Put simply, I have followed the ZDoom Wiki's "Beginner's guide to ACS", and I have written the first script, downloaded ACC 1.56, and am ready to go. But, when I compile, I have to compile the Hexen Bytecode, vs the normal compile. Is this normal? What purpose would compiling the normal code serve? What is the difference, and why can't I compile the normal bytecode, I would assume the Hexen Bytecode would be inferior.
Edit: When I make the script in GZDoom Builder, and then compile it with Slade, using the normal, not Hexen, compiler, I end up with compiled Hexen scripts. If I compile it in GZDoom Builder, it creates a GZDoom Behaviour lump.
Edit 2:
Error Log:
=== Log: ===
Host byte order: LITTLE endian"C:\Users\barba\AppData\Local\Temp\SLADE3\ACS.acs": 6 lines (1588 included) 0 functions 1 script 1 enter 0 global variables 0 world variables 0 map variables 0 global arrays 0 world arrays object "C:\Users\barba\AppData\Local\Temp\SLADE3\ACS.o": 68 bytes
=== Error log: ===
Original ACC Version 1.10 by Ben Gokey
Copyright (c) 1995 Raven Software, Corp.
This is version 1.56 (Oct 24 2017)
This software is not supported by Raven Software or Activision
ZDoom changes and language extensions by Randy Heit
Further changes by Brad Carney
Even more changes by James Bentler
Some additions by Michael "Necromage" Weber
Error reporting improvements and limit expansion by Ty Halderman
Include paths added by Pascal vd Heiden
Put simply, I have followed the ZDoom Wiki's "Beginner's guide to ACS", and I have written the first script, downloaded ACC 1.56, and am ready to go. But, when I compile, I have to compile the Hexen Bytecode, vs the normal compile. Is this normal? What purpose would compiling the normal code serve? What is the difference, and why can't I compile the normal bytecode, I would assume the Hexen Bytecode would be inferior.
Edit: When I make the script in GZDoom Builder, and then compile it with Slade, using the normal, not Hexen, compiler, I end up with compiled Hexen scripts. If I compile it in GZDoom Builder, it creates a GZDoom Behaviour lump.
Edit 2:
Error Log:
=== Log: ===
Host byte order: LITTLE endian"C:\Users\barba\AppData\Local\Temp\SLADE3\ACS.acs": 6 lines (1588 included) 0 functions 1 script 1 enter 0 global variables 0 world variables 0 map variables 0 global arrays 0 world arrays object "C:\Users\barba\AppData\Local\Temp\SLADE3\ACS.o": 68 bytes
=== Error log: ===
Original ACC Version 1.10 by Ben Gokey
Copyright (c) 1995 Raven Software, Corp.
This is version 1.56 (Oct 24 2017)
Edited by StevenC21This software is not supported by Raven Software or Activision
ZDoom changes and language extensions by Randy Heit
Further changes by Brad Carney
Even more changes by James Bentler
Some additions by Michael "Necromage" Weber
Error reporting improvements and limit expansion by Ty Halderman
Include paths added by Pascal vd Heiden
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