The status of ZDoom 2.0.97
Moderator: GZDoom Developers
- HobbsTiger1
- Posts: 1235
- Joined: Fri Jan 07, 2005 7:29 pm
- Location: #DMClub
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I'm sad because in zdoom fp test I still have a problem with rendering bug that has been mentioned here http://forum.zdoom.org/potato.php?t=6125 and here http://forum.zdoom.org/potato.php?t=3328
Spoiler:maybe together we can track it down
Last edited by sslazak on Tue Aug 02, 2005 1:52 pm, edited 1 time in total.
Some interesting stuff:
)
@randy: Any plans on supporting fonts with custom chars / unicode / whatever to make LANGUAGE lump useful for languages with "new" characters? (e.g. Czech uses a bunch of them - in unicode: 00C1 00C9 00CD 00D3 00DA 00DD 00E1 00E9 00ED 00F3 00FA 00FD 010C 010D 010E 010F 011A 011B 0147 0148 0158 0159 0160 0161 0164 0165 016E 016F 017D 017Erandy wrote:- New feature: Missiles with negative damage now give you health.
- Changed damage type from an int to a name. Death states are looked up using the
damage type's name, so adding new death animations and damage types is a simple as
using a new name. The same goes for pain animations.

Last edited by Grubber on Tue Aug 02, 2005 1:11 pm, edited 2 times in total.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Huh? Only if the OpenGL renderer is the only renderer. Software Polymost will allow room-over-room (like Build) but not true 3D floors (where you can see both top and bottom at the same time).Graf Zahl wrote:My biggest hope is that this allows the implementation of an OpenGL renderer that doesn't have so many of the common problems. Because if that is done 3D-floors are a piece of cake to add to ZDoom.
And FWIW, updating all the physics code for 3D floors is definitely not a piece of cake
