[CODE] ACSUtils - a library for ZDoom/Zandronum scripting

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Korshun
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[CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#1

Post by Korshun » Sat May 07, 2016 4:28 pm

ACSUtils is a huge library of ACS functions that I made because I found myself copy-pasting the same missing functions all over again. Then I added a ton more functions, including a flexible replacement for HudMessage with scaling and 3D HudMessages, and decided to make it usable in multiple projects.

it's 100% Zandronum-compatible and also provides a lot of Zandronum-specific functionality.

To use ACSUtils, download the latest release from https://github.com/Korshun/acsutils/releases, unpack it somewhere and add the folder with .acs files to Include Paths in SLADE settings (Edit -> Preferences -> Scripting -> ACS). Here is a template for an empty project that makes it compile:

Code: Select all

#library "project"

// ACSUtils settings:
#define TIDALLOCSTART 15000

// Includes:
#include "zcommon.acs"
#include "acsutils.acs"

// Your project's error handler:
function void ACSUtilsErrorHandler(int type, int message)
{
	Log(s:"error: ", s:message);
	printbold(s:"error: ", s:message);
}

// Your project's code follows.
ACC can't handle projects with more than 255 functions (ACSUtils provides about 230), so you need a different ACS compiler. There are two options below. To use them, set up acc.exe path in SLADE to point to either of those compilers.
Spoiler: ACC (modified) (Open)
This version of ACC is modified to support up to 8192 functions.

Download: https://github.com/Korshun/acsutils_acc ... 5.5-r1.zip
Github: https://github.com/Korshun/acsutils_acc

If you use the hacked ACC and get errors like "zcommon.acs not found", add ACC directory to Include Paths and recompile.
Spoiler: BCC (Open)
If you use BCC, do NOT use the official versions, they are outdated.

Instead use http://acsutils.strangled.net/files/bcc ... 29_x86.zip, it's the 2016 version compiled by Monsterovich.
If your mods use a function that you think would be useful in other projects, post it here and I'll add it.

Official site/wiki

GitHub
Last edited by Korshun on Fri Aug 05, 2016 4:58 pm, edited 4 times in total.
ACSUtils - a library for ZDoom/Zandronum scripting

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Sean
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#2

Post by Sean » Sat May 07, 2016 4:50 pm

Korshun wrote: It even has 3D HudMessages, but I don't know how to show them off.
Perhaps these magical things called screenshots?
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Monsterovich
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#3

Post by Monsterovich » Sun May 08, 2016 1:47 pm

phpBB [media]


http://pastebin.com/JC6Zvz25

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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#4

Post by enderkevin13 » Fri May 27, 2016 9:40 pm

Holy shit this looks amazing, is it GZDoom compatible too?

Korshun
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#5

Post by Korshun » Fri May 27, 2016 9:53 pm

Yes. It is fully compatible with ZDoom and GZDoom and the hudmessage functions support stuff like translucency which is ZDoom-only.
ACSUtils - a library for ZDoom/Zandronum scripting

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AlexMax
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#6

Post by AlexMax » Fri May 27, 2016 11:16 pm

Monsterovich wrote:
phpBB [media]


http://pastebin.com/JC6Zvz25
That's really slick looking, but how is the bandwidth use?
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Korshun
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#7

Post by Korshun » Sat May 28, 2016 1:15 pm

The hudmessage library simply emits HudMessages, and HudMessages can be used both serverside and clientside. So it really depends on how you write the scripts.

The messages are 100% clientside in this demo wad. A serverside 3d hudmessage would also lag behind the player camera a lot and stutter from packet loss.
ACSUtils - a library for ZDoom/Zandronum scripting

Korshun
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#8

Post by Korshun » Fri Aug 05, 2016 4:59 pm

ACSUtils 1.1.2 released!

changelog
ACSUtils - a library for ZDoom/Zandronum scripting

Korshun
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#9

Post by Korshun » Sat Aug 06, 2016 11:02 pm

ACSUtils 1.1.3 released!

Now ACSUtils only uses 11 map variables, making it usable in projects with lots of map variables (ZDoom's ACS interpreter supports 128 map variables max).

changelog & porting guide
ACSUtils - a library for ZDoom/Zandronum scripting

Korshun
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Re: [CODE] ACSUtils - a library for ZDoom/Zandronum scripting

#10

Post by Korshun » Tue Oct 18, 2016 6:32 pm

I have made a lot of ACSUtils releases. I am posting ACSUtils 1.5 release here because it might be particularly interesting for Zandronum modders, as it adds an efficient way to send strings from server to client!
ACSUtils - a library for ZDoom/Zandronum scripting

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