ZDoom 2.1.0

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silentzora
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Post by silentzora »

Sweet stuff. Finally, an official version that includes Decorate weapon support! That and the whole crouching bit is fun.

Only gripe I have, though, is that Warp2 wasn't included. It's a shame... But, whatever. Warp works well enough.
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Siggi
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Post by Siggi »

Lets see if this fits
Spoiler: Changes after ZDoom 2.0.98
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Siggi
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Post by Siggi »

No, it doesn't... Part 2
Spoiler:
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Graf Zahl
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Post by Graf Zahl »

I have to admit that I am surprised. Two days have passed since the release of 2.1.0 and the bugs forum is almost as empty as it was two days ago. Although I didn't expect a flood of new reports like for 2.0.90 this is way below my expectations. :)
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Shadelight
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Post by Shadelight »

Maybe most of the bugs are fixed then? but maybe when we get custom states and that stuff, there'll be new bugs :P.
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Nash
 
 
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Post by Nash »

Any reason why WARP2 wasn't included?
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Jim
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Post by Jim »

I believe that it uses a shader, so its implementation in GZDoom depends on OpenGL.
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Nash
 
 
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Post by Nash »

WARP2 worked in software in .96x, before GZDoom was around...
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Jim
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Post by Jim »

Maybe not then...
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Graf Zahl
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Post by Graf Zahl »

What makes you think that WARP2 is not included?

Code: Select all

			// [GRB] Added warping type 2
			else if (SC_Compare ("warp") || SC_Compare ("warp2"))
			{
				bool isflat = false;
				BOOL type2 = SC_Compare ("warp2");	// [GRB]
				SC_MustGetString ();
				if (SC_Compare ("flat"))
				{
					isflat = true;
					SC_MustGetString ();
				}
				else if (SC_Compare ("texture"))
				{
					isflat = false;
					SC_MustGetString ();
				}
				else
				{
					SC_ScriptError (NULL);
				}
				int picnum = TexMan.CheckForTexture (sc_String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
				if (picnum != -1)
				{
					FTexture * warper = TexMan[picnum];

					// don't warp a texture more than once
					if (!warper->bWarped)
					{
						if (type2)	// [GRB]
							warper = new FWarp2Texture (warper);
						else
							warper = new FWarpTexture (warper);
						TexMan.ReplaceTexture (picnum, warper, false);
					}

				}
			}
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Enjay
 
 
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Post by Enjay »

I can't check again right now, but on reading (above) that WARP2 wasn't included last night, I opened one of my levels that uses both WARP and WARP2 quite near each other. Both floors were warping, but I couldn't see any obvious difference between the appearance of the two liquids. They both seemed to be using WARP. It was just a quick check, but that's how it seemed. I didn't check in GZDoom to see if there was any difference. As you know, I can't use the shaders in GZDoom so I assume the warping of Zdoom and GZDoom is the same code for me.
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Graf Zahl
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Post by Graf Zahl »

You are correct. The software renderer has a bug that makes it render warp2 as normal warp. But it's easily fixed so I just did that.
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silentzora
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Post by silentzora »

Graf Zahl wrote:You are correct. The software renderer has a bug that makes it render warp2 as normal warp. But it's easily fixed so I just did that.
Cool. So is that going to be available in the next version of ZDoom, or GZDoom?
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Graf Zahl
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Post by Graf Zahl »

In GZDoom it's already working or I would have noticed far earlier. The GL renderer had to re-implement much of the texture handling in order to support different palettes and to mix patches with different palettes so the warping code is not the same.
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Enjay
 
 
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Post by Enjay »

Purely out of interest, am I correct in saying that, as far as Zdoom developement and versions go, the intention is to fix any glaring bugs in this version and then call it "complete", stop development on this codebase and then move on to the FP codebase and have that as the in-development stuff from that point on? That's certainly how it seems, I'm just making sure I've got it right.

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