ZDoom 2.1.6

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Enjay
 
 
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Post by Enjay »

Theshooter7 wrote:Yay! now only 0.0.4 more versions until Custom States!
Yay for 2.1.6a, 2.1.6b, 2.1.6c... 2.1.9zzzz ;)
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Jimmy
 
 
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Post by Jimmy »

Enjay wrote:
Theshooter7 wrote:Yay! now only 0.0.4 more versions until Custom States!
Yay for 2.1.6a, 2.1.6b, 2.1.6c... 2.1.9zzzz ;)
...is that you falling asleep or are you teasing us? :P
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Graf Zahl
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Post by Graf Zahl »

Hmm, who is saying that 2.1.10 is not a valid version number? :P
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Ryan Cordell
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Post by Ryan Cordell »

Graf Zahl wrote:Hmm, who is saying that 2.1.10 is not a valid version number? :P
You're a weenie Graf, a real weenie. :P (Heh, no offense. XP)
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HotWax
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Post by HotWax »

Yeah, I think people forgot all about 2.0.64.....
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Enjay
 
 
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Post by Enjay »

Ahhh, the much anticipated 64. :)
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Wills
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Post by Wills »

Good thing I checked this place before recording the demos for UII. /me downloads
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Nash
 
 
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Post by Nash »

It appears that 2.2.0 isn't as close as we think it'll be. :(
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Amuscaria
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Post by Amuscaria »

Now to wait for the GZdoom equivilent. Hopefully A_Implode or something similar will be added in soon.
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Nash
 
 
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Post by Nash »

I'm rather concerned with the new bugs in 2.1.6, especially ENTER scripts, which my project heavily uses and I'd rather wait a little longer for the next version of GZDoom.

The last time ENTER scripts were broken, it took a very long time before a fixed version came out. :/
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Amuscaria
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Post by Amuscaria »

Nash wrote:I'm rather concerned with the new bugs in 2.1.6, especially ENTER scripts, which my project heavily uses and I'd rather wait a little longer for the next version of GZDoom.

The last time ENTER scripts were broken, it took a very long time before a fixed version came out. :/
Well i can wait a long time. I wont be doing much Doom editing anytime soon anyway. College has been eating my soul alive.
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Nash
 
 
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Post by Nash »

In that case, I think you'll have to either put your project on hold or scrap some ideas; it certainly doesn't look like any new code pointers are going to be added soon.

The Feature Requests forum is piling up. Even some of the small requests aren't being considered, let alone a new code pointer...
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Amuscaria
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Post by Amuscaria »

Nash wrote:In that case, I think you'll have to either put your project on hold or scrap some ideas; it certainly doesn't look like any new code pointers are going to be added soon.

The Feature Requests forum is piling up. Even some of the small requests aren't being considered, let alone a new code pointer...


Well, Graf said he'as already done it before, and the only reason he didn't release it is because the crappy Doom physics didn't allow the monster to NOT go through the calling actor of A_Implode. I think no one really cares about that, though. :D
skadoomer
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Re: ZDoom 2.1.6

Post by skadoomer »

randy wrote:PlayerPawn and PlayerChunk have more flags defaulted to on.
What flags are these? Are they all the ones defined in the doomplayer actor?
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Carnevil
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Post by Carnevil »

randy is off my Christmas list :( :( :(
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