Some suggestions?

Moderator: Graf Zahl

User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Eriance wrote:...basically a large resource wad...I've asked my friend to add in some functions for me using the Gzdoom source code.
And I will have to disagree here. There's only one more step to including ACS in a wad than there is with DECORATE, and that is compiling it. And besides, if you are making a resource wad, what good is it in using some obscure version of GZDoom to run it? That would seem very counter intuitive to me. Very few of your requests seem like they would warrent anything more than some DECORATE/ACS combos.
User avatar
Eriance
Posts: 150
Joined: Wed Mar 29, 2006 19:36
Location: Everywhere and nowhere
Contact:

Post by Eriance »

I dont see what the problem is with adding the the new decorate commands. I always thought that Graf hate having limited functions within a port. These will not only increase the amount of freedom a mod maker gets, but most probably incrase Gzdoom's popularity. Most people CANT acs and will only move to other ports that have more functions than Zdoom doom based ports, like EDGE. Also, i dont see how it's a bad idea having adding a few functions instead of having people copy and paste a script for evermod they want to see. Seems a bit inefficient to me. Be much easier to have the stuff already written within the port itself then having to copy a bunch of lines from a ACS script and edit it for every weapon you want to use that effect. As far as I know, You can set parameters that effect the ACS script directly. Having some parameters edit an already impletement effect seems much easier, efficient, and less tedious.
NecroMage
Posts: 58
Joined: Sun Sep 11, 2005 20:31
Location: nj
Contact:

Post by NecroMage »

Well, if you take the time to learn how to use acs then you will learn that for the most part its very flexible. If you do the scripts as a library then you only need to recompile the library once and all you would need is an #import directive in your individual map's scripts so you don't have the copy and pasting of scripts. The best part about it is that a) you can somewhat use the built-in acs functions and b) it will be useable in almost all versions of (g)zdoom.
Locked

Return to “Closed Feature Suggestions”