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Zorro Unstoppable!
Joined: 12 Oct 2005 Location: Your Closet
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Posted: Sat Jul 08, 2006 1:22 am Post subject: Branching off of the ACS standards |
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The ACS language wasnt really designed for a networked environment and I think that if wee added a few features, the results would allow for some great scripts to be written. I mean, it's not like the Zdeamon project strives to be an exact replica of the most recent ZDoom anyway. I never opened up a single file of the ZDoom source, so I obviously dont know how exactly the ACS compiler and interpreter are implemented. Thus, I have little idea how difficult it would be to implement these ideas but here I go
Shared Variables: there should be the ability to crate a type of variable that remains consistant with all the clients. When client A updates shared variabe ALPHA, the variable gets updated in client B's client.
A way to differentiate between clients - TIDs arent really a solution like they are in a local game where you dont respawn. A fuction Client_GetID() would be good. where it returns a variable that doesnt change for the client, but is different for every client
Functions controlling aspects of the game added by Zdaemon: (such as Player_SetScore(client_id, amount), Player_GetScore(client_id) Player_GetTeam(client_id) Team_SetScore(MACRO_IDENTIFYING_TEAM), Team_GetScore(MACRO_IDENTIFYING_TEAM) Team_ReturnFlag(MACRO_IDENTIFYING_TEAM) ect.
it would open many doors (perhaps polyobject ones) in ACS scripting |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Thu Jul 20, 2006 9:52 pm Post subject: Re: Branching off of the ACS standards |
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Zorro wrote: | The ACS language wasnt really designed for a networked environment and I think that if wee added a few features, the results would allow for some great scripts to be written. I mean, it's not like the Zdeamon project strives to be an exact replica of the most recent ZDoom anyway. I never opened up a single file of the ZDoom source, so I obviously dont know how exactly the ACS compiler and interpreter are implemented. Thus, I have little idea how difficult it would be to implement these ideas but here I go
Functions controlling aspects of the game added by Zdaemon: (such as Player_SetScore(client_id, amount), Player_GetScore(client_id) Player_GetTeam(client_id) Team_SetScore(MACRO_IDENTIFYING_TEAM), Team_GetScore(MACRO_IDENTIFYING_TEAM) Team_ReturnFlag(MACRO_IDENTIFYING_TEAM) ect.
it would open many doors (perhaps polyobject ones) in ACS scripting |
Especially this one in my opinion. Could be very useful to improve Mr Adreth's Deathball. |
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_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
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Posted: Mon Jul 24, 2006 2:20 am Post subject: |
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I am not a hundred percent sure of what version of acc (thats the compiler for the scripts for those that don't know) was the current one when zdoom 1.23b (or whatever version of zdoom this is based on) came out. Because of that I don't know what features were absent from the current compiler. I do know that the current version (1.42) does have basic support for a few interesting things though. Thanks to Carn the current acc that is used by zdoom (yes, not only skulltag but zdoom) supports such things as scripts running when the blue flag is returned as well as built in functions that return the number of players on the blue team and the ability to score points for a team. Here is the catch, though, even though you can create a script with all of those things zdoom just ignores it. Therefore, all zdaemon really has to do is its own code for dealing with the functions and there you go. Now, I haven't tested it but I will when I get the chance that zdaemon does use these functions and I just didn't know that.
I know all of this because the latest version of acc (1.42) includes changes that I made to it, so I am not talking out of my ass here. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Fri Jul 28, 2006 11:14 am Post subject: |
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_KE9_NecroMage wrote: | I am not a hundred percent sure of what version of acc (thats the compiler for the scripts for those that don't know) was the current one when zdoom 1.23b (or whatever version of zdoom this is based on) came out. Because of that I don't know what features were absent from the current compiler. I do know that the current version (1.42) does have basic support for a few interesting things though. Thanks to Carn the current acc that is used by zdoom (yes, not only skulltag but zdoom) supports such things as scripts running when the blue flag is returned as well as built in functions that return the number of players on the blue team and the ability to score points for a team. Here is the catch, though, even though you can create a script with all of those things zdoom just ignores it. Therefore, all zdaemon really has to do is its own code for dealing with the functions and there you go. Now, I haven't tested it but I will when I get the chance that zdaemon does use these functions and I just didn't know that.
I know all of this because the latest version of acc (1.42) includes changes that I made to it, so I am not talking out of my ass here. |
It would be cool if the new Zdaemon was based on the newest Zdoom. Just think of the possibilities... |
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Stealth Gone with the wind
Joined: 09 Nov 2004
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Posted: Fri Jul 28, 2006 3:28 pm Post subject: |
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Nah, in fact it would be more of a hassle than anything. Remember when they changed the sound code to that of the latest ZDoom? Just sound? Complete chaos. Sounds were not scaled properly by bars, 1on1 players raged, and it took weeks to fix.
Now let's say we replace the code entirely.. Nothing will work, the game would have to many bugs to make it playable, and it would take months to finish.
