ZDoom 2.1.5

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Grubber
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Post by Grubber »

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J-Dub
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Post by J-Dub »

Nash wrote:
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.
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Graf Zahl
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Post by Graf Zahl »

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.
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Jimmy
 
 
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Post by Jimmy »

God yes! I've been wanting this for so long! :D

.:EDIT:. Has a new version of ACC been released in conjunction with this? :o
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SMG M7
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Post by SMG M7 »

Graf Zahl wrote:
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.
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Medricel
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Re: ZDoom 2.1.5

Post by Medricel »

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:

Code: Select all

Damage (6)
To deal normal Doom missile damage:

Code: Select all

Damage (random(1,8)*6)
Sweet! Custom damage formulas!

:rock:
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Baratus
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Post by Baratus »

Awesome. You rule. :D
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Shadelight
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Post by Shadelight »

I'm away for one day and look what happens! Nice job Randy! :)
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Nash
 
 
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Post by Nash »

Grubber - Thanks, but unfortunately your source changes are too much for my non-programmer mind to absorb.

I still don't understand how to use the flags for the three new functions I mentioned.

Randy, perhaps?
James Sethorn
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Post by James Sethorn »

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?
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Graf Zahl
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Post by Graf Zahl »

Not yet. Only Randy can tell when he plans to add them.

Same for the floating point code. That one's been collecting dust for a year now - and it contains fully functional custom state label code
Cptschrodinger
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Re: ZDoom 2.1.5

Post by Cptschrodinger »

Shinjanji wrote:
Sweet! Custom damage formulas!

:rock:
So now we can make super random weapons that can do 1 to 325346236462 damage? :P
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DoomRater
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Post by DoomRater »

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.
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randi
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Post by randi »

Nash wrote:How do I use the flags?
See the updated wiki information.
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Nash
 
 
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Post by Nash »

Thank you Randy.
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