[WIP] GZDoom - Tower of Babel

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DOOMERO-21
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Re: [WIP] GZDoom - Tower of Babel

Post by DOOMERO-21 »

Ryan Cordell wrote:.. When actually looking at the P_RadiusThrust code though, it's.. more complex than I thought. Oh dear.
ok take your time i will wait, good luck with that...
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Re: [WIP] GZDoom - Tower of Babel

Post by Мichаеlis »

TheMistress wrote:Aka make it easier to also recreate that part IF ZBLood was ever continued?
Hey, I'm not that dead! :P

As for the Tower of Babel, this fork looks extremely promising.
I would consider rebasing ZBlood+ on this (primarily for bobbing and crouching enemies), though the idea of using a port so much less widely known than (G)ZDoom is a wee bit repulsive at first.
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Re: [WIP] GZDoom - Tower of Babel

Post by TheMistress »

Мichаеlis wrote:
TheMistress wrote:Aka make it easier to also recreate that part IF ZBLood was ever continued?
Hey, I'm not that dead! :P

As for the Tower of Babel, this fork looks extremely promising.
I would consider rebasing ZBlood+ on this (primarily for bobbing and crouching enemies), though the idea of using a port so much less widely known than (G)ZDoom is a wee bit repulsive at first.
I do suggest you use Tower Of Babel really, GZDoom hasn't been updated in AGES, and this was based of the Latest SVN of GZDoom.
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Re: [WIP] GZDoom - Tower of Babel

Post by Edward-san »

Does this fork compile in Linux? Actually GZdoom suffers a big problem with the compilation.
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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Sorry, Linux support is really the last thing on my mind. I'm not keen on working with those OSes. :(

Both Genesis Saga and the Tower of Babel (inc. source :P) have been uploaded to the SVN due to fears of me losing my files when upgrading. Glad that wasn't the case. Other people are welcome to try their hand at making ToB work for Linux though.
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Following David's advice and my uncertainty in A_SetProperty working, I split it up into Fixed and Int (A_SetPropertyFixed, etc).

I'm still pending a test wad by Nash for a feature to remove autoaim from inventory items when certain action functions are called. Binary and source will be updated to the SVN soon.
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Re: [WIP] GZDoom - Tower of Babel

Post by KILLER2 »

Link on first post seems broken.
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Updated first post with the link to the trunk itself. Updated binary and source are now on there. Updated to the latest GZDoom revision.
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Re: [WIP] GZDoom - Tower of Babel

Post by DOOMERO-21 »

so the new changes are?? i hope you not change the "a_setproperty" well i will download the new tob...
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Actually, A_SetProperty was one of the changes. I can't remember the rest. Have fun. :P
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Re: [WIP] GZDoom - Tower of Babel

Post by DOOMERO-21 »

Ryan Cordell wrote:Actually, A_SetProperty was one of the changes. I can't remember the rest. Have fun. :P
oka but still the height variable there right?
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Oh, of course it's still there. I see no reason to remove it. I just split it up into two variable types, that's all.
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Re: [WIP] GZDoom - Tower of Babel

Post by DOOMERO-21 »

Ryan Cordell wrote:Oh, of course it's still there. I see no reason to remove it. I just split it up into two variable types, that's all.
nice.
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Updated to revision 1259. Also fixes a problem where MDK crashed the game.. due to said attempt at trying to remove autoaim from inventory items that call A_FireBullets (and similar functions). Sorry, Nash.
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Re: [WIP] GZDoom - Tower of Babel

Post by Nash »

So it's back to normal ZDoom behaviour with forced auto aim then? Oh well. D:
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