Quasar Posted November 16, 2003 Graf Zahl said:My favorite is still this: if(!(actor->flags & MF_FRIEND && P_LookForTargets(actor, false)) && !((targ) && // haleyjd: removed assignment here targ->flags & MF_SHOOTABLE && (P_SetTarget(&actor->target, targ), !(actor->flags & MF_AMBUSH) || P_CheckSight(actor, targ))) && (actor->flags & MF_FRIEND || !P_LookForTargets(actor, false))) return; It took me half a day to rewrite this in a way I could read that worked the same. And that for 7 lines of code... Me too. As you can tell, I had to modify it slightly to keep deaf enemies from being able to spuriously see you when you are totally invisible. I almost never figured out what to change or how, but I finally realized I needed to isolate the assignment of "targ" and do it up above, so that I could test for the MF2_DONTDRAW flag before it got into that giant horrible mess ;) 0 Quote Share this post Link to post
Quasar Posted November 16, 2003 Nanami said:Well I've heard the name but didn't really know who he was... Anyway, back to this: Is that a good thing or a bad thing? =P Good, mostly ;) 0 Quote Share this post Link to post
Nanami Posted November 17, 2003 Quasar said:Good, mostly ;) I haven't written many overly complex things. There is this though: HudmessageBold(n:0,s:"\cC: ",d:lap[PlayerNumber()]-1,s:lapfrac[point[PlayerNumber()]%4];0,11+PlayerNumber(),9,1.0,0.3+0.025*(PlayerNumber()+1),0);I wrote that for ZooM, and it's probably the most complicated thing in all of ZooM's scripts (ZooM doesn't call for anything I'd consider overly complex). 0 Quote Share this post Link to post
Quasar Posted November 18, 2003 God, that turns me on ... j/k :) 0 Quote Share this post Link to post
Lobo Posted November 18, 2003 I find it fascinating that a thread about Edge has degenerated into a ZDoom coding best practices discussion. Go get your own thread ZDoomers!! ;) 0 Quote Share this post Link to post
Cyb Posted November 18, 2003 none of those posts are about zdoom scripting, they're doom source snips (from zdoom and eternity) in C, and they also pertain to optimizing code, something that ought to be looked into for edge :P 0 Quote Share this post Link to post
Nanami Posted November 18, 2003 Cyb said:none of those posts are about zdoom scripting, they're doom source snips (from zdoom and eternity) in C, and they also pertain to optimizing code, something that ought to be looked into for edge :P To be fair, mine was about a ZDoom script. Anyway, threads roll off topic all the time, that's how it is. Just because it started one way doesn't mean it'll end that way. If you want to get it back on track, post something about the original topic. 0 Quote Share this post Link to post
Ultraviolet Posted November 18, 2003 omg brak thanksgiving avatar 0 Quote Share this post Link to post
Lobo Posted November 20, 2003 Cyb said:none of those posts are about zdoom scripting, they're doom source snips (from zdoom and eternity) in C, and they also pertain to optimizing code Oh, OK. The previous posts obviously have got absolutely nothing to do with ZDoom coding best practices then (!?) And who said anything about ZDoom scripting? If you read my previous post carefully you'll see I didn't. 0 Quote Share this post Link to post
Dunbar Posted November 20, 2003 Hmm, all I saw were posts about various ZDoom or Eternity wads and many snips of code. No Edge maps or coding was posted about. But hey, I probably skipped most of it 'cause it was all greek to me. I'd like to see those fake 3D bridges get support in Edge. When I play wads like the community chest megawad, I end up having to be more careful than I should be on the bridges, and half the time end up trapped in between the linedefs on the floor below. And a few up to date DDF tutorials would be nice. 0 Quote Share this post Link to post
Graf Zahl Posted November 20, 2003 Dunbar said:Hmm, all I saw were posts about various ZDoom or Eternity wads and many snips of code. No Edge maps or coding was posted about. But hey, I probably skipped most of it 'cause it was all greek to me. This wasn't aboud WADs, it was about the actual C-code of the EXE! 0 Quote Share this post Link to post
Espi Posted November 20, 2003 Well to maybe turn this thread back on track, the only really important thing that EDGE needs IMO is a GL mode that doesn't look like raw ass. 32-bit color mode would help here a lot for starters, it's pretty bad when the 16-bit mode loses shades of the already limited 8-bit global palette. Also, the man has been on the moon, but can't make some sprites look like they should? They should "sink" to the floor, not get cut off or float. It just looks really stupid either way, and is - believe it or not - a major reason why I stick to software ports. And someone wondered why there's no maps for EDGE. Well I've no idea. However, I was planning to make a small episode for EDGE, but I lost all interest in it. I made one complete level and a short start of another. I guess I could just release it as-is now that I think of it, I doubt I'll ever get around to finishing it. 0 Quote Share this post Link to post
Graf Zahl Posted November 20, 2003 Espi said:And someone wondered why there's no maps for EDGE. Well I've no idea. My belief is simply that the better mappers around prefer ZDoom's features. The only advantage EDGE has over ZDoom is DDF and you really need that only for TC's. 0 Quote Share this post Link to post
sirjuddington Posted November 21, 2003 Espi said:Also, the man has been on the moon, but can't make some sprites look like they should? They should "sink" to the floor, not get cut off or float. It just looks really stupid either way, and is - believe it or not - a major reason why I stick to software ports. Maybe if it was possible in OpenGL/D3D they would have already done it. Unfortunately, it's not, since Doom is only fake 3d, and OpenGL/D3D are true 3d... 0 Quote Share this post Link to post
Graf Zahl Posted November 22, 2003 wolf said:hi where i can get edge 1.28? Doesn't exist yet. The current version is 1.27. 0 Quote Share this post Link to post
wolf Posted November 22, 2003 ok edge 1.27 is actual,in text are note for 1.28,so i interest for olds verzion of this mod 1.24,1.25,1.26. where i can found it thanks im sorry for my english speak... 0 Quote Share this post Link to post
Lobo Posted November 23, 2003 Here you go. http://heanet.dl.sourceforge.net/sourceforge/edge/ You've also got the source code for the various different versions there too. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.