GZDoom 2.4.0 and QZDoom 1.3.0 released

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Major Cooke
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Major Cooke »

Nash wrote:
ibm5155 wrote:So lets say, I can make the main menu wiggle?
Yes. Major Cooke made an animated main menu somewhere in the "How to ZScript Menu" thread
Made two of them. Sine wave jiggle and sliding menu examples.

Note, you need to add in the following into the ZScript.txt files at the very top:

version "2.4"
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drfrag
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by drfrag »

I've just upgraded to GZDoom 2.4 and runs great. Now that i think of it... it's a bit sad that i've wasted my entire life playing Doom. :melancholy:
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Rachael
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

drfrag wrote:Now that i think of it... it's a bit sad that i've wasted my entire life playing Doom. :melancholy:
Why in the world would you think that?!
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Mikk-
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Mikk- »

That brings me back to this quote:-
'Time you enjoyed wasting is not wasted time'
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Rachael
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

Yeah - I agree. People get too cooked up worrying about the wrong things in life that they forget to stop and smell the roses. Life is too short to not try and enjoy it.
Accensus
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

Rachael wrote:Yeah - I agree. People get too cooked up worrying about the wrong things in life that they forget to stop and smell the roses. Life is too short to not try and enjoy it.
Reminds me of this: http://imgur.com/gallery/fwGxg
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drfrag
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by drfrag »

I was just thinking i've played Doom too much (and still do) since it came out, we're getting old you know.
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Rachael
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

I'd rather get old doing something I enjoy than something I don't.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Zhs2 »

Is there a way to turn weapon animation smoothing/interpolation back on globally? Going back to the per-pixel method of movement feels like a total downgrade, even if the smooth method does have the tendency to make certain animations in certain weapon mods look weird.
Accensus
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
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leodoom85
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by leodoom85 »

Rachael wrote:I'd rather get old doing something I enjoy than something I don't.
Well said :)
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Zhs2
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Zhs2 »

Lud wrote:If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
As in, without making your own mod or diving into someone else's to make a whole bunch of edits in order to reactivate a cool feature. As in, is there an end-user CVar?
Accensus
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

None that I know of. I think interpolation's hardcoded.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by wildweasel »

Zhs2 wrote:
Lud wrote:If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
As in, without making your own mod or diving into someone else's to make a whole bunch of edits in order to reactivate a cool feature. As in, is there an end-user CVar?
It used to be automatic and all-encompassing in specific dev builds, but this produced unforeseen glitches with a sizable amount of mods, so it was relegated to opt-in per-mod behavior.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by _mental_ »

GZDoom 2.4.0 for PowerPC Macs has been uploaded here.
It's mostly untested and is provided on better-than-nothing basis.
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