http://forum.zdoom.org/viewtopic.php?f= ... 02#p890202
I'm not sure exactly what's wrong, I'd have to guess something to do with Warp() as everything seems to be spawning correctly, but won't update it's position.
[ZDoom 2.9 pre-368] Unplayable mod
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
- Major Cooke
- Posts: 8218
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: [ZDoom 2.9 pre-368] Unplayable mod
First off, the file won't even open in slade3. What?
Second, I need you to be a bit more detailed than that. Can you tell me what exactly is breaking? I can't even begin to guess what's going wrong (actor names would help).
Second, I need you to be a bit more detailed than that. Can you tell me what exactly is breaking? I can't even begin to guess what's going wrong (actor names would help).
Re: [ZDoom 2.9 pre-368] Unplayable mod
LZMA compression isn't supported by the wxWidgets zip class; and since they haven't made decompression a virtual method it cannot be extended, the entire class has to be totally redone. Yay.Major Cooke wrote:First off, the file won't even open in slade3. What?
- Major Cooke
- Posts: 8218
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: [ZDoom 2.9 pre-368] Unplayable mod
Sounds painful.
Third, you'll need to provide an ACS source code or something, because you rely very heavily upon it.
Third, you'll need to provide an ACS source code or something, because you rely very heavily upon it.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Re: [ZDoom 2.9 pre-368] Unplayable mod
I'm not exactly sure what to say. In newer ZDoom versions Warp()'d actors aren't being positioned, and I've just noticed that there seems to be other ACS failures. IE: The first gun has 18 rounds, but the ammo counter (which is done in ACS), is showing 45 (the counter's max). Additionally, if I attack then the FPS drops to 0. It's acting like I've got an infinite no delay loop going on perhaps? It only occurs in 2.9 though.
Example of the Warp() situation:
In 2.8:
Example of the Warp() situation:
In 2.8:
Spoiler:In 2.9:
Spoiler:gunner.acs is the library.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [ZDoom 2.9 pre-368] Unplayable mod
No. Sounds utterly moronic to use C++ and then shooting oneself in the foot with such shortsightedness. I wonder if this has been reported to the developers in the past. The issue had been known for many, many years - and made me roll out my own replacement based on ZDoom's resource code long ago.Major Cooke wrote:Sounds painful.