished eh? You still working on it? ^^
Not at the moment, I have other projects taking priority, and lots of real-life stuff going on.
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: ZScript Language Documentation (WIP)

Post by Josko »

Alright, understandable :)

But how far on is this documentation? How much " Complete " is it? :P
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Josko wrote:Alright, understandable :)

But how far on is this documentation? How much " Complete " is it? :P
It depends on what you need it for. Some parts of the documentation are very complete, whereas others are quite lacking and ridden with to-do markers.
User avatar
Marrub
 
 
Posts: 1167
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZScript Language Documentation (WIP)

Post by Marrub »

Something's coming! I'm working on a 2.0 version of the documentation, which I'll release When It's Done. The language documentation has been updated, making it easier to read and more concise. The API documentation has been expanded and made far easier to read and maintain. Additionally, it also is planned to document the supported data formats and other DSLs like MAPINFO, as well as the ACS VM and ACS language. I will hopefully be able to release this within the next few months but I can't promise anything. As usual, development updates will occasionally be posted in my Discord channel, in-between me being obsessive over music.
User avatar
Major Cooke
Posts: 8095
Joined: Sun Jan 28, 2007 3:55 pm

Re: ZScript Language Documentation (WIP)

Post by Major Cooke »

Now that is going to make things a ton easier to work with. :mrgreen:
DyNaM1k
Posts: 4
Joined: Sat Aug 25, 2018 2:24 am
Graphics Processor: Intel (Modern GZDoom)

Re: ZScript Language Documentation (WIP)

Post by DyNaM1k »

That's some very exciting news indeed.

Return to “Scripting”