ZDoom 2.1.7

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Project Shadowcat
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Post by Project Shadowcat »

Risen wrote:Left the community because of idiots, if I recall correctly.
As far as I see, he hasn't seen my forum yet. Now there's a bunch of idiots. Some of 'em are good idiots, but idiots none the less.
This is by far the most intelligent forum I've been on.
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Risen
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Post by Risen »

Don't look at me, I don't know his motivation. In fact, I don't remember where I got my information from, so it very well may be incorrect. I can't verify.
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Post by DoomRater »

Jalla would be able to confirm/deny that, I think.
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Post by Siggi »

Scuba Steve wrote:That's the caliber of responses I expected.
We do our best.
I don't recall anything being said about when we can expect a new release. The recent SVN versions of ZDoom are stable, but not perfect, and I believe there are some code changes still in progress.
Of course I could be mistaken.
Risen wrote:Left the community because of idiots, if I recall correctly.
In short, yes this is what happened.

He was getting increasingly annoyed with certain people in the forums, and after being massively disappointed by people he'd asked to help him he decided he wasn't enjoying it anymore.
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Nash
 
 
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Post by Nash »

Sir_Alien also said he will be starting university and that would mean little time left for Doom.

As for the next version... I think it's safe to say that it's because DoomScript is finally going to happen (based on the discussions I see and I do recall Randy saying he wants to do some huge changes; Graf was also already working with a script parser and said "a stable EXE won't be available for a long time").

Let's hope it really does.
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Post by Enjay »

Nash wrote:Sir_Alien also said he will be starting university and that would mean little time left for Doom.
Indeed he was (and did). I've exchanged very occasional e-mails with him and he is doing very well at uni and thoroughly enjoying it.
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Post by randi »

Nash wrote:I think it's safe to say that it's because DoomScript is finally going to happen
Actually, it's because of the website. I have a less radical change I want to get in, and I want to do it before a ZDoom with custom state labels comes out, since it slightly changes the syntax for referencing state labels belonging to other actors. Alas, even if it's relatively simple, I can't do it when I have to spend my time otherwise. ZDoom's gone long enough without an official release for me to hold it up even further for a scripting language.
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Post by Nash »

*insert Enjay's "noooooo" pic*

Oh well. As long as there's progress, all's good!
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Post by Risen »

Enjay wrote:I've exchanged very occasional e-mails with him and he is doing very well at uni and thoroughly enjoying it.
Good to know. You can pass along my regards if you speak again.
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2005 FY9
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Re: ZDoom 2.1.7

Post by 2005 FY9 »

By A_Jump DECORATE function, do you mean controlling how high you can jump? Is it also possible to program the game to dish damage if you jump on a floor that deals damage (to prevent cheating your way through it)?

I'm working on a gamewad that would allow both jumping and crouching (falling damage too), as well as looking up and down.
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Re: ZDoom 2.1.7

Post by Matt »

@9: If you've seen a DECORATE code you'll get it. [wiki=ZombieMan]Here[/wiki]'s an example.

The big part with the POSS A 4 etc. is a bunch of lines executed in sequential order determining the monster's behaviour. The command [wiki]A_Jump[/wiki] tells ZDoom to randomly "jump" from one line to another, executing another part of the code instead of whatever's on the next line.
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Re: ZDoom 2.1.7

Post by DoomRater »

Oh yeah, the most confusing thing about A_Jump and its variations is that jmuping one frame jumps to the next frame. The reason this exists is because there can be control commands in between frames (like Goto, Wait, Loop, and Stop) that can be skipped this way. Also, jumping one frame ignores the frame delay on the line that is jumping.
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Re: ZDoom 2.1.7

Post by Enjay »

DoomRater wrote:Also, jumping one frame ignores the frame delay on the line that is jumping.
I think all frame based code pointers execute at the start of the frame's duration, so that would make sense.
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Re: ZDoom 2.1.7

Post by Graf Zahl »

DoomRater wrote:Oh yeah, the most confusing thing about A_Jump and its variations is that jmuping one frame jumps to the next frame. The reason this exists is because there can be control commands in between frames (like Goto, Wait, Loop, and Stop) that can be skipped this way. Also, jumping one frame ignores the frame delay on the line that is jumping.
You are confused because of this? Math must be a complicated thing! :mrgreen:

Of course an offset of 1 jumps to the next state which (obviously) is located at currentstate+1!
As for the delay: See Enjay's post. That's how states in Doom work!
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Re: ZDoom 2.1.7

Post by DoomRater »

For math confused people (or people just new to coding, period) I'm sure it would be.

And yes, I quite well understand why it works the way it does. Didn't my post sound like it was TRYING to explain what it did and why?
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