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New features (last update 8.8.2005)

Posted: Fri Apr 08, 2005 6:56 am
by Grubber
You can download modified exe+source code and test wad here

Please note that this build is unofficial and unsupported, so don't post any bugs of this version to bugs forum! (or at least mark them 96x)

See 96x-changes.txt for changes done.

See test dir for example wads showing some of the new features.

Posted: Fri Apr 08, 2005 7:24 am
by Graf Zahl
The link wrote: This page is missing.
To open a free hosting account (100 MB space, MySQL, PHP, Perl, FrontPage) click here

Anyway, would you mind posting the source for your changes so they can be incorporated into ZDoom itself?

Posted: Fri Apr 08, 2005 9:10 am
by Enjay
Link isn't working for me either.

Do any of these unofficial builds include fixes for additional stuff - such as the status bar face bug or are these kind of things being left for Randy's official version (which would obviously make sense)?

It's just that I'd like to mess around with a 2.0.96 that was closer to working than the current official one.

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Posted: Fri Apr 08, 2005 9:29 am
by Graf Zahl
No. That code only exists in Randy's project.

Posted: Fri Apr 08, 2005 10:35 am
by Grubber
Sorry everybody, the server is kinda stupid or what :? (or me maybe :)). Now it works.

@Graf: I'm not that stupid to forget to upload source ;).

Posted: Fri Apr 08, 2005 10:36 am
by Risen
Could this be used to draw hudmessages on regular textures as well as camera textures? A static computer monitor that displays information but doesn't display an area of the map would be useful. (Sure, it could be done with a camera pointed at a wall, but I'd imagine the extra drawing would take more resources.)

Posted: Fri Apr 08, 2005 10:37 am
by Grubber
No, hudmessages are supposed to be drawn on canvas, not on texture (camera texture displays canvas). You can do this by drawing hudmessage with texture that covers whole canvas.

Posted: Fri Apr 08, 2005 10:56 am
by Risen
If you do that, do you still get the performance hit of it monitoring a camera somewhere?

Posted: Fri Apr 08, 2005 11:00 am
by Grubber
Yes (:()

Posted: Fri Apr 08, 2005 11:27 am
by Graf Zahl
Looks interesting. I have one question though:

Since HUD messages are bound to players how does this affect messages on camera textures in multiplayer games? I think most of the time there won't be an issue but I don't think these messages are synchronised across the network.

Posted: Fri Apr 08, 2005 12:21 pm
by Anakin S.
Thanks, Grubber!

EDIT: I tried downloading it but the file seems to be corrupted.

EDIT 2: Tried again with Internet Explorer and it seems to have worked.

I have a few comments:

Grubber:
1. The weapons move up really high on the screen whenever you fire. Did you include the weapon offset fix?

2. I think you forgot to include the A_TakeInventory fix.

Graf:
3. When I use the new aiming mode for A_CustomMissile to have projectiles that shoot secondary projectiles out in a circle like the strife mauler, the missiles seem to get spawned off center, which I only notice when shooting at a wall or obstacle. When I shoot at a wall, all of the secondary projectiles are spawned inside the wall and explode instantly. Is this normal? I would think that if you shoot at the wall, you'd see half of the secondary projectiles fly back at you while the other half explode instantly in the wall.

Posted: Fri Apr 08, 2005 3:57 pm
by Sir_Alien
Graf Zahl wrote:Since HUD messages are bound to players how does this affect messages on camera textures in multiplayer games?
I'm interested about this too. If this is implemented in the official build, it may really change the state of ZDoomforums.wad and it's coop/deathmatch potential right now.

Oh, and Grubber == :rock:

Posted: Fri Apr 08, 2005 4:29 pm
by Graf Zahl
Anakin S. wrote:Thanks, Grubber!

Graf:
3. When I use the new aiming mode for A_CustomMissile to have projectiles that shoot secondary projectiles out in a circle like the strife mauler, the missiles seem to get spawned off center, which I only notice when shooting at a wall or obstacle. When I shoot at a wall, all of the secondary projectiles are spawned inside the wall and explode instantly. Is this normal? I would think that if you shoot at the wall, you'd see half of the secondary projectiles fly back at you while the other half explode instantly in the wall.

The secondary projectiles are spawned at the position where the primary projectile exploded. But if the secondary projectile is larger or the primary one went rather far into the wall before exploding all of them will be in the wall when they spawn and explode immediately. Make sure that the secondary projectile is smaller than the primary one and don't let the primary projectile move too fast and it should work.

Posted: Fri Apr 08, 2005 11:17 pm
by Anakin S.
Thanks. It works most of the time now. Sometimes it still doesn't launch anything when it hits walls.

By the way, how do you set disintegrating damage or poison damage for an actor? I couldn't find it anywhere.

Posted: Sat Apr 09, 2005 2:15 am
by Graf Zahl
You can't set poison damage. Although I submitted a patch once it got lost. Disintegration damage is set by

'DamageType Disintegrate'