[Feature Request] FraggleScript support
Moderator: Graf Zahl
-
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
[Feature Request] FraggleScript support
It's been mentioned at ZDoom.org but could FraggleScript be implemented so no-one need bother with Legacy ever again?
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Is already planned. My biggest issue with it is the license. FS is GPL and ZDoom is incompatible with it so if anyone involved in its creation complains about it (however unlikely) I'd have to take that out again.
But be aware that it is a lot of work. The FS parser is rather hard coded to the way 'classic' Doom ports organize their data so I will have to rewrite significant portions of it.
But be aware that it is a lot of work. The FS parser is rather hard coded to the way 'classic' Doom ports organize their data so I will have to rewrite significant portions of it.
-
- Posts: 95
- Joined: Mon Aug 29, 2005 16:17
- Location: Nottingham, UK
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- Posts: 132
- Joined: Thu Sep 01, 2005 0:01
-
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
For those who are interested:
I got the parser running. Right now I can start scripts and properly save/restore levels with FS in them. But only the most basic commands work. Now comes the big task: Adjusting all the internal functions to ZDoom's way of doing things. Compared with this the rest was easy...
I got the parser running. Right now I can start scripts and properly save/restore levels with FS in them. But only the most basic commands work. Now comes the big task: Adjusting all the internal functions to ZDoom's way of doing things. Compared with this the rest was easy...

-
- Posts: 25
- Joined: Sun Sep 04, 2005 8:41
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
No. That error was just sloppy coding that was easily avoided because ZDoom uses a much better method to store the data that caused the crash.
If I remember correctly it was caused by not properly saving the spawn point information. Unlike Legacy which maintains this data in separate objects they are part of the actor structure in ZDoom itself so all the potential instability is removed.
If I remember correctly it was caused by not properly saving the spawn point information. Unlike Legacy which maintains this data in separate objects they are part of the actor structure in ZDoom itself so all the potential instability is removed.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- Posts: 170
- Joined: Sun Jul 24, 2005 23:05
- Location: Republic, MO