ZDoom 2.1.6

News about ZDoom

Postby Enjay » Mon Oct 02, 2006 2:39 pm

Theshooter7 wrote:Yay! now only 0.0.4 more versions until Custom States!


Yay for 2.1.6a, 2.1.6b, 2.1.6c... 2.1.9zzzz ;)
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Postby Jimmy » Mon Oct 02, 2006 2:45 pm

Enjay wrote:
Theshooter7 wrote:Yay! now only 0.0.4 more versions until Custom States!


Yay for 2.1.6a, 2.1.6b, 2.1.6c... 2.1.9zzzz ;)
...is that you falling asleep or are you teasing us? :P
User avatar
Jimmy
º~u~º
 
Joined: 10 Apr 2006
Location: Perth, WA

Postby Graf Zahl » Mon Oct 02, 2006 2:51 pm

Hmm, who is saying that 2.1.10 is not a valid version number? :P
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Ryan Cordell » Mon Oct 02, 2006 3:12 pm

Graf Zahl wrote:Hmm, who is saying that 2.1.10 is not a valid version number? :P


You're a weenie Graf, a real weenie. :P (Heh, no offense. XP)
User avatar
Ryan Cordell
Smashing!
 
Joined: 06 Feb 2005
Location: Capital of Explodistan.

Postby HotWax » Mon Oct 02, 2006 3:15 pm

Yeah, I think people forgot all about 2.0.64.....
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Enjay » Mon Oct 02, 2006 3:32 pm

Ahhh, the much anticipated 64. :)
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Postby Wills » Mon Oct 02, 2006 3:35 pm

Good thing I checked this place before recording the demos for UII. /me downloads
User avatar
Wills
 
Joined: 10 Jan 2005
Location: The Well of Wishes

Postby Nash » Mon Oct 02, 2006 4:48 pm

It appears that 2.2.0 isn't as close as we think it'll be. :(
User avatar
Nash
http://twitter.com/ISurvivorGame
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Postby Eriance » Mon Oct 02, 2006 5:23 pm

Now to wait for the GZdoom equivilent. Hopefully A_Implode or something similar will be added in soon.
User avatar
Eriance
Now delivering MORE of LESS!
 
Joined: 26 Jul 2004
Location: Somewhere in nowhere

Postby Nash » Mon Oct 02, 2006 5:26 pm

I'm rather concerned with the new bugs in 2.1.6, especially ENTER scripts, which my project heavily uses and I'd rather wait a little longer for the next version of GZDoom.

The last time ENTER scripts were broken, it took a very long time before a fixed version came out. :/
User avatar
Nash
http://twitter.com/ISurvivorGame
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Postby Eriance » Mon Oct 02, 2006 5:45 pm

Nash wrote:I'm rather concerned with the new bugs in 2.1.6, especially ENTER scripts, which my project heavily uses and I'd rather wait a little longer for the next version of GZDoom.

The last time ENTER scripts were broken, it took a very long time before a fixed version came out. :/


Well i can wait a long time. I wont be doing much Doom editing anytime soon anyway. College has been eating my soul alive.
User avatar
Eriance
Now delivering MORE of LESS!
 
Joined: 26 Jul 2004
Location: Somewhere in nowhere

Postby Nash » Mon Oct 02, 2006 5:51 pm

In that case, I think you'll have to either put your project on hold or scrap some ideas; it certainly doesn't look like any new code pointers are going to be added soon.

The Feature Requests forum is piling up. Even some of the small requests aren't being considered, let alone a new code pointer...
User avatar
Nash
http://twitter.com/ISurvivorGame
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Postby Eriance » Mon Oct 02, 2006 5:54 pm

Nash wrote:In that case, I think you'll have to either put your project on hold or scrap some ideas; it certainly doesn't look like any new code pointers are going to be added soon.

The Feature Requests forum is piling up. Even some of the small requests aren't being considered, let alone a new code pointer...


Well, Graf said he'as already done it before, and the only reason he didn't release it is because the crappy Doom physics didn't allow the monster to NOT go through the calling actor of A_Implode. I think no one really cares about that, though. :D
User avatar
Eriance
Now delivering MORE of LESS!
 
Joined: 26 Jul 2004
Location: Somewhere in nowhere

Re: ZDoom 2.1.6

Postby skadoomer » Mon Oct 02, 2006 9:36 pm

randy wrote:PlayerPawn and PlayerChunk have more flags defaulted to on.


What flags are these? Are they all the ones defined in the doomplayer actor?
skadoomer
 
Joined: 05 Sep 2003

Postby Carnevil » Mon Oct 02, 2006 11:11 pm

randy is off my Christmas list :( :( :(
User avatar
Carnevil
Check out my Wrack!
 
Joined: 23 Aug 2003

PreviousNext

Return to ZDoom News

Who is online

Users browsing this forum: No registered users and 1 guest