Page 5 of 7

Posted: Tue Sep 13, 2005 10:52 am
by Graf Zahl
Why don't you just port your extensions to .96(x)? You'd gain more by doing that

Posted: Tue Sep 13, 2005 11:33 am
by rpeter
I consider 63a as the last stable version so far. A kind of milestone. I don't really have extensions, just poking around, but I don't want to play catchup everytime a diff comes out. The more seldom they come, the bigger they are.

Posted: Tue Sep 13, 2005 11:55 am
by Graf Zahl
And the longer you wait the more trouble you will have. Just because Randy doesn't manage to update the downloads page it doesn't mean that .96 isn't stable. Sure it has problems but on the other hand it has fixed a lot of stuff that's still in .63a.

And FYI, the next version will also be a major change so you may easily be stuck with an old and obsolete version.

Grubber and I have done our best to make 2.0.96x the best ZDoom ever - and that's what GZDoom is based upon (meaning DECORATE weapon and inventory support and many other enhancements.)

Posted: Tue Sep 13, 2005 3:48 pm
by Risen
Flipping through the texture filtering options.
Spoiler:

Posted: Tue Sep 13, 2005 3:53 pm
by Graf Zahl
Driver error. Look where it crashed. Even without debugging I can tell you that I won't be able to fix this. I have no means to track this down.

Posted: Tue Sep 13, 2005 6:16 pm
by Risen
Not surprising; I think my video card is dying.

Meh, it was free.

Posted: Wed Sep 14, 2005 12:25 am
by timmie
It might be in how certain OpenGL calls are being called, though. Just dismissing it as a driver error seems a bit premature. I've had more than one crash die in nvoglnt.dll that was completely my fault.

Posted: Wed Sep 14, 2005 1:18 am
by Graf Zahl
Since recreating the textures over and over again doesn't crash for me I really don't know what to do with it. The crash log doesn't even specify a usable call address.

To see what's happening there I'd have to experience the exact same crash and then step out of the driver to see what I passed to it.

Posted: Wed Sep 14, 2005 10:26 am
by Risen
I've recently been experiencing other strange video artifacts suggesting that my video card is not longer performing in a completely stable manner. It's probably safe to ignore this crash unless someone lese experiences it as well.

I've finally had a chance to sit down and begin to play Nimrod now. Thank you so much for the opportunity!

Posted: Thu Sep 15, 2005 5:43 pm
by The Doomer
All I can say Graf is this port is freakin sweet. I played the first 3 out of 4 maps of Claustrophobia and they all work great with no bugs that I could see. Again thanks for succeeding in combining Legacy with Zdoom. :)

Posted: Thu Sep 15, 2005 6:20 pm
by Shadelight
Is there an update to that GZDoom config for doom builder? I'd like to try to learn this fragglescript :)

Posted: Fri Sep 16, 2005 2:23 am
by TheDarkArchon
Use the Doom Legacy config. If it's Hexen format you're using you may as well stick with ACS.

Posted: Fri Sep 16, 2005 2:33 am
by Graf Zahl
Exactly! Although I logically had to define a line type for FS. But I won't document that unless Legacy's 2.0 specs are finalized. The current solution is only temporary.

Regarding the capabilities of FS, there isn't much that can't be done as well with ACS. The only thing I am missing in ACS is a function that immediately sets a floor/ceiling height of a sector. THe only means ACS has is a type that starts an instant mover but that can have side effects. But such a minor thing is hardly worth using FS for more than is necessary.

One thing I did though (because I find a lack of such an option in ZDoom quite annoying) is to add a FSGLOBAL lump which may contain FraggleScript for all maps that don't have their own. You could use it as a global means to set a player's inventory if you don't want him to have the standard weapons. Here's an example. I used one of Strife's QuestItems as a marker so it only gets executed upon starting a game.

Code: Select all

[scripts] 



script 1
{
	if (!checkinventory(0, "QuestItem1",1))
	{
		takeinventory(0, "Pistol");
		takeinventory(0, "Clip", 999);
		giveinventory(0, "DHPulse");
		setweapon(0, "DHPulse");
		giveinventory(0, "QuestItem1");
	}
}
startscript(1);

Posted: Fri Sep 16, 2005 2:37 am
by Deathsong12
So we could, say, use Fragglescript only to add new starting weapons and then use ACS everywhere else? Sounds like something that could remedy the whole "starting weapons and DECORATE" debate.

Posted: Fri Sep 16, 2005 2:39 am
by TheDarkArchon
FINALLY, HELL YES!!! \o/\o/

This means I'll make Tainted Decorum a GZDoom WAD