GZDoom 3.6.0 Released

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Re: GZDoom 3.6.0 Released

Postby Procket12 » Fri Nov 09, 2018 3:14 pm

Still no real multiplayer? (1990s direct connect IP doesn't count)
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Re: GZDoom 3.6.0 Released

Postby Graf Zahl » Fri Nov 09, 2018 3:17 pm

No, there's only a few programmers who can do it, and they work elsewhere.
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Re: GZDoom 3.6.0 Released

Postby Master O » Sat Nov 10, 2018 3:31 pm

Procket12 wrote:Still no real multiplayer? (1990s direct connect IP doesn't count)


https://zandronum.com/
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Re: GZDoom 3.6.0 Released

Postby SPZ1 » Thu Nov 15, 2018 12:05 pm

TestFade / TestColor / Sector_SetColor / etc. are still on hold then?

What about making the sector action things SecActHitFloor / SecActHitCeiling things tie in with the 3D floors? Is anybody thinking about the possibility of a Super Mario mod?
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Re: GZDoom 3.6.0 Released

Postby Rachael » Thu Nov 15, 2018 12:15 pm

Sector_setcolor still works just fine as it always has. No one really wants to fix the test____ commands.

You really should be using the feature suggestions forum if you want things like SecActHitFloor / SecActHitCeiling - don't post that here because it will be ignored and eventually get lost in the shuffle anyhow, no one will even remember it got posted.

And doing anything with Super Mario is a REALLY bad idea with how imperialistic Nintendo is with their copyrights. Anyone who does *ANYTHING* related to Mario gets a cease and desist as soon as they find out about it.
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Re: GZDoom 3.6.0 Released

Postby Remaker » Thu Dec 06, 2018 9:56 pm

(MacOS user)

Apparently, it is damaged and can't be opened. My computer wants me to move it into the trash, but there should be a workaround. I just don't have an idea what.

EDIT: Will attempt opening it from the disk image, it worked before that way.
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Re: GZDoom 3.6.0 Released

Postby wildweasel » Thu Dec 06, 2018 10:23 pm

Remaker wrote:(MacOS user)

Apparently, it is damaged and can't be opened. My computer wants me to move it into the trash, but there should be a workaround. I just don't have an idea what.

EDIT: Will attempt opening it from the disk image, it worked before that way.

Have you tried re downloading it?
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Re: GZDoom 3.6.0 Released

Postby _mental_ » Fri Dec 07, 2018 3:09 am

Works fine for me with Modern and Vintage versions both.

If you still having issues after downloading it again, please post macOS version and Gatekeeper settings. 'Allow apps downloaded from' should be set to 'App Store and identified developers'.
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Re: GZDoom 3.6.0 Released

Postby Master O » Fri Dec 07, 2018 5:55 pm

_mental_ wrote:Works fine for me with Modern and Vintage versions both.

If you still having issues after downloading it again, please post macOS version and Gatekeeper settings. 'Allow apps downloaded from' should be set to 'App Store and identified developers'.


Mental? Isn't that Serious Sam's nemesis? :D
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Re: GZDoom 3.6.0 Released

Postby _mental_ » Sat Dec 08, 2018 1:17 am

Master O wrote:Mental? Isn't that Serious Sam's nemesis? :D

No, it’s unrelared.
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Re: GZDoom 3.6.0 Released

Postby Master O » Sun Dec 09, 2018 10:27 pm

_mental_ wrote:
Master O wrote:Mental? Isn't that Serious Sam's nemesis? :D

No, it’s unrelared.


Lies!
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Re: GZDoom 3.6.0 Released

Postby wildweasel » Sun Dec 09, 2018 10:57 pm

This isn't the thread for that, in any case.
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Re: GZDoom 3.6.0 Released

Postby Remaker » Mon Dec 10, 2018 1:20 pm

wildweasel wrote:
Remaker wrote:(MacOS user)

Apparently, it is damaged and can't be opened. My computer wants me to move it into the trash, but there should be a workaround. I just don't have an idea what.

EDIT: Will attempt opening it from the disk image, it worked before that way.

Have you tried re downloading it?

Sorry for the silence.

Anyways, yes, I downloaded it again. But instead of taking it into my app folder and opening it from there, I just opened it right from the disk image, before it's supposed to get in the app folder.
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Re: GZDoom 3.6.0 Released

Postby _mental_ » Mon Dec 10, 2018 2:46 pm

It works right from a disk image as well as from any folder.
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