New features (last update 8.8.2005)
Moderator: GZDoom Developers
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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.
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.
- Cutmanmike
- Posts: 11351
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
- MartinHowe
- Posts: 2059
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Location: East Suffolk (UK)
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.
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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.

- MartinHowe
- Posts: 2059
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Location: East Suffolk (UK)
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.
I wonder what The Great One will make of this, if anything at all 
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 :) :) :)
//

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.

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.


- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
It's a custom version:
MartinHowe wrote: get it here.