View Full Version : ACS/Fraggle
Ebola
July 4th, 2004, 11:32 AM
I read somewhere that the C++ version of Legacy will have ACS support.. Does this mean Fraggle script will be abandoned?
Also. will the ACS in legacy be made compatile with the ACS in Zdoom?
Planky
July 4th, 2004, 02:10 PM
I believe that Fragglescript will be left in. Personally, I think having two scripting languages is going to be troublesome.
I hope that ACS in Legacy will be compatiable with zDoom's.
Hurdler
July 4th, 2004, 04:02 PM
FS will still be there, and should evolve as well. ACS will be as much compatible with ZDoom as possible and will be improved by what FS can do.
FS will still be there mainly for compatibility with older maps, but also for map author who learned it and don't want to switch to ACS, while ACS will be the recommended scripting language (because it's proably more optimized, but I'm not sure it makes a big difference for small scripts).
Planky
July 4th, 2004, 04:52 PM
Hurlder, you probably werent aware of this topic over on Doomworld: http://www.doomworld.com/vb/showthread.php?s=&threadid=24619
It brings up quite a few interesting things about FS and seg faults. Alot of faults seemed to be caused by bugs in fs, so scripts which may be fine still crash.
Maybe in the long run it would be better to ditch FS in favour for ACS - I doubt anyone will want to stick with FS.
Something to think about at anyrate.
iori
July 5th, 2004, 11:36 AM
I dunno, I'm used to fs... What can FS do that ACS cant? And vice-versa?
ToXiCFLUFF
July 5th, 2004, 06:09 PM
Off the top of my head, FS has a nicer if/else if structure - and the inclusion of a mobj type of variable is nice. ACS works in thing tags, which is generally more of a pain, I find - especially when dealing with many objects (no easy names to remember). Although you can obviously assign one tag to a multitude of objects, which is an advantage.
But ACS has more than one dimensional arrays, the ability to define functions and to call these functions (and scripts in general) with arguments. Basically, it's far superior.
Aliotroph?
July 5th, 2004, 10:21 PM
If the tags are that hard to work with it wouldnt be hard to write a tool that lets you define nice names for everything and then cleans it up with the proper tags when it goes in the wad.
smite-meister
July 6th, 2004, 08:30 AM
I read somewhere that the C++ version of Legacy will have ACS support.. Does this mean Fraggle script will be abandoned?
Also. will the ACS in legacy be made compatile with the ACS in Zdoom?
No, FS stays and works exactly as before.
Btw, ACS is already fully implemented and working. What we have is the Hexen dialect of ACS, so to speak.
The ZDoom dialect is a superset of this, meaning that it has been extended quite a bit. If Randy Heit (the ZDoom author) is willing to put his ACS code under GPL, I see no reason why we couldn't upgrade to the ZDoom dialect.
ToXiCFLUFF
July 6th, 2004, 10:21 AM
If Randy Heit (the ZDoom author) is willing to put his ACS code under GPL, I see no reason why we couldn't upgrade to the ZDoom dialect. Awesome, I really hope this becomes a reality.
Planky
July 6th, 2004, 02:10 PM
That indeed would be great if that happens. FS does have some good features and paired with ACS, we will have a very powerful language we can work with.
Ebola
July 6th, 2004, 04:21 PM
Personally I'm all for a change to ACS. But I would want the legacyteam to keep FS in as backwards compitability. (unlike Eternity who dropped it completely)
So this is good news. :)
iori
July 7th, 2004, 06:05 PM
Yeah, backward compatability is awesome. Now if only legacy was backwardly compatable with vanilla doom / 2 :p.
deepteam
July 25th, 2004, 07:09 PM
No, FS stays and works exactly as before.
Btw, ACS is already fully implemented and working. What we have is the Hexen dialect of ACS, so to speak.
