[Feature Request] FraggleScript support

Moderator: Graf Zahl

Locked
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

[Feature Request] FraggleScript support

Post by TheDarkArchon »

It's been mentioned at ZDoom.org but could FraggleScript be implemented so no-one need bother with Legacy ever again?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Is already planned. My biggest issue with it is the license. FS is GPL and ZDoom is incompatible with it so if anyone involved in its creation complains about it (however unlikely) I'd have to take that out again.

But be aware that it is a lot of work. The FS parser is rather hard coded to the way 'classic' Doom ports organize their data so I will have to rewrite significant portions of it.
User avatar
Lexus Alyus
Posts: 95
Joined: Mon Aug 29, 2005 16:17
Location: Nottingham, UK
Contact:

Post by Lexus Alyus »

I'd say not to bother... its just a crappy Legacy thing and not worth the effort if someone decides to bitch... which they probably will seeing as your port is gonna be miles better than Legacy :D.

:twisted:
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

It's still needed to play maps like Nimrod or Hi-Tech Hell.
User avatar
BetaSword
Posts: 132
Joined: Thu Sep 01, 2005 0:01

Post by BetaSword »

If FS was added, GZDoom would basically remove any need for Vavoom AND Legacy, lumping them all into quite possibly the best Doom port EVAH.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Quite possibly?

Understatement of the week

:P
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Since the demand for this is apparently higher than I imagined it will be the next major thing I'll add to the engine. I doubt I will get it to a point where you can play Legacy maps without any adjustments but hopefully far enough that some minor alterations are enough to play them.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

For those who are interested:

I got the parser running. Right now I can start scripts and properly save/restore levels with FS in them. But only the most basic commands work. Now comes the big task: Adjusting all the internal functions to ZDoom's way of doing things. Compared with this the rest was easy... ;)
Planky
Posts: 25
Joined: Sun Sep 04, 2005 8:41

Post by Planky »

You mean it doesn't have that blasted save error Legacy has when it's running an FS Loop?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

No. That error was just sloppy coding that was easily avoided because ZDoom uses a much better method to store the data that caused the crash.

If I remember correctly it was caused by not properly saving the spawn point information. Unlike Legacy which maintains this data in separate objects they are part of the actor structure in ZDoom itself so all the potential instability is removed.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

It's done!
The HavoX
Posts: 170
Joined: Sun Jul 24, 2005 23:05
Location: Republic, MO

Post by The HavoX »

Cool!

Now I don't have to use Doom Fagacy anymore :D
Locked

Return to “Closed Feature Suggestions”