ZDoom 2.1.7

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HotWax
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Post by HotWax »

I'm guessing this is how it works:

Code: Select all

TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)
Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.
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Graf Zahl
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Post by Graf Zahl »

256 jumps always.
255 still has a small chance that it won't jump at all.
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Nash
 
 
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Post by Nash »

Alright, thanks.

I assumed A_Jump(128, random(1,50)) though...
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Unknown_Assassin
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Post by Unknown_Assassin »

YAY! I'll download it, when I get home.

Now we just wait for the arrival of ZHalloween.
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Kaiser
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Post by Kaiser »

Okay, why is zdoom now crashing my maps/scripts with divide by zero errors while the older versions past 2.1.1 never did this at all?
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Post by Lemonzest »

Demo's work as they should, as does the OS detection
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HotWax
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Post by HotWax »

Kaiser wrote:Okay, why is zdoom now crashing my maps/scripts with divide by zero errors while the older versions past 2.1.1 never did this at all?
Post the offending script?
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Anakin S.
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Post by Anakin S. »

HotWax wrote:I'm guessing this is how it works:

Code: Select all

TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)
Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.
So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
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HotWax
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Post by HotWax »

Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
It means it has roughly a 1 in 4 (25%) chance to jump, and if it does decide to jump, it has an even chance of jumping to 4, 6, 8, 12, or 16 frames. (In this case, 20% chance each) If it doesn't jump (the other 75% of the time), it proceeds to the next frame in sequence as normal.
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Kaiser
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Post by Kaiser »

HotWax wrote: Post the offending script?
No



It turns out its not the script nor decorate. But the map(s) itself. I already deleted all behaviors and decorate lump and its still crashing with a int divide by zero error.
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Anakin S.
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Post by Anakin S. »

HotWax wrote:
Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
It means it has roughly a 1 in 4 (25%) chance to jump, and if it does decide to jump, it has an even chance of jumping to 4, 6, 8, 12, or 16 frames. (In this case, 20% chance each) If it doesn't jump (the other 75% of the time), it proceeds to the next frame in sequence as normal.
Okay. That makes sense. Thanks.
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HotWax
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Post by HotWax »

Kaiser wrote:Command line: E:\DOOM2\ZDOOM.EXE -warp 6 -file E:\Doom2\deepsea\Work\KA2379~1.WAD E:\Doom2\deepsea\Work\K21_RE~1.WAD -skill 4 -nomonsters -iwad E:\Doom2\zdoom2.wad
There's your problem! :D


I kid, I kid.......
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Graf Zahl
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Post by Graf Zahl »

Still, without the map there's not much of a chance to find what's wrong.
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Hirogen2
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Post by Hirogen2 »

Graf Zahl wrote:
TheDarkArchon wrote:It's mostly developer side that it would benefit. Also, if I'm not mistaken, it would help prevent some of the errors caused by fixed point math such as rendering artifacts.
Not to mention that it introduces other inaccuracies. I wonder whether it is worth the danger of network desyncs. Remember, Randy fixed such an error for 2.1.7.
Try and see. To note: I have an accuracy problem in GL mode (so I doubt it has to do with the fixed math). In dark rooms, one can see a white pixel where [GL] vertexes are, you can especially notice it in P:AR, which has a lot of vertices. Or maybe it is just that my card is a little dated (NV11).
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Post by NiGHTMARE »

Hirogen2 wrote:Try and see. To note: I have an accuracy problem in GL mode (so I doubt it has to do with the fixed math). In dark rooms, one can see a white pixel where [GL] vertexes are, you can especially notice it in P:AR, which has a lot of vertices. Or maybe it is just that my card is a little dated (NV11).
Do you have rendering quality set to quality, or to speed? If the latter, try switching to the former.

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