(G)ZDoom commit messages you would NOT like to see

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: (G)ZDoom commit messages you would NOT like to see

Postby NeuralStunner » Sat May 05, 2012 1:49 pm

  • Changed ticrate to a more standardized 30.
  • Improved performance by changing all physics calculations to integers.
  • Removed the console.
  • Switched to a more smooth, streamlined interface to accomodate tablet PCs.
  • my dog ate the documentation for this file
(I fibbed. That last one would be awesome. IF YOU KNOW WHY.)
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Re: (G)ZDoom commit messages you would NOT like to see

Postby randi » Sun May 06, 2012 12:13 am

Ghastly_dragon wrote:A_CrashGame.

You do realize there is already error_fatal, right? And if you're running a debug build, you can even use the command-line options TestCrash and TestStackCrash for true crashes.
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Re: (G)ZDoom commit messages you would NOT like to see

Postby DaMan » Sun May 06, 2012 6:30 am

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Re: (G)ZDoom commit messages you would NOT like to see

Postby Edward-san » Sun May 06, 2012 5:50 pm

randi wrote:
Ghastly_dragon wrote:A_CrashGame.

You do realize there is already error_fatal, right? And if you're running a debug build, you can even use the command-line options TestCrash and TestStackCrash for true crashes.


Well, why not adding 'A_CrashGame' decorate function, too...?
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Re: (G)ZDoom commit messages you would NOT like to see

Postby NeuralStunner » Sun May 06, 2012 6:55 pm

Edward-san wrote:Well, why not adding 'A_CrashGame' decorate function, too...?

Code: Select allExpand view
TNT1 A 0
Wait

:P
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Re: (G)ZDoom commit messages you would NOT like to see

Postby Ghastly_dragon » Sun May 06, 2012 7:45 pm

  • All functions are now treated as being called by the target of the actor calling it. HAVE FUN!
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Re: (G)ZDoom commit messages you would NOT like to see

Postby Vaecrius » Mon May 21, 2012 9:26 pm

randi wrote:Meh, I could even make it a Unicode application so that it can properly support all NTFS file names. (e.g. 私の超すごいウアド.wad 笑笑笑笑www)
Now if this were a thread for messages I would like to see...

Anyway, back on topic:
  • Removed crouch and jump support for that oldskool feel.
  • ...our recent deal with Activision...
  • Console commands and actor names are now case sensitive.
  • Support for numerical flags in DECORATE deprecated. You must now always type in the full name of the flag.
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Re: (G)ZDoom commit messages you would NOT like to see

Postby FDARI » Tue May 22, 2012 3:14 am

"•Support for numerical flags in DECORATE deprecated. You must now always type in the full name of the flag." ----- ?
Are you using numerical flags? Why on earth? Obfuscation? What if you need somebody to help with bugfixing? They'll spend half their time doing maths and looking up constants that may not even be documented outside zdoom.pk3. You're talking about action-function flag parameters, right; not actor flags (missile, ismonster, shootable...)?
• Support for numerical flags in actor definitions added with support for numbers that span multiple integers
• Support for named flags in actor definitions disabled until we can integrate the two modes seamlessly
Seriously: if you want a quick way to specify a particular (long) flag combo, I recommend using a constant.
Spoiler: Like this
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Re: (G)ZDoom commit messages you would NOT like to see

Postby Vaecrius » Tue May 22, 2012 3:34 am

......since when were we able to define these things in DECORATE? o_O
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Re: (G)ZDoom commit messages you would NOT like to see

Postby The Ultimate DooMer » Tue May 22, 2012 8:01 am

Did you miss the bit where he said "Anyway, back on topic:" :P
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Re: (G)ZDoom commit messages you would NOT like to see

Postby insightguy » Tue May 22, 2012 8:56 am

  • zdoom is now dos compatible only
  • 3D floors are no longer supported
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Re: (G)ZDoom commit messages you would NOT like to see

Postby FDARI » Tue May 22, 2012 3:32 pm

The Ultimate DooMer wrote:Did you miss the bit where he said "Anyway, back on topic:" :P
Spoiler: Answer may be lengthy, irrelevant and boring
  • Offline gameplay no longer supported.
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Re: (G)ZDoom commit messages you would NOT like to see

Postby wildweasel » Tue May 22, 2012 3:56 pm

  • Due to legal pressure by Zenimax Media, ZDoom no longer supports the Doom games, and has been renamed to ZTech1.
  • PWAD loading removed, due to copyright infringement concerns.
  • Added support for Pie In The Sky 3D GCS games: Terminal Terror and Lethal Tender.
  • Added support for William Shatner's TekWar.
  • We've entered a timed-exclusivity agreement with Apple; future versions of ZDoom may only be acquired from iTunes App Store.
  • Introducing the ZDoom Celebrity Coder Initiative! Every week, a new celebrity from the games industry gets their chance to dictate what goes into ZDoom. In the pipeline: Cliff Bleszinski, Peter Molyneux, Koji Igarashi, Hideo Kojima, Eric Chahi, Keiji Inafune, and Capcom USA's Christian Svenssen.
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Re: (G)ZDoom commit messages you would NOT like to see

Postby Project Dark Fox » Tue May 22, 2012 8:58 pm

Hideo Kojima

This doesn't sound like such a bad idea if you ask me.
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Re: (G)ZDoom commit messages you would NOT like to see

Postby Ghastly_dragon » Tue May 22, 2012 10:40 pm

  • Introducing Notch as a new Dev. ZDoom now has a forced maximum draw distance.
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