DooMBoy Posted October 21, 2002 How does one go about looking at the scripts in Hexen.wad? I cannot figure it out. 0 Share this post Link to post
Enjay Posted October 22, 2002 I don't think the scripts are in the WAD as uncompiled lumps, but you use DeePsea don't you? If so, hit F6 whilst editing the map you are interested in and click "Decompile BEHAVIOR". DeePsea will do a very fine job of decompiling the script and saving it for you. 0 Share this post Link to post
The Ultimate DooMer Posted October 22, 2002 or, if you use WA, you can simply view them by right clicking in void space and choosing 'Scripts'. 0 Share this post Link to post
DooMBoy Posted October 22, 2002 I just took a look at the scripts for just map01, and they're quite complex. Thanks guys. :) 0 Share this post Link to post
ReX Posted October 22, 2002 Enjay said:If so, hit F6 whilst editing the map you are interested in ..."Whilst" -- that shows class. :) 0 Share this post Link to post
boris Posted October 22, 2002 Enjay said:hit F6 WTF, it's not possible with F7? 0 Share this post Link to post
Biffy Posted October 22, 2002 Tarin, F6 brings up the menu which includes the script decompiler button. Nigel, I was surprised to see that WadAuthor also has an internal decompiler. I opened hexen.wad with it, right clicked in void, selected scripts and voila, there they were, including a message that since hexen.wad contained no "scripts" lump, WA had decompiled the behavior lump. 0 Share this post Link to post
Enjay Posted October 22, 2002 Biffy said:Nigel, I was surprised to see that WadAuthor also has an internal decompiler. Hmmm... Interesting. How does it cope with Zdoom stuff, particularly the newer commands and things like spawn names for items? I tried a few older command line utils a while back (before Jack did his stuff with DeePsea) and they would provide fairly meaningless output for any newer commands. Some would even refuse to process the script, or get as far as the unknown command and stop output at that point (thereby giving you an incomplete script). 0 Share this post Link to post
The Ultimate DooMer Posted October 22, 2002 Enjay said:Hmmm... Interesting. How does it cope with Zdoom stuff, particularly the newer commands and things like spawn names for items? I tried a few older command line utils a while back (before Jack did his stuff with DeePsea) and they would provide fairly meaningless output for any newer commands. Some would even refuse to process the script, or get as far as the unknown command and stop output at that point (thereby giving you an incomplete script). As long as you have the ZDoom config file and the latest version (1.21) of acc.exe, it works fine. You should be able to get them from here. 0 Share this post Link to post
Biffy Posted October 22, 2002 Ultimate DooMer said:As long as you have the ZDoom config file and the latest version (1.21) of acc.exe, it works fine. You should be able to get them from here. I can't get it to work. When I used WA on Hexen.wad, it was somehow able to decompile the scripts and I'm beginning to think that John Williston hard coded that into WA. I deleted the scripts lump from a recent zdoom wad, leaving the behavior lump, and WA did not decompile it, just listed some default korax stuff from Hexen. 0 Share this post Link to post
Black Void Posted October 23, 2002 Ultimate DooMer said:As long as you have the ZDoom config file and the latest version (1.21) of acc.exe, it works fine. You should be able to get them from here. Where have I been? Living in some cave? Where can I get version 1.21... oh wow... oh man... *smacks himself* and all this time I was using 1.15? No wonder I couldn't get hubmessaging and the such to work... but seriously, on the zdoom page, I thought I only saw up to, "Version 1.13" 0 Share this post Link to post
Cyrez Posted October 23, 2002 Black Void I forget the link so i e-mailed it to you, hope thats ok :/ 0 Share this post Link to post
The Ultimate DooMer Posted October 23, 2002 Biffy said:I can't get it to work. When I used WA on Hexen.wad, it was somehow able to decompile the scripts and I'm beginning to think that John Williston hard coded that into WA. I deleted the scripts lump from a recent zdoom wad, leaving the behavior lump, and WA did not decompile it, just listed some default korax stuff from Hexen. The korax stuff appears because the default.acs file is used for ZDoom as well as Hexen (ie. no special ZDoom one). I'm not sure about why it doesn't decompile, maybe it's because the wad you tried wasn't built with WA. Or maybe it doesn't support this with ZDoom. (since it's so much newer than the latest version of WA) 0 Share this post Link to post
Enjay Posted October 23, 2002 There are also some internal commands that will not appear in the common files. 0 Share this post Link to post