Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49252 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Sat Jul 29, 2006 2:14 pm
Xaser wrote: Heh, thanks Graf for fixing the flags so they won't be removed... Zen in particular is chock full of these crazy deprecation errors, and I was quite scared for a moment.
Just a quick question: I know I should know this, but what is the current replacement for the DONTHURTSHOOTER flag? I wasn't aware that the flag itself was deprecated and stuff.
It never was a flag. This is merely a parameter for A_Explode and my original code used these properties instead of passing them directly. Just look for A_Explode in the Wiki.
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49252 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Sat Jul 29, 2006 2:15 pm
Eriance wrote: A_SkullPop?
In Heretic and Hexen the player's skull pops off when he is gibbed.
Hobbs
Posts: 212 Joined: Mon Jul 11, 2005 3:41 pm
Post
by Hobbs » Sat Jul 29, 2006 2:40 pm
Graf Zahl wrote: Eriance wrote: A_SkullPop?
In Heretic and Hexen the player's skull pops off when he is gibbed.
Minor correction, in Hexen only the fighters skull pops off when he is gibbed. The clerics and mages stay intact. It often hurts my brain why this was made a function and not simply done with the magic of sprites (I'm sure that it has to do with the nice flying skull
fx )
Hirogen2
Posts: 2033 Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Post
by Hirogen2 » Sat Jul 29, 2006 4:30 pm
Ettins also drop their clubs nicely, i.e. you could say the clubs pop. Related?
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49252 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Sat Jul 29, 2006 4:46 pm
Huh?
randi
Site Admin
Posts: 7749 Joined: Wed Jul 09, 2003 10:30 pm
Post
by randi » Sat Jul 29, 2006 7:48 pm
Graf Zahl wrote: So to sum it up, I think it is a really bad idea to remove these 'properties'. It would create a huge mess.
So be it.
CacoDemonz
Posts: 17 Joined: Thu Jun 22, 2006 2:32 pm
Post
by CacoDemonz » Sat Jul 29, 2006 9:28 pm
Psycho Siggi wrote: Yay for crash fixes!
Yea!
Galaxy_Stranger
Posts: 1326 Joined: Sat Aug 16, 2003 11:42 pm
Location: Shropshire
Post
by Galaxy_Stranger » Sun Jul 30, 2006 3:16 pm
BOO DEPRECATION!!
HOORAAAY BEER!
The Ultimate DooMer
Posts: 2109 Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone
Post
by The Ultimate DooMer » Mon Aug 14, 2006 10:48 am
Can we pleeeeeeease have the expression evaluator for Decorate so we can use random(x,y)?
sirjuddington
Posts: 1035 Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Post
by sirjuddington » Mon Aug 14, 2006 10:52 am
The Ultimate DooMer wrote: Can we pleeeeeeease have the expression evaluator for Decorate so we can use random(x,y)?
ACS_ExecuteWithResult would be useful too
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49252 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Mon Aug 14, 2006 10:56 am
sirjuddington
Posts: 1035 Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Post
by sirjuddington » Mon Aug 14, 2006 11:14 am
I figured he meant so it can be used as a parameter for action functions. Although I think random() is usable in some but not all.
TheDarkArchon
Posts: 7656 Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place
Post
by TheDarkArchon » Mon Aug 14, 2006 11:41 am
The Ultimate DooMer wrote: Can we pleeeeeeease have the expression evaluator for Decorate so we can use random(x,y)?
We have it: Look at ZDoom advanced, for example: How would it's casings work without the expression evaluator?
Lemonzest
Posts: 327 Joined: Tue Oct 12, 2004 3:19 pm
Location: On your boards, trolling your threads!!!
Post
by Lemonzest » Mon Aug 14, 2006 2:13 pm
whats the status of the Polymost Renderer?