GZDoom 0.9.4 released
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
And the longer you wait the more trouble you will have. Just because Randy doesn't manage to update the downloads page it doesn't mean that .96 isn't stable. Sure it has problems but on the other hand it has fixed a lot of stuff that's still in .63a.
And FYI, the next version will also be a major change so you may easily be stuck with an old and obsolete version.
Grubber and I have done our best to make 2.0.96x the best ZDoom ever - and that's what GZDoom is based upon (meaning DECORATE weapon and inventory support and many other enhancements.)
And FYI, the next version will also be a major change so you may easily be stuck with an old and obsolete version.
Grubber and I have done our best to make 2.0.96x the best ZDoom ever - and that's what GZDoom is based upon (meaning DECORATE weapon and inventory support and many other enhancements.)
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Since recreating the textures over and over again doesn't crash for me I really don't know what to do with it. The crash log doesn't even specify a usable call address.
To see what's happening there I'd have to experience the exact same crash and then step out of the driver to see what I passed to it.
To see what's happening there I'd have to experience the exact same crash and then step out of the driver to see what I passed to it.
I've recently been experiencing other strange video artifacts suggesting that my video card is not longer performing in a completely stable manner. It's probably safe to ignore this crash unless someone lese experiences it as well.
I've finally had a chance to sit down and begin to play Nimrod now. Thank you so much for the opportunity!
I've finally had a chance to sit down and begin to play Nimrod now. Thank you so much for the opportunity!
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- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Exactly! Although I logically had to define a line type for FS. But I won't document that unless Legacy's 2.0 specs are finalized. The current solution is only temporary.
Regarding the capabilities of FS, there isn't much that can't be done as well with ACS. The only thing I am missing in ACS is a function that immediately sets a floor/ceiling height of a sector. THe only means ACS has is a type that starts an instant mover but that can have side effects. But such a minor thing is hardly worth using FS for more than is necessary.
One thing I did though (because I find a lack of such an option in ZDoom quite annoying) is to add a FSGLOBAL lump which may contain FraggleScript for all maps that don't have their own. You could use it as a global means to set a player's inventory if you don't want him to have the standard weapons. Here's an example. I used one of Strife's QuestItems as a marker so it only gets executed upon starting a game.
Regarding the capabilities of FS, there isn't much that can't be done as well with ACS. The only thing I am missing in ACS is a function that immediately sets a floor/ceiling height of a sector. THe only means ACS has is a type that starts an instant mover but that can have side effects. But such a minor thing is hardly worth using FS for more than is necessary.
One thing I did though (because I find a lack of such an option in ZDoom quite annoying) is to add a FSGLOBAL lump which may contain FraggleScript for all maps that don't have their own. You could use it as a global means to set a player's inventory if you don't want him to have the standard weapons. Here's an example. I used one of Strife's QuestItems as a marker so it only gets executed upon starting a game.
Code: Select all
[scripts]
script 1
{
if (!checkinventory(0, "QuestItem1",1))
{
takeinventory(0, "Pistol");
takeinventory(0, "Clip", 999);
giveinventory(0, "DHPulse");
setweapon(0, "DHPulse");
giveinventory(0, "QuestItem1");
}
}
startscript(1);
- Deathsong12
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- TheDarkArchon
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- Location: Some cold place