printz
CRAZY DUMB ZEALOT

Posts: 6845
Registered: 06-06 |
Wouldn't it be a good idea to make Eternity's scripting language (be it small or something else) at least as capable as Hexen's ACS? I'm sorry I don't have the docs ready to give proof, but I'm quite sure there are effects that can't be achieved simply by small, such as monsters spawning items on death or functions that change wall textures or light levels. There are many effects quickly achievable through simple ACS scripting, that in Eternity require me to use an almost convoluted small/EDF/conveyor-script communication.
For example, for a light fading effect, instead of merely telling the game to "change lightness, wait, change lightness, wait...", I had to activate a steadily slow conveyor belt that had the player walk through a series of light-to-neighbour linedefs, that if done wrong would malfunction and make it pitch-black. There's no light-changing function in small, that's why. :) And it was the death of a Spiderdemon that triggered the conveyor, among other things. Instead of possibly calling the script from a suitable EXTRADATA entry, I had to edit by EDF a dying frame of the boss to do it.
In order to keep original Doom behaviour, maybe the death specials could be connected to the Fall or Scream codepointers, or to happen a few seconds after the kill count has been incremented?
Come to think of it, when Eternity supports Hexen, will it actually be compatible with that map format? Or that will happen only with the main Hexen.wad, but the PWADs will always require Doom-format/Extradata? At least, knowing that Hexen is on the slate of things to-do, I'm sure the hub support will be redone (if it's not redone already and I'm unaware).
Yes, I am mapping something for this port, but I'm progressing slowly, as usual, but I don't delete what I put.
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Your Doom today *** Projects in progress: Automatic Wolfenstein (almost released) * AutoDoom
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