The ZDoom dialect is a superset of this, meaning that it has been extended quite a bit. If Randy Heit (the ZDoom author) is willing to put his ACS code under GPL, I see no reason why we couldn't upgrade to the ZDoom dialect.
Actually he got the original ACS source with NO license attached. I know this since it was giving to me first without any license restrictions before any source code was released back in 1996. In fact, Randy asked me for the source (since he knew I had it) and I told Randy to ask Raven for the source the same way I did - and that's how he got the first copy, since back then I was a bit unsure about this. Anyway he got it no problem from Ben Gokey in a few days. There was no license restriction attached.
Later they released it with a different license, but it was given without restriction back in 1996. Randy I think got it later, but before the official release by Raven. Any modifications do not change the licensing (or lack thereof).
IOW, if you want to make it GPL you can since this is similar to the DOOM license which as you know was released in 2 versions. In this case it's a bit different since the choices are "no license" (do what you want) and "license".
But how did you get the ACS you have in the first place? (assuming you have the ACC source).
Cherepoc
July 30th, 2004, 01:38 AM
Backward compitability... Why don't u add some commands from Fs to ACC and rfom ACS to Fs? I don't like ACS. It looks like Paskal. Fs looks better. Keep it working. And don't forget to update it, it really has some bugs. But I think the most noteble is for ambientsound, it plays only part of sound.
Planky
July 30th, 2004, 02:09 AM
Cherepoc, if you want the sound to continue, you have to put it in a loop...
Cherepoc
July 30th, 2004, 03:23 AM
And how can I do that? write a code please. And why? In other realises, like 1.40 and 1.41 it works.
-Ki-
July 30th, 2004, 04:42 AM
script 1
{
while(1)
{
ambientsound("CHRP");
wait(324);
}
}
startscript(1);
thats the code for an ambient sound, it'll loop the sound. the number in the waite command is how long the sound is.
Exl
July 30th, 2004, 05:40 AM
Turn off random sound pitch in the options menu Cherepoc.
PumpkinSmasher
July 30th, 2004, 07:37 AM
Hurlder, you probably werent aware of this topic over on Doomworld: http://www.doomworld.com/vb/showthread.php?s=&threadid=24619
It brings up quite a few interesting things about FS and seg faults. Alot of faults seemed to be caused by bugs in fs, so scripts which may be fine still crash.
Maybe in the long run it would be better to ditch FS in favour for ACS - I doubt anyone will want to stick with FS.
Something to think about at anyrate.
In that thread you said tht Voodoo dolls and some other problems could be fixed by finding an older version of the source. On the archives it has a source that says Doom Legacy 1. Maybe that is old enough, http://www.doomworld.com/idgames/index.php?id=9065
iori
July 30th, 2004, 02:51 PM
Im almost positive that version 1.20 had voodoo dolls, because that was before 32 player support was added, and thats what appears to be the culprit. I dont see how that has any relevance to ACS/Fraggle however. Smite made a post recently about voodoo dolls in the general legacy board.
smite-meister
July 31st, 2004, 02:50 PM
Yeah. I'm putting at least partial voodoo doll support back, but the old code is kind of useless here,
since I've rewritten the player spawning routine from scratch.
Do you know of any wads where the voodoo dolls are really used, so that I could test them?
Someone already sent me one, but the level had also lots of DeHackEd hacks which made
it impossible to tell whether the dolls really worked.
Planky
July 31st, 2004, 04:20 PM
Apparently Anomaly Reborn (http://www.doomworld.com/idgames/index.php?id=11822) has them, I dont know what level however...(Doom 1)
iori
July 31st, 2004, 04:41 PM
Smite: Ill Pm you my in progress doomworld community chest map, it has them right in the beginning.
Ebola
August 14th, 2004, 02:15 AM
Some wads where Voodoo dolls are used.
P:AR by Chris lutz. (uses it ALOT)
Vrack 2 by Fredrik
Dystopia 3 by Iikka Keranen and Adelusion
TNT evilution (map 30 atleast)
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