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JadingTsunami

Reconciling GZDoom vs. Zandronum DECORATE

Question

Does anyone know of a way to resolve differences in what GZDoom vs. Zandronum supports within DECORATE?

 

What's happening is, GZDoom-specific features are used in DECORATE and so the mod doesn't work in Zandronum. If possible, I'd like to create a single WAD that works in both and just ignores the missing DECORATE features when using Zandronum. Or, even skips loading the DECORATE lump altogether when in Zandronum.

 

I searched the forum and wiki but couldn't find anything.

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I may be wrong about this, but I think if you convert your GZDoom-specific DECORATE to ZScript, Zandronum will ignore it and only load the DECORATE lump. However GZDoom will still load both lumps, and this might get tricky if you have an actor with GZDoom-specific bits, that should still be loaded in Zandronum, just without those GZDoom-specific properties. It may mean that you need to make two duplicates of the actor, and do some trick to make the game only use the ZScript version when playing in GZDoom.

 

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Zandronum's feature set is a subset of GZDoom's (except for a few netcode-related things, and runes) so basically if you can get something working in Zandronum, the same code should work in GZDoom too and you therefore don't need to make a GZDoom version.

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Out of curiosity, what features are you looking to use that are unsupported by Zandronum? I find that with a good deal of the 3 years worth of features GZDoom has over Zandronum, you can usually find a decent substitute that is compatible with both in a pinch.

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36 minutes ago, Doomkid said:

Out of curiosity, what features are you looking to use that are unsupported by Zandronum? I find that with a good deal of the 3 years worth of features GZDoom has over Zandronum, you can usually find a decent substitute that is compatible with both in a pinch.

 

Oh, I was using the "Species" actor property to create a class of keys that worked on existing Doom-style locks but had a different visual appearance. This works in GZDoom, but Zandronum doesn't seem to recognize this, and the keys will only work on ACS locks that directly reference the new actors. I wanted to avoid that.

 

Since the effect was only visual, my thought was to create some way to only load the DECORATE for GZDoom but fall back to existing Doom keys in Zandronum. Then it would work in both ports.

 

 

4 hours ago, Gez said:

Zandronum's feature set is a subset of GZDoom's (except for a few netcode-related things, and runes) so basically if you can get something working in Zandronum, the same code should work in GZDoom too and you therefore don't need to make a GZDoom version.

 

Right, unfortunately I was trying to use the GZDoom portion but keep Zandronum compatibility using a "fallback" that could replicate similar behavior.

 

 

5 hours ago, Worst said:

I may be wrong about this, but I think if you convert your GZDoom-specific DECORATE to ZScript, Zandronum will ignore it and only load the DECORATE lump. However GZDoom will still load both lumps, and this might get tricky if you have an actor with GZDoom-specific bits, that should still be loaded in Zandronum, just without those GZDoom-specific properties. It may mean that you need to make two duplicates of the actor, and do some trick to make the game only use the ZScript version when playing in GZDoom.

 

 

Thanks, I will try this.

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