View Full Version : gah
spritzingpanties
October 3rd, 2004, 09:28 PM
i can't say i know too much about the c++ version of legacy, but from what I've read in the forums, IMO it has alot of potential. I haven't been keeping up with DL's progression in the past few years, (much less these forums and their contents. just "moved" here from other forums that have been nazified) as I've had my sights set on zdoom... but ACS is far too complicated for me to understand, which is why I stick with Fragglscript. :) I WOULD like to know if fragglescript is going to be expanded with even more defentions... Again, I haven't been keeping up with DL, but if they haven't already been incorporated, polyobjects would be GREAT. :D Eh, sorry if this isn't posted in quite the most appropriate section... Oh yeah... I'd also like to know what other folks would like to see happen with future versions of Doom Legacy... Ehehe, I'm all giddy with excitment since I read Planky's reply stating that voodoo dolls were back. So much more can be done now... Have all of Booms features been added into DL or is it still a work in progress?.... eh, now seems like a good time to end this post. *bug*
iori
October 3rd, 2004, 09:43 PM
Polyobjects will be in there, as they are a part of Hexen, and Hexen is a part of Doom Legacy C++. Legacy has about 97% boom support, which I hope will become 100% (although quite impossible now - one of the fs linetypes (279 i think) overwrote an undocumented function in boom that implants any texture to the sky of a tagged sector. But yea, legacy c++ is looking to be fantastic.
ToXiCFLUFF
October 4th, 2004, 02:17 AM
Agh, I'd love it if that linetype was implemented again, even if it meant implementing it as a different number.
spritzingpanties: FS will have been extended by a hell of a lot since you last checked it out - there's been loads of new functions added in the last year alone.
spritzingpanties
October 4th, 2004, 02:38 PM
toxicfluff: the reason i started using legacy was for FS... i hope it hasn't gotten all complicated and such, because thats what threw me off with acs. fs is extemely basic. you know... command(variables) and stuff like that. as for boom support, if you remember P:AR, it had alot of effects involving voodoo dolls. gah, i can't wait for this final release :-D
ToXiCFLUFF
October 5th, 2004, 01:53 AM
ACS isn't too much more complicated, and would probably be the ideal language to use in the upcoming C++ legacy. But the option to use either will be there, so it's down to the end user really.
As for the current state of FS, it's no more complicated to use. There's just been many new functions added, which gives you quite a lot more control.
Aliotroph?
October 5th, 2004, 09:49 AM
Array functions! :D
Hurdler
October 5th, 2004, 01:04 PM
Arrays are there, but we haven't released an offcial version with them. I still want to add the [] operator first.
EDIT: and yes, FS will still be supported and improved, it's not too much work for us to maintain both (but we won't do radical changes to FS)
ToXiCFLUFF
October 5th, 2004, 01:35 PM
Hurdler: Awesome, that would make using them so much cleaner :)
Exl and me still can't get them to survive saving/loading a game though, unfortunately. Do you reckon you could take a look at that for us?
MR_ROCKET
October 9th, 2004, 09:06 AM
Sorry I havnt been on much, been screwin with the Doom3 editing heh.
and thats some good news about the fraggle updates! , I cant wait to tinker with that when the time comes :) - and then get serious.
little ot but,
Hey Hurdler is it time to ask for another screenshot of the render yet? :P
Hurdler
October 9th, 2004, 03:08 PM
MR.ROCKET: do you remember the first screenshots I made for OpenGL Doom Legacy (back in april 1999) ? Well, I have the same, coloured, for the new renderer. If you remembered well, it tooks only a few weeks after that to have the first beta release (but I'm not sure I have as much time to work on Legacy right now)
MR_ROCKET
October 14th, 2004, 10:53 PM
yeah actually I do remember lol , been awhile but ok that gives me a better idea thanks :)
and , you must make time ! no buts ! ;) j/k
iori
October 15th, 2004, 12:34 AM
This might've been addressed before, Hurdler, but will there ever be an increase to the limit of 35 fps for Doom Legacy? IIRC FS uses the 35hz timing for some of its functions (such as wait(); ), which would prevent a smooth transition to a higher fps cap. This is of course not an priority, or an emergency request, but the smoothness that a higher cap can add is amazing, apparently also in multiplayer (so i hear, Im a singleplayer guy myself), and I was just looking for some confirmation.
