Yay for 2.1.6a, 2.1.6b, 2.1.6c... 2.1.9zzzzTheshooter7 wrote:Yay! now only 0.0.4 more versions until Custom States!
ZDoom 2.1.6
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Well i can wait a long time. I wont be doing much Doom editing anytime soon anyway. College has been eating my soul alive.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. :/
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...
The Feature Requests forum is piling up. Even some of the small requests aren't being considered, let alone a new code pointer...
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.
Re: ZDoom 2.1.6
What flags are these? Are they all the ones defined in the doomplayer actor?randy wrote:PlayerPawn and PlayerChunk have more flags defaulted to on.
