Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Legacy of Rust Actor Tags #39

Open
0815Pseudo0815 opened this issue Nov 23, 2024 · 3 comments
Open

Legacy of Rust Actor Tags #39

0815Pseudo0815 opened this issue Nov 23, 2024 · 3 comments
Labels
enhancement New feature or request help wanted Extra attention is needed

Comments

@0815Pseudo0815
Copy link

hi. first of all: thanks for this program.
my problem: the new Legacy of Rust actors are all named/tagged "deh_actor_xxx". im using the Target Spy and War Trophies mods and both read this info to either show it on screen or keep track of killed monsters.

i tried to rename, retag, redecorate, replace and whatnot to change their tag. and cant make it work. is there:
a) a simple solution i dont see atm
b) the possibility for you to look into that matter and change it, so wad fusion generates enemies with the right tag?

thanks

@Owlet7
Copy link
Owner

Owlet7 commented Dec 5, 2024

I'm not sure if this can be done without translating all the DeHackEd actors to DECORATE (or preferably ZScript). It's something that I hope can be done in a more standardised way by the GZDoom developers.

I'll keep the issue open for suggestions.

@Owlet7 Owlet7 added enhancement New feature or request help wanted Extra attention is needed labels Dec 5, 2024
@painedanomaly
Copy link

I think if you're wanting to recreate the weapons in DECORATE or ZScript, the best way to do that is by looking at the DECOHACK files. They're somewhat similar to DECORATE, but there's enough there that gives a basis on how to recreate the weapons, monsters, and things in DECORATE and ZScript.

@Owlet7
Copy link
Owner

Owlet7 commented Dec 31, 2024

The issue isn't translating the actors to ZScript, that would of course be pretty easy (but tedious if done manually). The issue is how they would be implemented into the game.

Right now, we've already translated the weapons from LoR's DECOHack lump, since those were the only actors that replaced vanilla content. That's why LoR support in WF requires id1-res.wad—it contains the same DeHackEd lump as id1.wad, sans the weapons.

The issue that arises with translating every other LoR DeHackEd actor to ZScript becomes apparent when you consider how the weapon support works. WF runs a script at map load that checks if you're entering a LoR map. If true, replace the vanilla weapons with LoR weapons (this can also be enabled for any level in the compatibility settings).

If we translate everything to ZScript, we'd have to replace every extra DeHackEd actor with its new ZScript counterpart on map load. That seems like a very clumsy way of doing it, which is why I'm hoping that these new actors will be added to the engine itself in a more standardised way.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request help wanted Extra attention is needed
Projects
None yet
Development

No branches or pull requests

3 participants