Hurdler
October 15th, 2004, 11:52 AM
There is already some code for that in the C version (I don't know without checking the source code if it's still in the C++ version). But it's not activated at compile time because it's hardcoded and it's not bug free (mainly in multiplayer). For sure, we will remove that limit, but it's not the highest priority for now. Better having things working well and then modify that (but we can already think about that when adding/changing some of the current code).
smite-meister
October 16th, 2004, 07:41 AM
If/when we raise the FPS cap, it makes sense at the same time to allow the physics engine
and netcode to use variable-length timesteps, which means that quite a lot of code needs to be (slightly) changed.
Before this, it would be nice to add a three-vector template class to make the vector calculations easier.
And before this, someone should make a fixed_t class to ease the fixed-point arithmetic...
You get the idea ;)
Maybe after the next playable beta...
iori
October 16th, 2004, 03:34 PM
Of course, no hurry at all.
Macro11_1
November 7th, 2004, 04:38 PM
Sorry, i hope im not being stupid or anything, but if you do uncap the framerate, do you think you could make it an option so you can set your own cap or somthing so it dosent eat up too much momory?
Also, ive been playing legacy on the master server sometimes, and i was wondering if it was at all possible to make it so you can shut down the download thing, or set it so it can only take up a certain ammount of bandwith.
(i have many suggestions, but i doubt you want to listen to to them all.... )
MR_ROCKET
November 7th, 2004, 10:47 PM
Well the C and C++ versions are gonna be a totally different ballgame from what the branch tells me.
so I imagine the C++ version will have a different way about handling memory and net issues.
But suggestions , keep em coming. they're always a plus+
I'm pretty sure if it wasn't for the community suggestions , a big chunk of stuff probably would have never been added to legacy.
an stuff.
Aliotroph?
November 8th, 2004, 12:00 AM
I'll have suggestions after I play that next alpha. :p
MR_ROCKET
November 9th, 2004, 07:24 PM
Same here , I cant wait to get my feet wet splashing around in the new c++ legacy 3d water :P
Aliotroph?
November 9th, 2004, 08:42 PM
Wow, reading that made me thirsty! :D
GuntherDW
November 12th, 2004, 12:07 PM
*edit* aaa
Mike.Reiner
December 8th, 2004, 07:21 AM
If/When you decide to uncap fps, i also would hope you allow for fps capping as in either full uncap (as in goes above refresh rate) vsync ( as in stays at your monitors refresh rate) or the good ol 35 fps (the fps that made me stick with zdaemon and legacy, and kept me away from the annoying uncapped fps of zdoom/skulltag)
But yeah, as macro mentioned, it would really be nice if you could actaully adjust the client downloads, if you start your game from doom connector,
its no issue, but when we start a game w/o doom connector, everynow and then someone will download.
and that really doesnt work well when me and macro are trying to play Hell revealed,
it will take you from a smoothe gameplay to the choppiest one you have ever screwed with.
spritzingpanties
December 10th, 2004, 09:05 AM
Heh, framerate hasn't been a big concern for me, though I don't quite understand why you would put a framerate CAP on something.
MR_ROCKET
December 10th, 2004, 12:26 PM
I agree but I see it as an optional user preference also :)
iori
December 10th, 2004, 03:04 PM
The cap is there from the original doom
Mike.Reiner
December 12th, 2004, 12:23 AM
what can I say? the uncapped fps of zdoom isnt exactly "bad" feeling, i'm just more adjusted to 35fps as apposed to a blazing 60+ fps. some prefer the new uncapped, but some people (like me) prefer the old school styled fps. :P
MR_ROCKET
December 12th, 2004, 02:02 AM
What ever will give us the smoothest netplay is all the uncap I need. ;)
Really I think legacy plays fine at the default 35fps smooth and fast , unless it would hinder a netgame in one way or the other? but it would be cool to see what legacys smooth opengl would do at 700fps though. *grin*
i think it would be the difference of quake and glquake in the 3dfx days hehe - fps timedemo wise.
Aliotroph?
December 12th, 2004, 02:06 AM
Going much over 60 won't even be visible on most monitors. :p
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