#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png) Rule/Credits/Info changes for ZScript

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- **Blue Shadow**
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   8 years 4 months ago [\#6901](#6901) by Blue Shadow  Replied by *Blue Shadow* on topic *[Rule/Credits/Info changes for ZScript](https://www.realm667.com/forum/let-us-know/1082-rule-credits-info-changes-for-zscript?start=10#6901 "With ZScript in a very usable state, I think we should overhaul the rules and things for these various sections in the repository to account for this. There's also a few things, rules-wise, that have bugged me for a bit that I don't think are nearly as valid as they used to be. So here are my suggestions:

* Submission credits shouldn't be noted in the Credits lump in the wad itself. I think it's more of a book-keeping thing for the Repository itself; I don't think any modders really care who put it on the Repository, and it's nowhere near as important as who coded or sprited the thing.
* No longer require 256-color paletted PNG. I think a chunk of submissions use truecolor PNG anyway, and it's just a limit that doesn't really need to exist anymore. Of course, I'd still keep the overall PNG requirement for ease-of-use swapping between the different games, and Slade 3 can easily convert to PNG anyway.

* Take "Palette" out of info for all sections. I don't think it's really necessary, at this point. Made a lot more sense before we required that graphics be PNG.
* In all sections, change "Decorate" credits to "Code" credits. This one's a no-brainer; not all code is Decorate anymore.

* Change "Added States" info to "Added States/Functions." Virtual functions that we can override in ZScript open up a LOT that we can do. For example, for my Doom 3/4 resource project, I made an item that lets you double-jump, but it requires overriding the CheckJump function in the player class. Of course, I mean if it requires states or functions on OTHER actors; if a submitted monster has its own functions, they shouldn't count towards this because a modder has to do nothing extra to implement it.
* In Item Store info, specify that if an item lasts for the entire map (a la Berserk), it should say map, but if it lasts forever (a la Backpack) it should say infinite.

* Take "Documentation" out of info for the SFX Shoppe, and require documentation for how to use it.
* In the rules for ACS, we say "include a copy of the script(s) in the INFO lump." We should just require that all the scripts be in their own lump separate from everything else.

* I'd also suggest a new category for the Armory, for more real-life kind of weapons. If you click on Doom-style, these days, you end up with a lot of weapons that don't really fit in well with Doom's own weapon line up. In general, I think the categories are a bit of a mess right now, but overall the rest of that is a discussion for another time.

As always, any thoughts? Disagreements? Things I missed?

Also, once we've figured out any rule changes, I'm going to go through and convert the most popular and most usable resources in the repository to the new rules, and convert their Decorate to ZScript. I'll still keep a version of the Decorate in the wad (in a renamed lump, so it's not loaded as Decorate), for if users have to use Decorate for whatever reason.

(Before anyone offers help for that last bit, this is mostly to help me learn ZScript myself, so I'm happy to do it alone.)")*

 So, according to what have been discussed, this should be the final list of changes, right?

- Submission credits shouldn't be noted in the Credits lump in the wad itself.
- In all sections, change "Decorate" credits to "Code" credits.
- Change "Added States" info to "Added States/Functions."
- In Item Store info, specify that if an item lasts for the entire map (a la Berserk), it should say map, but if it lasts forever (a la Backpack) it should say infinite.
- Take "Documentation" out of info for the SFX Shoppe, and *require* documentation for how to use it.
- In the rules for ACS, we say "include a copy of the script(s) in the INFO lump." We should just require that all the scripts be in their own lump separate from everything else.

I'll start on updating the submission rules and templates as soon as I get a confirmation on that.

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- **Ghastly**
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   8 years 4 months ago - 8 years 4 months ago [\#6902](#6902) by Ghastly  Replied by *Ghastly* on topic *[Rule/Credits/Info changes for ZScript](https://www.realm667.com/forum/let-us-know/1082-rule-credits-info-changes-for-zscript?start=10#6902 "With ZScript in a very usable state, I think we should overhaul the rules and things for these various sections in the repository to account for this. There's also a few things, rules-wise, that have bugged me for a bit that I don't think are nearly as valid as they used to be. So here are my suggestions:

* Submission credits shouldn't be noted in the Credits lump in the wad itself. I think it's more of a book-keeping thing for the Repository itself; I don't think any modders really care who put it on the Repository, and it's nowhere near as important as who coded or sprited the thing.
* No longer require 256-color paletted PNG. I think a chunk of submissions use truecolor PNG anyway, and it's just a limit that doesn't really need to exist anymore. Of course, I'd still keep the overall PNG requirement for ease-of-use swapping between the different games, and Slade 3 can easily convert to PNG anyway.

