[r3010] Action Doom 2 Broken

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Expand view Topic review: [r3010] Action Doom 2 Broken

Re: [r3010] Action Doom 2 Broken

by Zaratul » Sat Feb 19, 2011 9:47 am

"Anyhow, the original release seems to me to be working well in GZDoom."

Same for me.Finally map10 does not crash anymore.

Re: [r3010] Action Doom 2 Broken

by NeuralStunner » Fri Feb 18, 2011 6:01 pm

Scuba Steve wrote:Any information on why the helicopter is still twitchy in map10?
Drugs?

Anyhow, the original release seems to me to be working well in GZDoom.

Re: [r3010] Action Doom 2 Broken

by Scuba Steve » Fri Feb 18, 2011 4:55 pm

Any information on why the helicopter is still twitchy in map10?

Re: [r3010] Action Doom 2 Broken

by Scuba Steve » Mon Feb 07, 2011 3:59 pm

Another question... There seems to be a very minor difference with the way disposable weapons are handled depending on whether it is run as an iwad. If run as a pwad, bottles and other weapons don't use ammo when they hit an object like a trashcan... but when run as iwad, they do. Reason?

Re: [r3010] Action Doom 2 Broken

by Xaser » Sat Feb 05, 2011 4:38 pm

There's no need for a special case at all. Just add "swapmenu = true" to a gameinfo block in MAPINFO:

Code: Select all

gameinfo
{
	swapmenu = true
}
Done.

Re: [r3010] Action Doom 2 Broken

by Scuba Steve » Sat Feb 05, 2011 4:14 pm

Well... Honestly, I remade the patch so Action Doom 2 would natively work on a current ZDoom build as a pwad or iwad... if it works correctly as a pwad and not as an iwad... it kinda ruins why I am making a 1.1 release of the project. I think the special case for AD2 should be removed from Zdoom.

Re: [r3010] Action Doom 2 Broken

by Graf Zahl » Sat Feb 05, 2011 3:55 pm

Well, since both can be made to work, does it really matter?

Re: [r3010] Action Doom 2 Broken

by Xaser » Sat Feb 05, 2011 3:50 pm

I vote keep the old one. Its layout has always made more sense anyway.

Re: [r3010] Action Doom 2 Broken

by NeuralStunner » Sat Feb 05, 2011 3:48 pm

You could post the new graphic up somewhere as a quick patch. Anyone that has a mixed up menu can just load it up and will be good to go.

Re: [r3010] Action Doom 2 Broken

by Scuba Steve » Sat Feb 05, 2011 3:46 pm

Oh :/ I redrew the menu graphic to accommodate the new menu layout (New/options/load/save/Quit) should I use the old menu graphics or keep the new one that works with the current zdoom settings?

Re: [r3010] Action Doom 2 Broken

by Gez » Thu Feb 03, 2011 3:50 pm

Yes. The effective menu order with action2 as the IWAD is new game, load game, save game, options, quit.

Re: [r3010] Action Doom 2 Broken

by Graf Zahl » Thu Feb 03, 2011 3:11 pm

Unless something is misconfigured it should.

Re: [r3010] Action Doom 2 Broken

by Scuba Steve » Thu Feb 03, 2011 2:58 pm

Does the latest svn r3131 change the menu order if you run action Doom 2 as the iwad?

Re: [r3010] Action Doom 2 Broken

by Graf Zahl » Tue Jan 18, 2011 1:26 am

The stacked sector issues are resolved, yes, but what about the others? I haven't checked those yet.

Re: [r3010] Action Doom 2 Broken

by wildweasel » Mon Jan 17, 2011 10:08 pm

koverhbarc wrote:Can this be considered fixed now?
I would think [resolved] would be a better tag, honestly.

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