Re: Iron Tusks - Diablo 3D - OFFICIAL RELEASE V1.4 + Patch!

Void Weaver wrote:Zandro seems really DECORATE unfriendly... it's don't take a lot of parametres, pointers, functions etc. even into simple CustomMissile. It's may unpredictable strongly cut off any actor writen for GZDoom.irontusk341 wrote:Has anyone tried 1.4 + the patch on Zandronum 3.0 yet???
If not, i found out why, and have a patch coming tomorrow to fix it... The Diablo 1 and 2 summon actors were having trouble with zandronum and i had to do some tinkering to get it to run. Hopefully it will work like it should.
I manage to "fix" Diablo (Hellfire) actor, but as result its attack was severely crippled:Isn't critical, but this line:
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DISC M 2 Bright Fast A_CustomMissile("Apocalypse",0,0,0,CMF_CHECKTARGETDEAD,0) //,AAPTR_TARGET) - Zandro can't take it :(
is important... Despite the fact that Di1 is elementary actor with simplest functions.
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TNT1 A 1 Bright A_BFGSpray("ApocalypseExtra",160,5)//,360,2048,90,0) - Zandro can't take this part too, WTF?! :( //damage assignment here
But more smart actors with complicate AI and abilities, such as Diablo (LoD) and Butcher, returns an SWARM of errors.Sorry dude, I won't fix them and I'll don't even try to write actors for Zandro compatibility, I am isn't good enough for that challenge. ((( To be honest, I didn't expect that all so bad.
As compromise solution you can try to make module bestiary only for GZDoom. Ofc, it will requires additional work.
Well, it is up to you.
I would have to create a separate RAR for Zandronum compatibility and one for Gzdoom. Until Zandronum becomes more Decorate friendly this will have to be the road ill take with this project..