Moderator: GZDoom Developers
Grubber
Posts: 1031 Joined: Wed Oct 15, 2003 12:19 am
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by Grubber » Wed Jun 01, 2005 7:53 am
@Lemonzest: What bugfixes?
Jim
Posts: 535 Joined: Mon Aug 11, 2003 10:56 am
Post
by Jim » Wed Jun 01, 2005 10:27 am
Grubber wrote: @Jim: There's diff in the zip
.
OK, thanks.
Grubber
Posts: 1031 Joined: Wed Oct 15, 2003 12:19 am
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by Grubber » Wed Jun 01, 2005 11:08 am
Lemonzest wrote: any chance of an updated build with graf's bug fixes for decorate weapons?
You were talking about DECORATE fixes
Lemonzest
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by Lemonzest » Wed Jun 01, 2005 11:16 am
i know, sorry my mistake. any news on the build with the new intermission code?
Grubber
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by Grubber » Wed Jun 01, 2005 11:33 am
wait 10 mins
Lemonzest
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by Lemonzest » Wed Jun 01, 2005 11:38 am
lol
Grubber
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by Grubber » Wed Jun 01, 2005 11:44 am
Ha! Who laughs now?
Uploaded new version.
TheDarkArchon
Posts: 7656 Joined: Sat Aug 07, 2004 5:14 am
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by TheDarkArchon » Wed Jun 01, 2005 1:27 pm
A_FireBullets needs to be changed to use PLAYERMISSILERANGE not MISSILERANGE
Spoiler: I.ECode: Select all
void A_FireBullets (AActor *self)
{
int index=CheckIndex(6);
if (index<0 || !self->player || !self->player->ReadyWeapon) return;
angle_t Spread_XY=StateParameters[index];
angle_t Spread_Z=StateParameters[index+1];
int NumberOfBullets=StateParameters[index+2];
int DamagePerBullet=StateParameters[index+3];
const char * PuffTypeName=(const char *)StateParameters[index+4];
int UseNoAmmo=StateParameters[index+5];
const TypeInfo * PuffType;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope;
if (!UseNoAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
P_BulletSlope(self);
bangle = self->angle;
bslope = bulletpitch;
PuffType = TypeInfo::FindType(PuffTypeName);
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
P_LineAttack(self, bangle, PLAYERMISSILERANGE, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
else for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, PLAYERMISSILERANGE, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
}
Lemonzest
Posts: 327 Joined: Tue Oct 12, 2004 3:19 pm
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by Lemonzest » Wed Jun 01, 2005 1:44 pm
the new water warping, the only place i have seen it is in the test wad i have not noticed it in doom2 for example. do i need to change something in the settings ini? or is it something that can only be used in new wads?
Edit: also noticed it does not work on doom, the slime in the zigzag room is how its always been. maybe it can be set in the ini file? i would like to be able to turn it on for all wads
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49073 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Wed Jun 01, 2005 2:03 pm
Lemonzest wrote: the new water warping, the only place i have seen it is in the test wad i have not noticed it in doom2 for example. do i need to change something in the settings ini? or is it something that can only be used in new wads?
It must be set in ANIMDEFS.
Edit: also noticed it does not work on doom, the slime in the zigzag room is how its always been.
Of course not.
Lemonzest
Posts: 327 Joined: Tue Oct 12, 2004 3:19 pm
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by Lemonzest » Wed Jun 01, 2005 2:34 pm
how is it set in the ANIMDEFS? could it not set globaly for lava/slime/water?
BouncyTEM
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Post
by BouncyTEM » Wed Jun 01, 2005 3:31 pm
TheDarkArchon wrote: A_FireBullets needs to be changed to use PLAYERMISSILERANGE not MISSILERANGE
Spoiler: I.ECode: Select all
void A_FireBullets (AActor *self)
{
int index=CheckIndex(6);
if (index<0 || !self->player || !self->player->ReadyWeapon) return;
angle_t Spread_XY=StateParameters[index];
angle_t Spread_Z=StateParameters[index+1];
int NumberOfBullets=StateParameters[index+2];
int DamagePerBullet=StateParameters[index+3];
const char * PuffTypeName=(const char *)StateParameters[index+4];
int UseNoAmmo=StateParameters[index+5];
const TypeInfo * PuffType;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope;
if (!UseNoAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
P_BulletSlope(self);
bangle = self->angle;
bslope = bulletpitch;
PuffType = TypeInfo::FindType(PuffTypeName);
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
P_LineAttack(self, bangle, PLAYERMISSILERANGE, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
else for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, PLAYERMISSILERANGE, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
}
apparantly the railgun effect for decorate weapons ALSO needs that, due to the fact that i am ALSO in a limited range with the railgun. <_<
AdmiralFuzzie
Posts: 6 Joined: Sat Apr 23, 2005 6:50 pm
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by AdmiralFuzzie » Wed Jun 01, 2005 5:55 pm
Lemonzest wrote: how is it set in the ANIMDEFS? could it not set globaly for lava/slime/water?
Just put in:
WARP2 FLAT [flatname]
Lemonzest
Posts: 327 Joined: Tue Oct 12, 2004 3:19 pm
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by Lemonzest » Thu Jun 02, 2005 11:28 am
i was thinking something more globaly to be set in the ini file to make all slime/water/lava types warp, something like the force water flag in the case of deep water etc.. could something like this be done? arnt all slime/water/lava lumps named in such a way to make this work? would be nice if the effect could work on all wads instead of only new ones
probably only grubber can answer this?