DRD seems to be offline so I can't bug graf about it yet
Give the guy a break, he broke his hand becauxe he fell off his bike recently!
I know and that sucks but its hard to sympathize since I've been sick for a month and a half with some mystery illness that could be anything from minor to life-threatening.
Bio Hazard wrote:No, it can just load 24-bit images and converts them to doom palette automagically I'll bet.
A brand-new renderer would have been more than a revision bump.
But all the changes make it easier to create WADs for GZDoom but keep more of their features when run on plain ZDoom. This is why I added TGA and PCX texture support. Now I can handle everything with the regular texture manager and there's no more need for DevIL which makes things a lot easier.
Bio Hazard wrote:No, it can just load 24-bit images and converts them to doom palette automagically I'll bet.
A brand-new renderer would have been more than a revision bump.
But all the changes make it easier to create WADs for GZDoom but keep more of their features when run on plain ZDoom. This is why I added TGA and PCX texture support. Now I can handle everything with the regular texture manager and there's no more need for DevIL which makes things a lot easier.
So it'll be possible to make Zdoom maps with select GZdoom features that work on both ports, if I understand correctly, but not to make them look the same. Works for me, either way! Downloading.
randy wrote:An actor's damage in DECORATE can now be specified as an expression that is evaluated each time it needs to do damage. To do this, enclose it within parantheses, and the normal Doom damage calculation will be bypassed. For example, to do exactly 6 damage:
Great news to see new version. One questions, whats this about custom label actions? See, Pain...and all that!? Do you mean we can make our own labels?
What I REALLY hope can be done now is projectiles that still activate when doing 0 damage, as long as the damage dealt is a function. I have to test that now.