* Take "Palette" out of info for all sections. I don't think it's really necessary, at this point. Made a lot more sense before we required that graphics be PNG.
* In all sections, change "Decorate" credits to "Code" credits. This one's a no-brainer; not all code is Decorate anymore.

* Change "Added States" info to "Added States/Functions." Virtual functions that we can override in ZScript open up a LOT that we can do. For example, for my Doom 3/4 resource project, I made an item that lets you double-jump, but it requires overriding the CheckJump function in the player class. Of course, I mean if it requires states or functions on OTHER actors; if a submitted monster has its own functions, they shouldn't count towards this because a modder has to do nothing extra to implement it.
* In Item Store info, specify that if an item lasts for the entire map (a la Berserk), it should say map, but if it lasts forever (a la Backpack) it should say infinite.

* Take "Documentation" out of info for the SFX Shoppe, and require documentation for how to use it.
* In the rules for ACS, we say "include a copy of the script(s) in the INFO lump." We should just require that all the scripts be in their own lump separate from everything else.

* I'd also suggest a new category for the Armory, for more real-life kind of weapons. If you click on Doom-style, these days, you end up with a lot of weapons that don't really fit in well with Doom's own weapon line up. In general, I think the categories are a bit of a mess right now, but overall the rest of that is a discussion for another time.

As always, any thoughts? Disagreements? Things I missed?

Also, once we've figured out any rule changes, I'm going to go through and convert the most popular and most usable resources in the repository to the new rules, and convert their Decorate to ZScript. I'll still keep a version of the Decorate in the wad (in a renamed lump, so it's not loaded as Decorate), for if users have to use Decorate for whatever reason.

(Before anyone offers help for that last bit, this is mostly to help me learn ZScript myself, so I'm happy to do it alone.)")*

 Yep, that looks like about it.> Blue Shadow wrote: Change "Added States" info to "Added States/Functions."

Yes, with a note to make it clear that by functions we mean functions (mostly virtual functions) on already-existing actors.

 Last edit: 8 years 4 months ago by Ghastly.

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- **Blue Shadow**
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   8 years 4 months ago [\#6903](#6903) by Blue Shadow  Replied by *Blue Shadow* on topic *[Rule/Credits/Info changes for ZScript](https://www.realm667.com/forum/let-us-know/1082-rule-credits-info-changes-for-zscript?start=10#6903 "With ZScript in a very usable state, I think we should overhaul the rules and things for these various sections in the repository to account for this. There's also a few things, rules-wise, that have bugged me for a bit that I don't think are nearly as valid as they used to be. So here are my suggestions:

* Submission credits shouldn't be noted in the Credits lump in the wad itself. I think it's more of a book-keeping thing for the Repository itself; I don't think any modders really care who put it on the Repository, and it's nowhere near as important as who coded or sprited the thing.
* No longer require 256-color paletted PNG. I think a chunk of submissions use truecolor PNG anyway, and it's just a limit that doesn't really need to exist anymore. Of course, I'd still keep the overall PNG requirement for ease-of-use swapping between the different games, and Slade 3 can easily convert to PNG anyway.

* Take "Palette" out of info for all sections. I don't think it's really necessary, at this point. Made a lot more sense before we required that graphics be PNG.
* In all sections, change "Decorate" credits to "Code" credits. This one's a no-brainer; not all code is Decorate anymore.

* Change "Added States" info to "Added States/Functions." Virtual functions that we can override in ZScript open up a LOT that we can do. For example, for my Doom 3/4 resource project, I made an item that lets you double-jump, but it requires overriding the CheckJump function in the player class. Of course, I mean if it requires states or functions on OTHER actors; if a submitted monster has its own functions, they shouldn't count towards this because a modder has to do nothing extra to implement it.
* In Item Store info, specify that if an item lasts for the entire map (a la Berserk), it should say map, but if it lasts forever (a la Backpack) it should say infinite.

