trying to resurrect my zdoom lua branch, but large chunks of the runtime now exist in a /separate/ scripting system which is making that difficult
i'm not even sure how to iterate over an inventory from c++ any more
also the "scripted" versions still involve manually following a linked list and i am just so sad about this
this omnipresent type blocks direct use of `new` but there is no documentation on this or what i'm supposed to do instead; that information exists only in the commit that made the change
i have no idea why i'm even bothering with this
slade is eternally broken, zscript makes me sad to look at, gzdoom source is impenetrable, i'm bad at rust. what kind of doom shenanigans does that even leave
@eevee sad about cpp dependencies or defunct scripting? Dead scripts make me sadder tbh they’re like treasure maps to nothing in a language I don’t know
@chead sad about a whole custom scripting language being added and it's basically just interpreted c++. unbelievable amount of missed potential
@eevee so the worst of both worlds,
dev didn't want lua because it's sloppy and he likes the rigor of c++
dev also didn't want non-nullable pointers because c++ doesn't have them so he doesn't see the need
@eevee this dev needs some self-reflection and that’s not even a pun
@eevee there's rust doom?
@astraluma no, idchoppers is written in rust
@eevee aww I was hoping for a second
@Jmtd the water authority of dickson county?
@eevee that's a better unpacking than the real one (was compiler, which doesn't really compile). I wrote a haskell reimplementation if that sounds interesting (called "liquorice")
@eevee As of a day or two ago the last of the work to ZScriptify AActor and all its subclasses was completed, I'm not sure how good an indicator that is of a clean separation between engine and game logic but it seems encouraging?
@jplebreton i'm hoping that'll make it easier to put another language /in/, but i fear it complicates access to all those zscripted objects that are natively supported by the engine
@jplebreton might be wrong though, will just have to see how this looks once i get it building again
@eevee As I understand it, the push was to have 0 remaining native code for dealing with those classes. Not sure of all the low level implications of that tho.
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