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Graf Zahl
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Posts: 4046
Registered: 01-03



Gez said:


On the other hand, the most likely scenario will be that Graf will implement GrafScript in GZDoom, and the GrafScript code with be GPL.




Should I do it I'll use a slightly modified GPL license so that linking it with ZDoom is possible.
Source release will be mandatory though (so yes, no Skulltag unless they change their position.)

Old Post 06-11-08 18:56 #
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AlexMax
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I've been keeping "Doom needs a scripting language" in the back of my mind while I browse the web. So far, this has revealed two more alternatives:

GameMonkey: Recommended by Garry Newman of Garry's Mod fame. Unfortunately, the only interface is C++, so it's out of the question.
Angelcode: A winner? It has a C interface and a zlib license so that means even the most backwards source ports can include it without worry.

Old Post 08-05-08 23:26 #
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Quasar
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Posts: 2133
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AngelCode looks EXTREMELY interesting. I am going to do some testing to find out if it lives up to its own hype. It seems to still be under development, and could suffer the same "garage language" problems that Small has. We'll see ;) If it works, it would seem to be the perfect language I've been looking for.

Old Post 08-06-08 22:56 #
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lucius
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I use Angelcode for DarkXL and it seems to work well. All the "logics", things like enemy AI, pickup code (things such as shield and health packs) and so on, are coded in scripts.

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Old Post 08-07-08 21:24 #
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