* Take "Documentation" out of info for the SFX Shoppe, and require documentation for how to use it.
* In the rules for ACS, we say "include a copy of the script(s) in the INFO lump." We should just require that all the scripts be in their own lump separate from everything else.

* I'd also suggest a new category for the Armory, for more real-life kind of weapons. If you click on Doom-style, these days, you end up with a lot of weapons that don't really fit in well with Doom's own weapon line up. In general, I think the categories are a bit of a mess right now, but overall the rest of that is a discussion for another time.

As always, any thoughts? Disagreements? Things I missed?

Also, once we've figured out any rule changes, I'm going to go through and convert the most popular and most usable resources in the repository to the new rules, and convert their Decorate to ZScript. I'll still keep a version of the Decorate in the wad (in a renamed lump, so it's not loaded as Decorate), for if users have to use Decorate for whatever reason.

(Before anyone offers help for that last bit, this is mostly to help me learn ZScript myself, so I'm happy to do it alone.)")*

 Okay, the rules/templates have been updated.

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- **Ghastly**
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   8 years 2 months ago - 8 years 2 months ago [\#7019](#7019) by Ghastly  Replied by *Ghastly* on topic *[Rule/Credits/Info changes for ZScript](https://www.realm667.com/forum/let-us-know/1082-rule-credits-info-changes-for-zscript?start=10#7019 "With ZScript in a very usable state, I think we should overhaul the rules and things for these various sections in the repository to account for this. There's also a few things, rules-wise, that have bugged me for a bit that I don't think are nearly as valid as they used to be. So here are my suggestions:

* Submission credits shouldn't be noted in the Credits lump in the wad itself. I think it's more of a book-keeping thing for the Repository itself; I don't think any modders really care who put it on the Repository, and it's nowhere near as important as who coded or sprited the thing.
* No longer require 256-color paletted PNG. I think a chunk of submissions use truecolor PNG anyway, and it's just a limit that doesn't really need to exist anymore. Of course, I'd still keep the overall PNG requirement for ease-of-use swapping between the different games, and Slade 3 can easily convert to PNG anyway.

* Take "Palette" out of info for all sections. I don't think it's really necessary, at this point. Made a lot more sense before we required that graphics be PNG.
* In all sections, change "Decorate" credits to "Code" credits. This one's a no-brainer; not all code is Decorate anymore.

* Change "Added States" info to "Added States/Functions." Virtual functions that we can override in ZScript open up a LOT that we can do. For example, for my Doom 3/4 resource project, I made an item that lets you double-jump, but it requires overriding the CheckJump function in the player class. Of course, I mean if it requires states or functions on OTHER actors; if a submitted monster has its own functions, they shouldn't count towards this because a modder has to do nothing extra to implement it.
* In Item Store info, specify that if an item lasts for the entire map (a la Berserk), it should say map, but if it lasts forever (a la Backpack) it should say infinite.

* Take "Documentation" out of info for the SFX Shoppe, and require documentation for how to use it.
* In the rules for ACS, we say "include a copy of the script(s) in the INFO lump." We should just require that all the scripts be in their own lump separate from everything else.

* I'd also suggest a new category for the Armory, for more real-life kind of weapons. If you click on Doom-style, these days, you end up with a lot of weapons that don't really fit in well with Doom's own weapon line up. In general, I think the categories are a bit of a mess right now, but overall the rest of that is a discussion for another time.

As always, any thoughts? Disagreements? Things I missed?

Also, once we've figured out any rule changes, I'm going to go through and convert the most popular and most usable resources in the repository to the new rules, and convert their Decorate to ZScript. I'll still keep a version of the Decorate in the wad (in a renamed lump, so it's not loaded as Decorate), for if users have to use Decorate for whatever reason.

(Before anyone offers help for that last bit, this is mostly to help me learn ZScript myself, so I'm happy to do it alone.)")*

 Well derp.

So I've been waiting for the last month for the rules/templates to get updated, and didn't realize that was already done. I'll get started on updating entries.

 Last edit: 8 years 2 months ago by Ghastly.

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