Zandronum Chat on our Discord Server Get the latest version: 3.2
Source Code

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0000601Zandronum[All Projects] Suggestionpublic2011-10-09 21:162014-06-11 16:22
ReporterBorg 
Assigned To 
PriorityhighSeverityblockReproducibilityalways
StatusclosedResolutionwon't fix 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version 
Summary0000601: Provide cvar VERSION and ST_VERSION
DescriptionCurrently, 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

- Relationships

-  Notes
User avatar (0002241)
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.
User avatar (0002243)
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.
User avatar (0002246)
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.
User avatar (0009072)
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.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: No one explicitly supports this issue yet.
Opponents: No one explicitly opposes this issue yet.

- Issue History
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






Questions or other issues? Contact Us.

Links


Copyright © 2000 - 2025 MantisBT Team
Powered by Mantis Bugtracker