ZDoom 2.0.98 Bugfixing bugfix release

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randi
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Post by randi »

Have you tried co-op recently? Those bugs should have been fixed in 2.0.97. If it still doesn't work, what exactly doesn't work?
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Belial
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Post by Belial »

ATM the most important coop bug is http://forum.zdoom.org/potato.php?t=7251.
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Bio Hazard
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Post by Bio Hazard »

So the "You lose your inventory when you die" bug got fixed? is that what this changelog entry was for?:
randy wrote:Removed the multiplayer check from AInventory::ShouldRespawn(). Now the dmflag is always respected, even without alwaysapplydmflags.
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Graf Zahl
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Post by Graf Zahl »

randy wrote:
Graf Zahl wrote:Are there plans for a stable floating point release before rewriting the actor handling completely?
Not at this time. The new scripting was actually one of the prime reasons for the switch to floating point. (I didn't want to subject the people who might use it to floating point math.) By itself, floating point doesn't add any real value. I just want to get a nice solid fixed point version out, hence the 97 and 98 releases (which were not as solid as I would have liked). Then I can concentrate on new features again.

I'm asking because from experience the most bugs have been found through public testing. I really think it's a good idea to release one or two versions for testing purposes before something that massive is added to the code. I'm quite sure many users here are willing to help with that.
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Graf Zahl wrote:If that is a concern I can add a 'locked' software mode that doesn't recreate the nodes but also doesn't allow switching to GL mode when inside a level.
That would be quite a good feature actually, since that would make a full merger between 96x and GZDoom possible without any chance of anything OpenGL-related harming wads created for 96x, or those containing features that don't like OpenGL.

(yes I've had a lot of trouble off OpenGL, graphics cards, drivers etc. in the past, and it's only thanks to a PC blowout early last year that I don't have that trouble anymore. Plus I don't like OpenGL's handling of fog and doors with partially-transparent middle textures)
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Post by Grubber »

I agree, that would be really useful.
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Post by Hirogen2 »

Close it. Please.
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Post by clarence144 »

Will .97 demos still work in this new version?
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deathz0r
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Post by deathz0r »

Graf Zahl wrote:Is there really any need to do this separately?
Yes. GZDoom forces my display settings to 320x200 software mode upon startup, which really gets on my nerves.
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Graf Zahl
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Post by Graf Zahl »

Can you post the startup log you get with '+logfile log'? If started in software mode there is absolutely nothing different from ZDoom starting up.
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Post by Doomguy0505 »

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Post by wildweasel »

Edit your INI file to the resolution settings you want, then mark it read-only.
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deathz0r
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Post by deathz0r »

Graf Zahl wrote:Can you post the startup log you get with '+logfile log'? If started in software mode there is absolutely nothing different from ZDoom starting up.
Oddly enough, it doesn't appear to be doing it anymore. It must have done something when I first loaded it though, since I've only used 0.9.14 once before reporting that quirk.

Regardless, here's the log:

Code: Select all

Log started: Fri Nov 11 08:45:04 2005

 adding gzdoom.wad (146 lumps)
 adding zvox.wad (32 lumps)
CPU Speed: 1673.774653 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) XP 2000+
  Family 6 (7), Model 8, Stepping 1
  Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
R_OPENGL: Couldn't create render context. Reverting to software mode...
Resolution: 640 x 400
Switching to software renderer...
Init DOOM refresh subsystem.
2665 textures created
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Doomguy0505 wrote:@deathz0r: http://autoexec.ytmnd.com/
You're seriously a retard. Shut the hell up and go do something useful or contributive... I don't know, such as leaving the forums for a start?
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Graf Zahl
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Post by Graf Zahl »

deathz0r wrote: Regardless, here's the log:

Code: Select all

Log started: Fri Nov 11 08:45:04 2005

 adding gzdoom.wad (146 lumps)
 adding zvox.wad (32 lumps)
CPU Speed: 1673.774653 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) XP 2000+
  Family 6 (7), Model 8, Stepping 1
  Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
R_OPENGL: Couldn't create render context. Reverting to software mode...
Resolution: 640 x 400
Switching to software renderer...
Init DOOM refresh subsystem.
2665 textures created
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
That error is truly odd. It sets up the graphics hardware properly and fails at a point that doesn't make any sense at all.
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deathz0r
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Post by deathz0r »

Graf Zahl wrote:That error is truly odd. It sets up the graphics hardware properly and fails at a point that doesn't make any sense at all.
99% sure it's a vexing bug. This video card (S3 Savage ProDDR) does not support OpenGL 1.2 at all. It either forces programs to switch to software mode, or it renders everything as white.
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