ZDoom 2.1.7

News about ZDoom

Postby HotWax » Tue Oct 31, 2006 4:30 pm

I'm guessing this is how it works:

Code: Select allExpand view
TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)


Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Graf Zahl » Tue Oct 31, 2006 4:33 pm

256 jumps always.
255 still has a small chance that it won't jump at all.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Nash » Tue Oct 31, 2006 4:35 pm

Alright, thanks.

I assumed A_Jump(128, random(1,50)) though...
User avatar
Nash
http://twitter.com/ISurvivorGame
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Postby Unknown_Assassin » Tue Oct 31, 2006 6:12 pm

YAY! I'll download it, when I get home.

Now we just wait for the arrival of ZHalloween.
User avatar
Unknown_Assassin
Bow down to the Protoss Race!!
 
Joined: 12 Apr 2006
Location: Where dead carcasses lie

Postby Kaiser » Tue Oct 31, 2006 6:55 pm

Okay, why is zdoom now crashing my maps/scripts with divide by zero errors while the older versions past 2.1.1 never did this at all?
User avatar
Kaiser
banned
Banned User
 
Joined: 15 Jul 2004
Location: Monterrey, Mexico

Postby Lemonzest » Tue Oct 31, 2006 7:29 pm

Demo's work as they should, as does the OS detection
Lemonzest
 
Joined: 12 Oct 2004
Location: On your boards, trolling your threads!!!

Postby HotWax » Tue Oct 31, 2006 7:55 pm

Kaiser wrote:Okay, why is zdoom now crashing my maps/scripts with divide by zero errors while the older versions past 2.1.1 never did this at all?


Post the offending script?
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Anakin S. » Tue Oct 31, 2006 8:02 pm

HotWax wrote:I'm guessing this is how it works:

Code: Select allExpand view
TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)


Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.


So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
User avatar
Anakin S.
Am I evil?
 
Joined: 28 Nov 2003
Location: A long time ago in a galaxy far, far away...

Postby HotWax » Tue Oct 31, 2006 8:04 pm

Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?


It means it has roughly a 1 in 4 (25%) chance to jump, and if it does decide to jump, it has an even chance of jumping to 4, 6, 8, 12, or 16 frames. (In this case, 20% chance each) If it doesn't jump (the other 75% of the time), it proceeds to the next frame in sequence as normal.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Kaiser » Tue Oct 31, 2006 8:26 pm

HotWax wrote:Post the offending script?


No



It turns out its not the script nor decorate. But the map(s) itself. I already deleted all behaviors and decorate lump and its still crashing with a int divide by zero error.
User avatar
Kaiser
banned
Banned User
 
Joined: 15 Jul 2004
Location: Monterrey, Mexico

Postby Anakin S. » Tue Oct 31, 2006 8:36 pm

HotWax wrote:
Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?


It means it has roughly a 1 in 4 (25%) chance to jump, and if it does decide to jump, it has an even chance of jumping to 4, 6, 8, 12, or 16 frames. (In this case, 20% chance each) If it doesn't jump (the other 75% of the time), it proceeds to the next frame in sequence as normal.


Okay. That makes sense. Thanks.
User avatar
Anakin S.
Am I evil?
 
Joined: 28 Nov 2003
Location: A long time ago in a galaxy far, far away...

Postby HotWax » Tue Oct 31, 2006 8:39 pm

Kaiser wrote:Command line: E:\DOOM2\ZDOOM.EXE -warp 6 -file E:\Doom2\deepsea\Work\KA2379~1.WAD E:\Doom2\deepsea\Work\K21_RE~1.WAD -skill 4 -nomonsters -iwad E:\Doom2\zdoom2.wad


There's your problem! :D


I kid, I kid.......
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Graf Zahl » Wed Nov 01, 2006 2:07 am

Still, without the map there's not much of a chance to find what's wrong.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Hirogen2 » Wed Nov 01, 2006 2:51 am

Graf Zahl wrote:
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.

Try and see. To note: I have an accuracy problem in GL mode (so I doubt it has to do with the fixed math). In dark rooms, one can see a white pixel where [GL] vertexes are, you can especially notice it in P:AR, which has a lot of vertices. Or maybe it is just that my card is a little dated (NV11).
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany

Postby NiGHTMARE » Wed Nov 01, 2006 8:22 am

Hirogen2 wrote:Try and see. To note: I have an accuracy problem in GL mode (so I doubt it has to do with the fixed math). In dark rooms, one can see a white pixel where [GL] vertexes are, you can especially notice it in P:AR, which has a lot of vertices. Or maybe it is just that my card is a little dated (NV11).


Do you have rendering quality set to quality, or to speed? If the latter, try switching to the former.
NiGHTMARE
.now.
 
Joined: 19 Jul 2003

PreviousNext

Return to ZDoom News

Who is online

Users browsing this forum: No registered users and 0 guests