New features (last update 8.8.2005)

Moderator: GZDoom Developers

Locked
User avatar
Siggi
Posts: 3288
Joined: Sun Oct 03, 2004 8:57 am
Preferred Pronouns: They/Them
Location: South Africa

Post by Siggi »

Green is something that has been added to Zdoom.
Blue is something that already exists in Zdoom.
Red is something that won't be added.

Well, that's how I understand them
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

you got it right. Dunno what yellow and grey are for though.
User avatar
Grubber
Posts: 1031
Joined: Wed Oct 15, 2003 12:19 am
Location: Czech Republic
Contact:

Post by Grubber »

I know .96x is a little bit outdated now, everyone uses GZDoom instead, but... I've nearly finished making of new DECORATE feature, custom player classes. It's very simple to use:

DECORATE:

Code: Select all

actor TestPlayer : PlayerPawn
{
    ...
    // name to use in playerclass CVAR, menu etc.
    Player.ClassName Guy
    // sound class for this player (see $player* commands in SNDINFO)
    Player.SoundClass player
    // jump z, actual jump height = jump z * 8
    Player.JumpZ 9.75
    // speed modifiers, first number is for walking, the other (optional) is for running
    Player.ForwardMove 0.9 1.1
    Player.SideMove 0.5
    // default items
    Player.StartItem Fist
    Player.StartItem Shotgun
    Player.StartItem Shell 20
    // disables using skins for this player class
    +NOSKIN
    ...
}
KEYCONF:

Code: Select all

...
// player classes to use in game, there can be more of them
playerclasses DoomPlayer TestPlayer
things left to do:
- fixing skin issues
- full morphing support
Costja
Posts: 188
Joined: Mon Oct 18, 2004 3:58 pm
Location: Russia, Moscow
Contact:

Post by Costja »

simple vehicle implementation.. PRAISE :rock:

ADDITION: There will be something like MorphPlayer function, will not it?
skadoomer
Posts: 1026
Joined: Fri Sep 05, 2003 12:49 pm

Post by skadoomer »

custom player classes
Ala Hexen? Or are we taking this one a little further than that?
full morphing support
Care to go into detail about what this is?[/quote]
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

must....make....Imp....class....
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA
Contact:

Post by chaoscentral »

Code: Select all

actor TestPlayer : PlayerPawn 
{ 
    ...  
    // default items 
    Player.StartItem Fist 
    Player.StartItem Shotgun 
    Player.StartItem Shell 20
    ...
}
omg... does this mean... custom starting inventory?!?!?!?!?!
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

I'm finally gonna have Imp weapons for real!!!!11!!!

/asks Bouncy to help with player sprites when this is done. :P
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA
Contact:

Post by chaoscentral »

ummm the sprites for the imp hands are in the WRW i think
User avatar
deathz0r
Posts: 353
Joined: Tue Jul 15, 2003 4:09 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Land with them kangaroo
Contact:

Post by deathz0r »

Grubber wrote:I know .96x is a little bit outdated now, everyone uses GZDoom instead
I'm a proud 96x user, and I honestly can't wait to see this feature.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Hi Grubber, I hope you would add the support to change skins in real-time via ACS.
User avatar
Grubber
Posts: 1031
Joined: Wed Oct 15, 2003 12:19 am
Location: Czech Republic
Contact:

Post by Grubber »

Using morphing stuff you can achieve effect similar to skin changing.
User avatar
Sir_Alien
Posts: 863
Joined: Sun Aug 29, 2004 6:15 am
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

Grubber wrote:Using morphing stuff you can achieve effect similar to skin changing.
YEAY!!!!!!

Grubber==:wub:

:rock:++

Is it safe to assume that this feature will be accessible from ACS, or is it implemented in another way?
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Question: Will we be able to have class specific weapons
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Post by Cutmanmike »

Holy hell. GRAF PLEASE ADD THIS :x <333?
Locked

Return to “Closed Feature Suggestions [GZDoom]”