ZDoom 2.2.0

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Re: ZDoom 2.2.0

Postby Virgil » Thu Feb 21, 2008 12:59 pm

Cutmanmike wrote:*gasp* Claust 2?! Maybe?... maybe?


That is a long term goal, but not anytime soon, although I have other, shorter projects that I'll want to release soon. I don't even have a dialog/movie script written up for it, much less a list of all the textures that I will be using. I DO have all the music for it and a general idea of the plot.

The main problem I have been tackling is getting custom, never-before-seen sprites for the new bosses. It's not that I can't just, say, rip out Heretic/Hexen boss sprites, it's that I don't WANT to do that. I have an idea of how the bosses should look but it will probably require an actual artist to render them...
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Re: ZDoom 2.2.0

Postby Cutmanmike » Thu Feb 21, 2008 2:14 pm

Yeah although I hate to admit it Herasiarch being the final boss was kinda a let down. His ACS attacks blew everyone away though! :D

Luckily the community has a good share of spriters who will probably be willing to help out the legend that made claust.wad! :wink:
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Re: ZDoom 2.2.0

Postby Curunir » Fri Mar 07, 2008 4:37 pm

Who on earth thought the ENDOOM lump display was a good idea? :|
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Re: ZDoom 2.2.0

Postby Enjay » Fri Mar 07, 2008 4:41 pm

If you don't like it, switch it off. It's an option.
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Re: ZDoom 2.2.0

Postby Graf Zahl » Fri Mar 07, 2008 4:44 pm

Curunir wrote:Who on earth thought the ENDOOM lump display was a good idea? :|



I did - and I still do. ENDOOMs are part of Doom's history and there's many in old WADs that deserve to be shown.

Also, as Enjay said, there's an option in the menu to disable it.
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Re: ZDoom 2.2.0

Postby HotWax » Fri Mar 07, 2008 6:14 pm

Enjay wrote:If you don't like it, switch it off. It's an option.

Graf Zahl wrote:ENDOOMs are part of Doom's history...

And yet this very same rationale doesn't work for Strife's exit speech. :sadno:
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Re: ZDoom 2.2.0

Postby TheDarkArchon » Fri Mar 07, 2008 7:07 pm

Strife doesn't have custom WADs with end speaches.
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Re: ZDoom 2.2.0

Postby Graf Zahl » Sat Mar 08, 2008 3:57 am

HotWax wrote:And yet this very same rationale doesn't work for Strife's exit speech. :sadno:



That's a technical problem so it's different.
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Re: ZDoom 2.2.0

Postby Curunir » Sun Mar 09, 2008 12:55 pm

Enjay wrote:If you don't like it, switch it off. It's an option.


Sold!

Upgrading to latest ZDoom. :mrgreen:
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Re: ZDoom 2.2.0

Postby Nirvana » Fri May 02, 2008 6:31 am

hi, ive been running zdoom version 2.0.96.0 and my files worked perfectly on that. i downloaded 2.2.0 and tried to run said files and i get an error message saying:

Script error, "DECORATE" line 217:
Invalid state parameter a_firebullets

has this coding become invalid or something? Or is this just another hiccup and zdoom is using that error as a cover for it. Because I have had issues with zdoom telling me there are problems with coding and i have just done some reordering of my decorate files and it has sorted itself out.
If anyone knows please tell me :D

PS: i am knew (very knew) to this forum so if i am posting in the wrong section let me know...thanks
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Re: ZDoom 2.2.0

Postby HotWax » Fri May 02, 2008 9:18 am

The post would be better suited to the Editing or General forum, but I'll not hold that against you.

It's likely that the Decorate parser has simply become a bit more picky about syntax since that old version. We'll need to see the section of the Decorate in question to determine what's causing the error, though. A_FireBullets is a valid function, so that's not the problem.
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Re: ZDoom 2.2.0

Postby Graf Zahl » Fri May 02, 2008 10:25 am

A_FireBullets is a weapon-only function. Older versions did not complain if used on normal actors but it wouldn't have worked. For 2.2.0 it's an error.
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Re: ZDoom 2.2.0

Postby Nirvana » Fri May 02, 2008 10:29 pm

ah ok, so as a weapon function it is fine; but on monsters it is an error? I guess ill just have to sift through my mountains of decorate files to find the problem. Thanks alot.

PS. i will post in the proper section when i get my Zdoom forum bearing :D
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Re: ZDoom 2.2.0

Postby TheDarkArchon » Tue May 06, 2008 1:51 pm

For the record, the correct function for monsters is A_CustomBulletAttack
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Re: ZDoom 2.2.0

Postby Nirvana » Fri May 09, 2008 7:20 am

yes, i know this, thankyou. I think this must have been a discrepancy because of pasted material. I'm not sure. thankyou for all the answers :D
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