Take a look at the changelog for the time difference between release of ZDaemon 0.99 and ZDaemon 1.0, for migration of code from ZDoom 1.22 to ZDoom 1.23. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Fri Jul 28, 2006 4:05 pm Post subject: |
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StealthCP wrote: | Nah, in fact it would be more of a hassle than anything. Remember when they changed the sound code to that of the latest ZDoom? Just sound? Complete chaos. Sounds were not scaled properly by bars, 1on1 players raged, and it took weeks to fix.
Now let's say we replace the code entirely.. Nothing will work, the game would have to many bugs to make it playable, and it would take months to finish.
Take a look at the changelog for the time difference between release of ZDaemon 0.99 and ZDaemon 1.0, for migration of code from ZDoom 1.22 to ZDoom 1.23. |
Wow yes, you are right. I did not even realise there was this much work involved with it. But still, it would be cool if they did it and evrtything worked properly. |
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Thundare Posting Spree!
Joined: 07 Aug 2006 Location: portland OR
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Posted: Tue Aug 08, 2006 1:07 am Post subject: |
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that is all good too know |
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Thundare Posting Spree!
Joined: 07 Aug 2006 Location: portland OR
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Posted: Tue Aug 08, 2006 1:08 am Post subject: ok |
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good too know |
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The Ultimate DooMer God like!
Joined: 30 Aug 2004
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Posted: Tue Aug 08, 2006 11:27 pm Post subject: |
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Updating the scripts, even to the level of Skulltag (2.0.63a) would be enough to make stuff happen.
But of course that's too new.... |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Tue Aug 08, 2006 11:37 pm Post subject: |
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Ronald wrote: | Wow yes, you are right. I did not even realise there was this much work involved with it. But still, it would be cool if they did it and evrtything worked properly. |
It would be cool if every download of ZDaemon came with a pony. |
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Englander God like!
Joined: 04 Jun 2004 Location: Devon, England
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Posted: Tue Aug 08, 2006 11:39 pm Post subject: |
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I know shit about programming, but common sense tells me it's probably alot more fucking difficult to transfer these features to a port who's native purpose is online than a usual local port. It's probably like trying to mod a car with a diesel engine using the same method on a petrol one, sure, the cars do the same thing, but they operate very differently. That's how I see it.
I'm fairly sure that if the developers could of implemented it by now it would be there in all it's shiny glory, but there is obviously problems and side effects, who knows. |
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enVision A.K.A. Rat-Arsed
Joined: 13 Dec 2002 Location: Lagland
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Posted: Wed Aug 09, 2006 1:52 pm Post subject: |
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The main hurdle would be splitting it into server/client portions I'd have thought. Still, a lot to be done first. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Wed Aug 09, 2006 4:06 pm Post subject: |
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I am looking forward to it. |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Wed Aug 09, 2006 4:43 pm Post subject: |
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Englander wrote: | I know shit about programming, but common sense tells me it's probably alot more fucking difficult to transfer these features to a port who's native purpose is online than a usual local port. It's probably like trying to mod a car with a diesel engine using the same method on a petrol one, sure, the cars do the same thing, but they operate very differently. That's how I see it. |
It's a bit more like "moving your arm" and "writing a letter to a friend down in Surrey and telling the lazy bloke to move his arm." |
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Englander God like!
Joined: 04 Jun 2004 Location: Devon, England
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Posted: Wed Aug 09, 2006 7:39 pm Post subject: |
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You could always ring him first. |
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_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
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Posted: Wed Aug 09, 2006 9:38 pm Post subject: |
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I don't know how zdaemon handles acs internally but I would imagine the hard part would be getting all the information down to a small size so that it doesn't take forever for each packet to send. Other then that I don't see what the problem is. |
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ALIENwolve Unstoppable!
Joined: 18 Mar 2006 Location: Sitting around in his mind getting sick of not having a clone to aid in team shit.
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Posted: Wed Aug 09, 2006 10:23 pm Post subject: |
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No clue.
(Hex, hex dammit!) Shifty eyes... |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Wed Aug 09, 2006 10:29 pm Post subject: |
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Understaffing is the problem, actually. Huge ACS fixage has already been done, but it isn't complete or in a state that can be called release quality. I estimate we'll see it in/by 1.10. |
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_KE9_NecroMage Dominating!
Joined: 05 Feb 2005 Location: NJ, USA
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Posted: Wed Aug 09, 2006 10:44 pm Post subject: |
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If understaffing is the problem I would gladly help out but alas, I don't think I can do it with my current programming skills. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Thu Aug 10, 2006 12:19 am Post subject: |
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[n00b]Adereth wrote: | Understaffing is the problem, actually. Huge ACS fixage has already been done, but it isn't complete or in a state that can be called release quality. I estimate we'll see it in/by 1.10. |
I think you would be a great addition to the Zdaemon Development Team. But if understaffing was the problem, would they not try to get some help around here? |
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