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Code features and support


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 Post subject: Re: Code features and support
PostPosted: 17 Jun 2012, 00:08 
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Gez wrote:
It's Zandronum's job to be compatible with ZDoom mods; not the other way around.

Exactly that!


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 Post subject: Re: Code features and support
PostPosted: 17 Jun 2012, 09:49 
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By the way @Xaser + @Apothem - Have you two already talked about the final implementation of the code and making it work at the end of Phase 2 and the beginning of Phase 3?


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 Post subject: Re: Code features and support
PostPosted: 18 Jun 2012, 22:52 
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Avernus wrote:
Do you guys consider releasing a skull-- zandronum compatibility patch ? From the looks of the posts it seems unlikely, but I'd like to ask anyway.

Base functionality of everything that im making on the acs end of things is going to be ZND compatible from the start. Technically the only things that wont work will be the weapons. Will the source get released? Maybe, maybe not. It really depends on the circumstances. I am not done with the documentation of the SDK, and I still am missing about 2 modules for blackfire before I can release the toolkit.

As a hilarious side note, technically this base code should work with Zdaemon as well. Only thing I'm unsure of is if you can display graphics etc via hudmessages.

Tormentor667 wrote:
By the way @Xaser + @Apothem - Have you two already talked about the final implementation of the code and making it work at the end of Phase 2 and the beginning of Phase 3?


I havent really had the chance as of late. Either I've been asleep while everyone else is awake, or Xaser and/or I have been busy. Technically the keypad fully works, but the input display is off by a '0'. Essentially I'm doing some funky math to make it display because lolnostringsinacs. However, you can set the combo and the checks for if you put the right code in do work.

I'll do a base write up document for implementing an objective into a map. Perhaps I'll do a youtube video as well in the process. It's really not that complicated. A simple 3-5 minute youtube video will cover setup, me adding an objective, and play testing it.

The objectives system will only take about 1 or 2 lines to use actively in a map. I will also be writing a base example as something to follow as well.

Right now I'm more concerned about where the project is at (as I havent really been paying much attention to the action), and if there is anything else extra I need to code right now.


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 Post subject: Re: Code features and support
PostPosted: 18 Jun 2012, 23:09 
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Apothem wrote:
Base functionality of everything that im making on the acs end of things is going to be ZND compatible from the start.

Named scripts would be safer and more legible, though.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Code features and support
PostPosted: 19 Jun 2012, 13:42 
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Imp  Imp
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Gez wrote:
Apothem wrote:
Base functionality of everything that im making on the acs end of things is going to be ZND compatible from the start.

Named scripts would be safer and more legible, though.


I used #defines to replace all the script numbers with names so it'd be legible anyway. I'm pretty sure you could ditch the defines and just replace the acs_executealways with a namedexecute or something like that. Sadly, I'm not really inclined to do so, just simply because a large majority of the scripts in question wont even be interacted with directly. Most of what makes this stuff work is just a bunch of background stuff. The only thing the end user really interacts with will be the functions provided.


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 Post subject: Re: Code features and support
PostPosted: 20 Jun 2012, 18:12 
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Just make sure this gets implemented before Phase 3, otherwise things are going to get quite complicated.


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