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Posted: Sun Jun 12, 2005 8:12 am
by Cutmanmike
another bug: %s doesn't work in obturities for weapons

Also, maybe you should update the date on your download page? Heh sorry i'm a right old nagger aren't I? :wink:

Posted: Sun Jun 12, 2005 9:11 am
by Grubber
%s what? You have to use %g for he/she/it, %h for him/her/it, %p for his/her/its, %o for victim's name and %k for killer's name.

And the date is ok.

Yes, you are :).

Posted: Sun Jun 12, 2005 9:26 am
by Lemonzest
Looks like my hexen save bug is fixed, will need to play test longer tho. YaY!! its fixed setting autosavecount=15 in the ini now saves correctly now and no more crash when the limit is reached.

Posted: Sun Jun 12, 2005 9:46 am
by Grubber
Interesting, I haven't changed anything related to it...

Posted: Sun Jun 12, 2005 9:51 am
by Lemonzest
well with your old build with autosavecount set to about 10 it crashed when saving what i did to test was, load hexen then map map02 and then pull the leaver to open the first door and then go into the portal and it auto saves then down the staires and pull the next switch and wait for the smashers to stop, then trough the teleporter where it saves again, then i loop trough the teleporters and before when it hit the limit set in autosavecount it crahsed, now it wraps back around and overwrites the 1st save like it should.

Posted: Sun Jun 12, 2005 10:45 am
by Cutmanmike
Grubber wrote:%s what? You have to use %g for he/she/it, %h for him/her/it, %p for his/her/its, %o for victim's name and %k for killer's name.

And the date is ok.

Yes, you are :).
Oh it's %k is it? :idea:

Posted: Sun Jun 12, 2005 1:20 pm
by Grubber
AFAIK yes.

Posted: Sun Jun 12, 2005 5:54 pm
by Graf Zahl
I'm looking at the code right now.

Grubber, you made one nasty mistake:

In gameconfigfile.cpp you deleted the initialization call for the weapon slots when you altered the code so that it can load the settings for Strife.

This must be re-added to the end of DoGameSetup:

Code: Select all

	else
	{
		SetupWeaponList (gamename);
	}

Posted: Sun Jun 12, 2005 6:30 pm
by DoomRater
Grubber wrote:It's A_RailAttack (damage, xyoffs, usenoammo, color1, color2, silent). Color1,2 can be defined as "RR GG BB" (hexadecimal) or any entry from X11R6RGB lump or "none" for no color (invisible). It's a little bit different than original kgsws's version.
I don't suppose I mentioned this but this is freakin close to what I was looking for, if not exactly what I was looking for! so color1 and color2 affect the rail and the laser right? Or is that the other way around?

Posted: Sun Jun 12, 2005 6:51 pm
by Graf Zahl
@Grubber:

Can you please wait for 2 days with the next update? Currently I am putting everything together I have so that there is only one .diff for everything. I think that should make future updates somewhat easier to handle.

Posted: Mon Jun 13, 2005 5:04 am
by Graf Zahl
Status update. I have added most of the stuff I wanted to and all that remains is testing it.

So what's new:

- Flats can now be in PNG format
- added a DONTHURTSPECIES flag that prevents a monster from doing explosive damage to its own kind.
- added a REMOVEDEAD flag that makes a dead monster disappear if no player is in sight
- added A_SetTranslucent(alpha, type) code pointer (which I think will make some people happy ;))
- added A_FadeOut code pointer which makes an actor fade out until it is invisible and then removes it.
- added A_SpawnDebris code pointer
- added optional parameters to A_BFGSpray, A_FatAttack?, A_Mushroom and A_PainAttack. Of the available Doom code pointers these are the ones most in need of it.
- made the rocket particle trail available in DECORATE through a ROCKETTRAIL flag
- added option to make the Hexen/Heretic scrollers carry as fast as they scroll
- finally added custom translations to DECORATE.
- fixed a bug in A_CentaurDefend and made this function available in DECORATE because it can be really useful with monsters that can switch on an invulnerability mode.
- added my HUD scaling code which has been submitted elsewhere


There's still a few things to do though...

Posted: Mon Jun 13, 2005 6:17 am
by Grubber
Graf Zahl wrote:Grubber, you made one nasty mistake
Right, stupid me... :oops:. I always make horrible mistakes when changing something simple too quickly :?.

EDIT: I was too slow ;).

Posted: Mon Jun 13, 2005 6:27 am
by Graf Zahl
I already fixed it. Right now I am working down my list of stuff I'd like to add.

There's a few code pointer I'd like to add in addition to some from Hexen I am going to made available
I also want to take care of the A_FastChase with friendly monsters issue. That one is highly annoying. When I'm done I'll post the .diff here.

Regarding the .diff, I think next time you should either include a full .diff to .96 or if that gets too long add the files not contained in it. Yesterday evening I spent over an hour getting all the stuff together because large parts were not in the .diff so I had to browse several threads and look through all of my different ZDoom projects.

Anyway, this 'inofficial' version is looking great. That's much closer to the ZDoom I'd like to have than 2.0.96. ;)

Posted: Mon Jun 13, 2005 6:31 am
by Grubber
Graf Zahl wrote:- added my HUD scaling code which has been submitted elsewhere
I wanted to add it some time ago, but I don't like the way of scaling to other resolutions than 320x200. Maybe you can add some more computing with CleanXfac & CleanYfac?

I like the progress of inofficial version too :). First I wasn't sure about the "silent change" from grbzdoom to zdoom .96x, but now it seems to be OK. Only thing I'm still missing is Randy's opinion.

BTW full diff is already included (I'm too lazy to always delete hundreds of lines from the diff ;)), so I dunno why you had problems patching the code (maybe I've made another mistake somewhere :?).

Posted: Mon Jun 13, 2005 6:51 am
by Cutmanmike
question: Why is am_cheat 2 missing?