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 Post subject: New ACC (based on ZDoom ACC 1.50)
PostPosted: Sat Oct 08, 2011 7:06 am 
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Joined: Tue Nov 08, 2005 3:53 am
Posts: 2374
Location: St. Petersburg, Russia
I'll try to explain this in short.

Currently, ZDoom's ACC (action script compiler / map script compiler) is supposed to technically allow action special ids to be > 255. This is achieved by putting following line in the script before anything else:

Code:
#nocompact


This supposedly makes ACC to store action special ids as a 4 byte integer (or 2 byte... depending on how it was compiled, but that's not much important).
However, current implementation of ZDoom's ACC has a mistake which makes it fail to write value correctly even though it checks this "nocompact" flag properly.

For now I made a very simple fix and uploaded this new fixed ACC on kdev:
http://orcishweb.com/downloads/koraxdev ... -10-08.zip

To use it simply copy it to DoomBuilder 2 "Compilers\ZDoom\" folder, overwriting an original one.
In KMOD/SE scripts put aforementioned command in the very start of the script.

For example:
Code:

#nocompact

special 1200:Env_WeatherSnow(5);

// density (default = 120), horz angle, horz speed x8, vert speed x8, pattern
#define env_pattern_none         0

script 1 OPEN
{
    Env_WeatherSnow(120, 0, 0, 1, env_pattern_none);
}


I've also posted a message on ZDoom forums. I intend to get ACC developers attention to the mistake I found. If they'll fix that officially, we will not have to use our custom ACC anymore, and that will make things easier.


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 Post subject: Re: New ACC (based on ZDoom ACC 1.50)
PostPosted: Mon Oct 10, 2011 2:38 am 
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I guess that means we have snow and rain, anything else?


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 Post subject: Re: New ACC (based on ZDoom ACC 1.50)
PostPosted: Mon Oct 10, 2011 8:58 am 
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RambOrc wrote:
I guess that means we have snow and rain, anything else?


Well, this applies to all actions specials > 255 declared in our krpg.acs (one should be on KRPG repository at least):

Code:
special     256:Thing_Thrust3d(5),                // tid, h.angle, v.angle, power, vertical power (optional parameter)
            258:Thing_SetTeam(2),                 // tid, team number
            259:Thing_SetPersonId(2),             // tid, person id
            800:IA_SetThreatReaction(3),          // tid, threat reaction, threat vicinity
            900:IA_OrderCancelAll(1),             // tid
            901:IA_OrderCancelCurrent(1),         // tid
            902:IA_OrderStandStill(3),            // tid, priority, duration
            903:IA_OrderStandLook180(3),          // tid, priority, duration
            904:IA_OrderStandLook360(3),          // tid, priority, duration
            905:IA_OrderWalkTo(4),                // tid, priority, duration, target tid
            906:IA_OrderWalkPath(5),              // tid, priority, duration, first node tid, direction
            907:IA_OrderPatrol2Pt(5),             // tid, priority, duration, first target, second target (optional)
            908:IA_OrderPatrolPath(5),            // tid, priority, duration, first node tid, direction
            909:IA_OrderPatrolLoop(5),            // tid, priority, duration, first node tid, direction
            910:IA_OrderFollow(4),                // tid, priority, duration, target tid
            911:IA_OrderEvadePos(4),              // tid, priority, duration, target tid
            912:IA_OrderEvadeThing(4),            // tid, priority, duration, target tid
            913:IA_OrderAttackAll(3),             // tid, priority, duration
            914:IA_OrderAttackThing(4),           // tid, priority, duration, target tid
            915:IA_OrderWander(5),                // tid, priority, duration, target tid, radius
            1200:Env_WeatherSnow(5),           // density (default = 120), horz angle, horz speed x8, vert speed x8, pattern
            1201:Env_WeatherRain(5),           // density (default = 40), horz angle, horz speed x8, vert speed x8, pattern
            1202:Env_WeatherTerminate(1),         // weather num
            1203:Env_WeatherTerminateAll(0),
            1204:Env_WeatherSetParams(5),         // weather num, density, horz angle, horz speed x8, vert speed x8
            1205:Env_WeatherSetPattern(2),        // weather num, pattern
            1206:Env_WeatherSetColour(5);         // weather num, red, green, blue, alpha


This means weather + advanced monster orders + little else.


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