GZDoom discussion (Version 2.3.1 released 2016/jan/7)

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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Alekv » Mon May 08, 2017 10:41 am

Graf Zahl wrote:Post something that can be tested, that goes for both the RenderStyle/Alpha issue and the crash. Screenshots cannot be debugged, but the crash looks like data corruption.

Unfortunately, I do not know how to test a crash, because it appears if you go through the game from the 1st level to 6-9 with this at each level you need to touch the auto-save object

Again, the bug does not appear every time, so it's hard for me to show it to you :(


But if you are ready to go through the game about two times (ie, only 9-10 levels) to see a bug
Then I can throw you this version of the game.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby D2JK » Wed Jun 07, 2017 9:34 am

Would it be possible to implement a particle generating function supporting custom sprites? I understand they would perform worse than simple particles, but I suppose better than (non-interactive) actors?

Also, a small observation about for - loops: when using multiple counter variables, declaring the type of additional counter variables (in the initialization field), will cause a startup error: Unexpected identifier, expecting ";".

For example, this works:
Code: Select allExpand view
int b;
for (int a=0 , b=0 ; a < 100 ; a++, b++)

This does not:
Code: Select allExpand view
for (int a=0 , int b=0 ; a < 100 ; a++, b++)


Are the additional counter variables automatically considered to be of the same type as the first one?
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Nash » Tue Jun 13, 2017 7:20 pm

Should the zcajun Bots.cfg be packaged with future official GZDoom builds? As broken as they are, they're still an engine feature and currently the only way to get the CFG file is to download some old version of ZDoom...
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Gez » Wed Jun 14, 2017 4:19 am

It'd be better if instead of a file it could be loaded from a lump, say, CAJUNBOT or ZBOTCONF. Then it could be squirreled away in gzdoom.pk3 instead of being a loose file.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Nash » Wed Jun 14, 2017 4:48 am

That's actually a brilliant idea, how come Randi didn't do that back in the day. :D
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Caligari87 » Wed Jun 14, 2017 9:56 am

ZBOTCONF would be great for any future expandability. The current Cajun bots could be one section, other bots (if ever added) could use a different syntax.

8-)
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Rachael » Wed Jun 14, 2017 10:30 am

This really needs to go in the Feature Suggestions forum - or it will get lost and probably never be done simply because it'll be forgotten about by the time anyone has the chance to make a decision on it.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Arch-vile90 » Sat Jul 22, 2017 10:02 am

Never used a version of gzdoom lower than v 2.0 but today i tried the v 1.8 and i saw weapons are less bright than the latest versions of gzdoom, they tend to disappear in the darkness sectors.
I have a question about this: It's possible add a mode to switch the weapon light like the v1.8?
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Graf Zahl » Mon Jul 24, 2017 7:46 am

No, not really. That old code did some bad stuff with bright weapon frames which cannot be reinstated without causing broader problems. It also was not correct.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby ibm5155 » Wed Jul 26, 2017 2:56 pm

Why the shadow on the map feels slower while the shadows on objects feels faster?
example vídeo:
https://www.youtube.com/watch?v=6-YHYDZgP7g
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby NightFright » Fri Oct 06, 2017 3:21 am

I see GZD v3.2 has just been released. Does anyone have a quick overview of the changes compared to v3.1?
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby Rachael » Fri Oct 06, 2017 5:07 am

There's a 6-points highlights list right at the top of the release post in enlarged letters right under the downloads.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Postby NightFright » Fri Oct 06, 2017 6:10 am

Ah right, that eluded me since I was expecting that in the "changelog" section. ^^ Thanks a lot!
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