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Arioch

Scripted Scenario Creation

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Guest Rick Clark

Well, I don't think these folks are the Evil Empire, just a start-up trying to break into the gaming industry. It is not a bad idea to try and create a niche product, but they just didn't do their homework. They picked Doom, I am sure, because it is easy to work with, but no one is going to buy a product when the game already has what you need to make random scenarios.

They should have released a Quake script rather than a Doom script since QuakeC is rather hard to work with, but I still doubt that this product will succeed.

However, this may just be a technology demo. They may be trying to get a company to license the scripting engine for inclusion in future games and this is their way to get some publicity.

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Guest cocoon

a simple randomizer?

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Guest dj_jl

No, ACS really stands for Action Code Script

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Guest Mellis

Hi guys!
My name is Victor Mellis and I am working for Graf Semper Lab (software specialist).I have read these comments and decided to provide some explanations.

First of all, Graf Semper Lab exists and Svitlana Shalimova exists too (programmer, specialist in optics and mechanics). Graf Semper (mathematician, programmer and physicists (quantum optics)) is my chief, therefore, he exists too.

About Game-Script Language project. The whole idea was (is) to create the language that allows to manipulate objects hidden inside data files of any computer game. The language has to be very simple and game independent. Ideally, the company that creates a game, designs a component (COM, DCOM dll etc.) that supports its game (now we are working on the specifications of this model). Doom G-Script does not support this model (it works only with WAD-files) but I hope you do not care about it at the moment.

I can’t believe the idea of the language that works with data files of any computer games would be met with such a hate (in some comments it shows). If you do not know why would you need to manipulate Doom objects programmatically, does not mean GL is bad – it simply means this tool is not for you. A lot of friends of mine know program languages, but they did not create a single application in the whole life – it does not make these languages useless (or my friends - stupid).

The Black Manifesto describes one of the thousands ways of using GL. The fact that you did not accept this way means nothing for Doom G- Script (C++ supports object oriented model, but if you consider that this conception is wrong you can still use C++. You can even do not support the idea of structural programming – in this case C++ has “goto” for you in store). Try another way, you are welcome.

About randomization. The Black Manifest states the using of Random function and Chance statement for creation game situation, but as I told the Black Manifesto has nothing to do with Doom G-Script. The idea of the tool that creates random game variation is much older than computer let alone Doom, Quake etc.

To get a random Doom level, you have to open Web sites that provides hundreds of WAD-files, find the list of these files, close your eyes and … yes, click the right button. This is a perfect method; no one in the world can design a tool that works better (give this a good thought, it is not a joke). This is an example of the Absolutely Random (dynamic) Level. How often do you use this method? Yeah, not very often… Why? Because it is not very interesting.

Another (opposite) example is an Absolutely Determined (static) Level. Is it interesting? Very often, the answer is yes, especially if it is your beloved one. But at the some point it becomes boring.

Between these two situation is an ocean of another possibilities and different levels of randomization (deathmatch is only one of them), and somewhere, among them there is a GOLDEN LEVEL – the level you want to play all your life, because it is always different, BUT NOT DIFFERENT enough you are not able to recognize it.

Doom G-Script provides a philosophy (The Black Manifesto) that maybe (only maybe!) is able to lead you to the GOLDEN LEVEL and tool that supports this philosophy (and any other philosophies as well without discrimination).

So, let’s work, guys (if you want to work) and respect each other.

Sincerely yours
Victor Mellis.



















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We don't 'hate' the effort in to making somthing like this, but for a 6.3 mb download and the suggestion of paying $28 for it is very different to the following program at
www.doomworld.com/slige
the levels may not be as technical, but I have had a lot of fun with it.

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That's better. I don't think there is hate here, but your website did fail to represent a "REAL" company. It was personally a first for me to think this is a scam (I'm not paranoid) - but that was my first impression. There is something 'off'. Anyway, good luck with your product.

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How exactly are you going to get people to work on your proposed Doom 3 TC if you make all your potential helpers hate you?

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Guest UAC PR Dept.

I thought it was Action Command Script. Either way, all of the names mentioned so far are very redundant.

Action command script: Action & command are pseudo synonymous.
Action code script: Code & script are pseudo synonymous.

Actually, Action control script is the only name that ISN'T redundant in its wording, and it actually makes sense as a hyphenate: Action-control script. A script that controls actions. Eh? Maybe the name should change. :)

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I don't look for helpers on Doomworld anymore... most of the people here don't even know how to edit in Unreal ED. I look for professionals elsewhere now.

Don't get me wrong there are absolutely phenominal editors here but I'm looking for more intuitive, 3D graphical editing personnel... mm k?

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That's what I'm saying, perhaps you totally miss-understood me and clarified my point..? What I meant is that "Unreal ED" is probably one of the easiest editors out there if not... the easiest and most of the people here simply don't know how to work that much QERadiant, Worldcraft or just plain 3D editing. heh

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what the fuck do they wanna do, eh? invading the doom community with some make-it-yourself language + registering etc...
we have acs (will have doomscript), fs, and thy. no need to another.

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I was sent an email about this personally about a week ago and I was a bit weirded out by the website, but I commend them for the effort. I think that $28 for registration is a bit optimistic considering the DOOM community, but that's their perogative.

While you can create random levels with SLIGE, I don't think that ACS or FS really totally qualify in that respect. They can randomize a level to some extent, but, for instance, just to randomize the type of one monster you'd need this in FS (as it works right now; I happen to be changing the spawn function up a bit for the new FS ;):

script 0
{
int type = rnd() % 140;
spawn(x, y, ang, z, type);
}

Even doing it that way, you might end up with a lamp. To select only monster types, you need a giant if/else if/else if/else construct. Now, multiply that times say 200 monsters. x_x FS is not really meant for that kind of operation, even though its possible.

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Wonuldnt that cause two things to spawn in the same place and kill each other or even crash the game? I don't buy it... I'll screw around with it when they figure out what they're talking about.

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"That's what I'm saying, perhaps you totally miss-understood me and clarified my point..? What I meant is that "Unreal ED" is probably one of the easiest editors out there if not... the easiest and most of the people here simply don't know how to work that much QERadiant, Worldcraft or just plain 3D editing. heh"

It's not that we don't have the ability, we just don't care.

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Guest Rick

About randomizing, Slige and ACS...

Has somebody played the level that comes along with Doom G-Script? All monsters appear DURING a game (randomly), so when you begin to play, they do not occupy certain positions on the map (which means they do not exist...) How it can be?

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Guest Rick Clark

In ACS it would be quite easy to do, especially with the new spawn function that enables you to spawn an item anywhere on the map (with an optional tag no less). Since you don't have that many different items on a single map, you could do it with a resonable sized switch statement.

But what about the level itself? Again, this is very possible. Just define certain paths through the map and on start-up open or close certain areas based on a random choice.

By randomizing both the items and design, you can make a single map play many different ways.

Personally, I don't believe the claim that G-Script can make a map play thousands of different ways, simply because you have to start with a pre-made map. This automatically limits you to how many different ways you can play a map.

But if you design a map to change it's configuration then you could probably make a single map play hundreds of ways.

I'll have to find some time to try this out. It would be fun to see.

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Guest Rick Clark

I should have added that the point is not to just make a random map, but create multiple ways to play and solve the map.

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"It's not that we don't have the ability, we just don't care"

Lol, you have summed it up nicly.

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