ZDoom 2.1.2

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Graf Zahl
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Post by Graf Zahl »

Better wait for 2.1.3. The item dropping bug makes this rather useless.
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Nash
 
 
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Post by Nash »

You know, on some days, you wake up really fresh and happy, like you had a good night's rest, and you get greeted with something nice?

It's one of those days for me. =)

Thanks a lot for the new version, Randy. Finally I can get rid of those duplicate messages... oh, big thanks to Graf and Grubber too, your efforts are really appreciated!

EDIT: Can't get this to work. What am I doing wrong?

Code: Select all

ACTOR Blood_ : Blood replaces Blood
{
scale 8.0
}
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Hirogen2
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Post by Hirogen2 »

Praise for the open development model. :-)
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Phobus
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Post by Phobus »

@Nash: Yeah, getting up at mid-day after a late night to be greeted by a new version is pretty cool :)
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Enjay
 
 
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Post by Enjay »

Shame about the dropped items bug. It does make this version fairly unusable for general playing. However, that will, no doubt, soon be rectified and the ability to DECORATE modify existing actors is a very welcome and long awaited feature. Thanks.
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Graf Zahl
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Post by Graf Zahl »

Nash wrote:
EDIT: Can't get this to work. What am I doing wrong?

Code: Select all

ACTOR Blood_ : Blood replaces Blood
{
scale 8.0
}

Nothing. It will work in the next version. I redesigned the replacement handling so that more things can be replaced. The only things that won't work are players (use the player classes feature instead) and internal inventory handling (which includes ACS inventory functions.) But that'd only be a problem if someone wanted to use a weapon mod with a WAD that does some specific inventory checks.

There's also a handful of special items that can't be replaced due to the way they are handled by the engine. But it's unlikely that you want to replace these (e.g. some of the Heresiarch's effects.)
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LilWhiteMouse
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Re: ZDoom 2.1.2

Post by LilWhiteMouse »

randy wrote:[*]Added Grubber's custom player class support.
Is there any official documentation/examples for this?
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Graf Zahl
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Post by Graf Zahl »

Nothing official yet, but most is explained here:

http://forum.zdoom.org/potato.php?p=217771#217771
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Nmn
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Post by Nmn »

The actor replacement thing will be very handy I believe. Can it manipulate the player actor as well?

Also, Graf, please add these stuff to Gzdoom ;)
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Graf Zahl
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Post by Graf Zahl »

No. Players are excluded. But for that you can use the custom player facilities which are better suited to do the job.
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Graf Zahl
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Post by Graf Zahl »

Nmn wrote: Also, Graf, please add these stuff to Gzdoom ;)

When 2.1.3 is released. I won't have the time to do it today anyway.
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Doom A Holic
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Post by Doom A Holic »

Unknown_Assassin wrote:
Doom A Holic wrote:Custom Player Classes?! Can you use these with Doom and not just Hexen?
Yes. Grubber inputed into 2.0.99x. Then randy implented them into Zdoom version 2.1.2

Anyways, I think the version needs to be updated to 2.1.3, since there is an ammo issue that Wasted Youth had said in the Bugs Forum http://forum.zdoom.org/potato.php?t=10350 . While you're fixing that, could 'things_raise' be implented in the next version? It was said earlier in this thread: http://forum.zdoom.org/potato.php?t=10350 , but it was never added (I checked typing things_raise in the console) even though it said added.
Ok I guess it's too buggy to be used in my mod yet.

It's amazing how fast the versions are rolling out! :wink:

EDIT: Oh yeah, can you still use the DoomEd numbers in DECORATE? ...cause thats what I'm used to.
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Graf Zahl
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Post by Graf Zahl »

What makes you think that it has been removed? :?
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Shadelight
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Post by Shadelight »

What about updating GZDoom, Graf? :P
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ducon
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Post by ducon »

What are the command lines to compile it in Linux?
“sh configure” then “make”? If yes, this makes no zdoom executable.
Note that un7zipping the file makes some errors about some (Make)files that are overwritten.

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