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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000601 | Zandronum | [All Projects] Suggestion | public | 2011-10-09 21:16 | 2014-06-11 16:22 | ||||
Reporter | Borg | ||||||||
Assigned To | |||||||||
Priority | high | Severity | block | Reproducibility | always | ||||
Status | closed | Resolution | won't fix | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000601: Provide cvar VERSION and ST_VERSION | ||||||||
Description | Currently, there is no way to check whatever we run under ZDOOM or SKULLTAG. I suggest adding 2 console vars that can be read in ACS so you can check that. | ||||||||
Attached Files | |||||||||
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Gez (reporter) 2011-10-11 21:26 |
This has often been demanded, here at ZDoom or at GZDoom, but generally shut down. The main problem with giving modders a way to determine which port is being used is that it is not future proof. For example, the following could have happened if that feature had been granted long ago: "This is a mod that requires 3D floors, therefore it will only work with GZDoom. Let's detect if we're running ZDoom and prevent the player from playing by having a script totally freeze him and HUDMessage an error notice. Oh wow, now ZDoom can use 3D floors but my old 3D floors mod will still think it doesn't and will still prevent players from using it in ZDoom." Modders shouldn't be given ways to artificially make the mods not work because of the platform. If the mod doesn't work, it doesn't work. No need to sabotage it further. If you require a recent version or something, well, that's what readmes are for! It's even less of a problem for Skulltag given the multiplayer focus. To connect to a server hosting your mod, your client needs to be the same version as the server. Then what is the point? PS: Implementing that as CVARs would be very easy to fool anyway. You can define custom CVARs in ZDoom with the console. Suppose that feature gets implemented in a future Skulltag 99a. Nothing stops anyone from setting the given CVARs in Skulltag 97b, or heck in ZDoom 2.1.7, and fooling your mod into thinking it's being run on ST 99a. |
Borg (reporter) 2011-10-12 20:18 |
First of all, why so negative? Such markers/vars allow detect on what engine you are running and not to make something doesnt work, but to make it work better! I do a mod that currently displays HUD, and in some cases it behaves differently in ZDOOM and Skulltag. Having such a var would make my mod working fine on both of them and even in future on other ports. And if server admin fools with CVARs, oh well its his problem. |
Gez (reporter) 2011-10-14 05:50 |
I'd rather bring attention to the existing differences and ask for adding the missing features or put in a compatibility mode, as appropriate, to bridge the gap. Rather than rely on the assumption that these differences are meant to stay forever. |
Watermelon (developer) 2014-06-11 16:22 |
Can you find any relevant actual real use for this? If so, PM me and I'll reopen this. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-10-09 21:16 | Borg | New Issue | |
2011-10-11 21:26 | Gez | Note Added: 0002241 | |
2011-10-12 20:18 | Borg | Note Added: 0002243 | |
2011-10-14 05:50 | Gez | Note Added: 0002246 | |
2012-01-14 13:23 | Torr Samaho | Category | Bugs => Suggestion |
2014-06-11 16:22 | Watermelon | Note Added: 0009072 | |
2014-06-11 16:22 | Watermelon | Status | new => closed |
2014-06-11 16:22 | Watermelon | Resolution | open => won't fix |
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