[r3010] Action Doom 2 Broken

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Graf Zahl
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

Well, since both can be made to work, does it really matter?
Scuba Steve
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

Well... Honestly, I remade the patch so Action Doom 2 would natively work on a current ZDoom build as a pwad or iwad... if it works correctly as a pwad and not as an iwad... it kinda ruins why I am making a 1.1 release of the project. I think the special case for AD2 should be removed from Zdoom.
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Xaser
 
 
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Re: [r3010] Action Doom 2 Broken

Post by Xaser »

There's no need for a special case at all. Just add "swapmenu = true" to a gameinfo block in MAPINFO:

Code: Select all

gameinfo
{
	swapmenu = true
}
Done.
Scuba Steve
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

Another question... There seems to be a very minor difference with the way disposable weapons are handled depending on whether it is run as an iwad. If run as a pwad, bottles and other weapons don't use ammo when they hit an object like a trashcan... but when run as iwad, they do. Reason?
Scuba Steve
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

Any information on why the helicopter is still twitchy in map10?
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NeuralStunner
 
 
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Re: [r3010] Action Doom 2 Broken

Post by NeuralStunner »

Scuba Steve wrote:Any information on why the helicopter is still twitchy in map10?
Drugs?

Anyhow, the original release seems to me to be working well in GZDoom.
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Zaratul
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Re: [r3010] Action Doom 2 Broken

Post by Zaratul »

"Anyhow, the original release seems to me to be working well in GZDoom."

Same for me.Finally map10 does not crash anymore.
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