New features (last update 8.8.2005)

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Graf Zahl
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Post by Graf Zahl »

How often do we need to reiterate that now that we have the new source it doesn't make much sense to add more features to the old incompatible version.

If there's another unofficial version it will be 2.1.0.x, not 2.0.96.x but whether that happens depends on some factors I can't foresee yet - and first all the old code had to be ported to the new floating point system.
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Cutmanmike
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Post by Cutmanmike »

But surely Sv_keepweapons/keys is a feature that's 100% going to be in a future zdoom version right? After all, it is a huge bug.
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Graf Zahl
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Post by Graf Zahl »

I still won't change the old code for it, bug or not.
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The Ultimate DooMer
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Post by The Ultimate DooMer »

So all wads made for the unofficial build are useless then?
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Graf Zahl
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Post by Graf Zahl »

I haven't said that. Randy has just begun to add some .96x features to his code last Friday. Obviously he hasn't done much yet. But considering that I now have Randy's current source I don't see much of a point to add stuff to the old code that has to be rewritten anyway.
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MartinHowe
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Post by MartinHowe »

I've been out of the loop for a couple of days, and working on some stuff to be considered for 96x, mostly in relation to custom monster attack filtering.

Oh shit :)

Still, you lot might as well have a look, if only for the sake of seeing what is now possible. Exe and diff to 96x/29/07 included, plus a small test WAD and zdefs.acs. Documentation is a load of comments in actor.h; get it here.
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Graf Zahl
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Post by Graf Zahl »

Interesting. ;) But I want to see first what Randy is up to. The latest version are to be used with caution anyway. Some features aren't really necessary anymore because Randy has dome something similar already or can't be easily converted. But this is something to keep in mind until the right time comes.
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MartinHowe
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Post by MartinHowe »

I forgot to add some extra documentation into actor.h. In fact, with "normal" ZDoom, this ought to work with the STANDSTILL flag, though I haven't tried it.

Code: Select all

//
// Supposing you have a monster flagged as STANDSTILL or
// WANDER and you want it to enter that mode as soon
// as it is spawned (assuming there are no acceptable
// enemies to hand where it is spawned). There is no flag
// to require the other three flags to be "imposed" at
// spawn state, but there is no need for one as you can
// easily cause it to happen indirectly. Since it implies
// jumping directly into the chase state and letting the
// flags control what happens next, use the following:
//
// Spawn:
//     XXXX Y 0
//     Goto See
// See:
//     XXXX Y ................
//     .... . ................
//     etc.
//
// In other words, the first spawn state should have the
// same sprite and phase as the first chase state entry,
// but with zero frame duration and no action function.
//
// Do *NOT* do this if the flag you want to "impose" is
// STANDIDLE, as that's what the spawn state does anyway!
// You'll probably lock up the game or something :) :) :)
//
I wonder what The Great One will make of this, if anything at all :)
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Talonos
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Post by Talonos »

Personally, I'm still waiting for .64.

Perhaps the next version could be 2.1.0.64? Then, as soon as he's done ironing out the bugs (Because there probably will be bugs after so much code has been changed) he could bump it up to 2.1.1.

But he's been promising us .64 for years, so at some point, I want to see a .64 in some version number somewhere.

:evil:

:D
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DoomRater
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Post by DoomRater »

Or maybe .64 will be a 64-bit build!....... okay bad joke.
skadoomer
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Post by skadoomer »

Talonos wrote:Personally, I'm still waiting for .64.
You might as well be waiting for jesus.

@martinhowe
Which version of the 96x build should this run with? I'm getting an error message when i try to run it with the most cuurrent cummunity build.
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TheDarkArchon
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Post by TheDarkArchon »

It's a custom version:
MartinHowe wrote: get it here.
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Biff
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Post by Biff »

What is the thinking regarding TERRAIN? Will that lump continue to be supported?
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Grubber
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Post by Grubber »

Sure, why not?
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Nash
 
 
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Post by Nash »

ZDoom's still lacking player footstep sounds! ;)
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