ZDoom 2.1.7

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Postby Hirogen2 » Tue Oct 31, 2006 6:46 am

NiGHTMARE wrote:.1, .11, .2, .21, etc.

That would be quite a stupid scheme. Add a dot (.1, .1.1, .2, .2.1) and it's fine again.
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Postby Cutmanmike » Tue Oct 31, 2006 6:49 am

Graf Zahl wrote:Heh. The code has been collecting dust for over a year now. I just thought it was time to add it to the current version.

I think the floating point rewrite is dead anyway.


That long? Bah!

And I still don't see the benefits of floating point (Probably because I forget what it actually is).
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Postby TheDarkArchon » Tue Oct 31, 2006 6:59 am

It's mostly developer side that it would benefit. Also, if I'm not mistaken, it would help prevent some of the errors caused by fixed point math such as rendering artifacts.
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Postby NiGHTMARE » Tue Oct 31, 2006 7:11 am

Skunk wrote:Then he's STILL wrong, because he used the same concept I did for the .63 example and .96 example.


How is he still wrong? .10 is indeed three versions after .7 in the system I described, and .63 and .96 come after rather than before .7, .8, etc.
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Postby Graf Zahl » Tue Oct 31, 2006 7:43 am

TheDarkArchon wrote:It's mostly developer side that it would benefit. Also, if I'm not mistaken, it would help prevent some of the errors caused by fixed point math such as rendering artifacts.



Not to mention that it introduces other inaccuracies. I wonder whether it is worth the danger of network desyncs. Remember, Randy fixed such an error for 2.1.7.
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Postby Cutmanmike » Tue Oct 31, 2006 7:51 am

Eeek, I have enough network problems as it is.
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Postby skadoomer » Tue Oct 31, 2006 10:34 am

I like this new verson release every month system we have going now. I can finally update foreverhood now that HUD messages work correctly again.
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Postby Cutmanmike » Tue Oct 31, 2006 10:39 am

So next month we'll possibly have some cow weapons!
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Postby Graf Zahl » Tue Oct 31, 2006 11:14 am

you can bet on it that someone will make that joke come true... :?
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Postby Cutmanmike » Tue Oct 31, 2006 11:17 am

Probably. I'm going to use cowdamage for a wiki example unless I get beaten to it :P.
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Postby Phobus » Tue Oct 31, 2006 12:20 pm

Thanks for all your work, both to Randy and all contributors (most notably Graf) :)
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Postby Risen » Tue Oct 31, 2006 12:46 pm

My point was:
- don't hold your breath for a minor version-level release based upon the number of revision-level releases. There is no direct correlation.
- version numbers aren't decimals. .12 is more recent than .2

That was all.
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Postby Nash » Tue Oct 31, 2006 3:21 pm

The latest revision does not build a zdoom.pk3. How do I get it to generate zdoom.pk3?

Code: Select allExpand view
9> rm -f wadmake zdoom.pk3 xlat/*.x dehsupp.lmp
9>'rm' is not recognized as an internal or external command,
9>operable program or batch file.
9>NMAKE : fatal error U1077: 'rm' : return code '0x1'
9>Stop.
9>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
9>Build log was saved at "file://c:\Documents and Settings\Nash\My Documents\Visual Studio 2005\Projects\zdoom\zdoom\trunk\wadsrc\Release\BuildLog.htm"
9>wadsrc - 2 error(s), 0 warning(s)
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Postby Graf Zahl » Tue Oct 31, 2006 3:31 pm

http://forum.zdoom.org/potato.php?t=11361

It's still an open bug. I have no idea what triggers it. For me this works.
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Postby Nash » Tue Oct 31, 2006 4:29 pm

Installing Unix Utilities as Randy has suggested in that thread fixes the problem.

Now I have another question. How do you use the new A_Jump feature? Can you post an example code that would choose one of out 5 random frames?
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