ZDoom 2.0.63
ZDoom 2.0.63
Aside from a couple of fixes, 2.0.63 includes the A_Jump and A_CustomMissile state functions for DECORATE. See Graf Zahl's post in the 62.cab topic for more info.
63.cab
63.cab
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Cyb wrote:awesome
btw does anyone else find it somewhat odd that new monsters go in a lump named 'decorate'... needs a thingdef lump or something now
Hmm. The lump was there so adding to it seemed the easiest thing to do. Having an alternate name certainly doesn't hurt but for backward compatibility DECORATE is there to stay anyway. Besides, who cares?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Possible, yes. Worth the effort: probably not. Normally if you want to create new pickups you want to do something special with it. Just giving one of the standard items is rather lame and if you are utterly desperate to create a second (different looking) medikit or something like that you can do it with Dehacked. If you want to do something else you'd have to use a script anyway so it's most likely a waste of time (which is why I didn't bother to enable pickups for the custom actor definitions.)
well of course I'm not saying get rid of decorate, I'm just saying it'd make more sense to not have new actor definitions in a lump named 'decorate' when they are clearly not decorations :PGraf Zahl wrote:Hmm. The lump was there so adding to it seemed the easiest thing to do. Having an alternate name certainly doesn't hurt but for backward compatibility DECORATE is there to stay anyway. Besides, who cares? :P
obviously it's not a huge deal, and I don't really even care either, I was just mentioning it because it seemed weird to me