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ZDoom 2.1.6

Posted: Sun Oct 01, 2006 8:57 pm
by randi
ZDoom 2.1.6 is now available. The following is a brief summary of changes from 2.1.5:

Changes
  • Scaled 2D images are supported.
  • Dehacked max health usage defaults to consistancy with other (BOOM) ports.
  • A font parameter was added to A_Print.
  • Quoted strings in DECORATE can no longer span multiple lines without using the escape character (\) at the end of each line. This makes it easier to spot places where you unintentionally left off a closing quote and got an error several lines later.
  • A new writeini console command can be used to save the ini at any time, with any file name.
  • If the ini is write-protected when you quit, an error dialog now opens to let you know your settings could not be saved and gives you the opportunity to unprotect it.
  • Multiple stat displays can be enabled at once.
Fixes
  • Warping textures stored in the Doom patch format gave random results for sprites and crashed when used on world geometry.
  • Using Static_Init to set sector colors with fewer than six characters in the color code works again. This is an unintended usage and discouraged, but there are maps that do it. New maps that use this special should specify the full six-character RRGGBB code.
  • The "no damage thrust" flag could sometimes be ignored when something was damaged.
  • Voodoo dolls no longer trigger ENTER scripts.
  • HIRESTEX scaled textures incorrectly.
  • Actor damage parsing in DECORATE now allows for flags immediately after a damage expression, as you would expect it to.
  • Using the echo console command with multiple parameters works again.
  • Summoned friendly monsters were added to the total killable monsters count.
  • Deferred scripts from an old game no longer execute after starting a new game.
  • CustomInventory items could not use A_Jump when held by non-players.
  • CustomInventory items that add other CustomInventory items now work as intended.
  • Monsters would target friends if they acquired the target while it was an enemy and it subsequently became a friend.
  • Using "give all" in multiplayer games between Linux and Windows machines no longer causes the game to desync.
  • Playing a cooperative Hexen game with different player classes no longer causes the game to desync.
  • Telefrag obituaries work again.
  • ACS GetPlayerInfo no longer crashes.
  • PlayerPawn and PlayerChunk have more flags defaulted to on.

Posted: Sun Oct 01, 2006 9:18 pm
by Xaser
Hehe, HIRESTEX sounds incredibly useful... and thanks for the GetPlayerInfo crashfix as well... that will come in handy for no reason at all. :P

Posted: Sun Oct 01, 2006 9:25 pm
by Necromage
yay for new version!

Posted: Sun Oct 01, 2006 11:50 pm
by RazTK
Yep, great news. :thumb:

Posted: Mon Oct 02, 2006 2:42 am
by Nash
Thank you Randy.

Posted: Mon Oct 02, 2006 10:03 am
by Lemonzest
Nice to see those desync's fixed

edit:still having trouble with sp co-op demos, they play back now, but not correctly, even if i include the -host 1 cline now :(

SP Demo's:Ok
2+ Player Netgame Demo's:Ok
1 Player SP Co-op Demo's:Desync (used to play ok when using -host 1 -playdemo)

Re: ZDoom 2.1.6

Posted: Mon Oct 02, 2006 10:29 am
by Jimmy
Heh, zdoom 2.1.6. I've been waiting eagerly for this. :D

Although:
randy wrote:
  • Quoted strings in DECORATE can no longer span multiple lines without using the escape character (\) at the end of each line. This makes it easier to spot places where you unintentionally left off a closing quote and got an error several lines later.
Umm, I'm sorry, but I don't completely understand that. It sounded a bit...dodgy at first glance. :shock:

Posted: Mon Oct 02, 2006 10:49 am
by killingblair
I think he means you have to use:

Code: Select all

"Line 1\
Line 2\
Line 3"
Or something of the like in order to make a successful multi-line string in DECORATE.

Posted: Mon Oct 02, 2006 10:57 am
by Bio Hazard
I think he means instead of using the standard

Code: Select all

print(s:
    "line 1 \
line 2 \
line 3"
);
thing for multi-line strings, you can do

Code: Select all

print(s:
    "line 1"
    "line 2"
    "line 3"
);
like in most other languages.

Posted: Mon Oct 02, 2006 11:01 am
by Jimmy
print(s:..#!%what?
teh randy wrote:DECORATE

Posted: Mon Oct 02, 2006 11:11 am
by Nash
You can call A_Print in DECORATE. You DO know that, don't you?

Posted: Mon Oct 02, 2006 11:50 am
by HotWax
It means that this no longer works:

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BAL2 A 1 A_Print("Hey!
You're a newb!
Die now!")
Now you have to do this:

Code: Select all

BAL2 A 1 A_Print("Hey!\
You're a newb!\
Die now!")
This is because previously, this would generate a hard to track down error:

Code: Select all

BAL2 A 1 A_Print("Owned)
BAL2 B 5
BAL2 C 10 A_Print("Or not?")
Because ZDoom was trying to treat this as the string for the first print:

"Owned)
BAL2 B 5
BAL2 C 10 A_Print("

Posted: Mon Oct 02, 2006 12:17 pm
by Jimmy
Nash wrote:You can call A_Print in DECORATE. You DO know that, don't you?
...I do know that. It's not like I don't read EVERY post.

My point was that you could not use print(s:...etc. (like in Bio's example) within DECORATE.

Posted: Mon Oct 02, 2006 1:08 pm
by Theshooter7
Yay! now only 0.0.4 more versions until Custom States!

Posted: Mon Oct 02, 2006 1:24 pm
by Bio Hazard
Ah, I read it wrong. I thought it said "with" instead of "without".