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ZDoom 2.1.7

Posted: Mon Oct 30, 2006 8:20 pm
by randi
Once again, here is a new version of ZDoom: 2.1.7. Here is a brief summary of most changes.

New
  • Alias commands can now do parameter substitution. If you have %x, where x is some number, in an alias command, it will be replaced by the appropriately numbered parameter passed when the alias is used, with %0 being replaced by the name of the alias itself.
  • A new MapMarker actor has been added that you can use to mark points of interest on the automap. If its first argument is zero, the map marker itself appears on the automap, otherwise it is drawn on top of any actor with a TID matching that argument. If the second argument is one, then the map marker will only be appear if the player has previously seen the sector it is one. You can use Thing_Activate and Thing_Deactivate on markers to turn them on and off. To make custom markers, all you need to do is subclass MapMarker with DECORATE.
  • Added the SetActorPitch ACS command to set an actor's pitch.
  • You can pass multiple jump targets to the A_Jump DECORATE function, and it will choose one of them at random if it jumps.
Changes
  • Using a TID of 0 with Thing_Deactivate, SetActorAngle, Thing_Spawn*, Thing_Projectile*, and Thing_Move will now operate on the activator.
  • The fifth argument for Line_SetIdentification can be used to set the high byte of the line ID.
  • Added a CameraHeight DECORATE property for actors.
  • Added special death states for projectiles hitting actors. If missiles hit a non-bleeding actor, they try the crash state first. If that doesn't exist or the actor is bleeding, they try the XDeath state next. If they hit anything else or neither of the two states are defined, they use the normal death state.
  • Added a PierceArmor DECORATE flag for projectiles.
  • The morphme console command can be given an optional argument to specify which class to morph into.
Fixes
  • Lines of text with only one character were not drawn. This was most noticeable when drawing custom images to the screen, but is not limited to them.
  • Demos recorded with -host 1 now playback correctly if you don't pass -host 1 when playing them. Really.
  • Enter scripts were only executed on the first map entered.
  • Improved hires replacement texture handling.
  • Demos that included autosaves, dying, and reloading the autosave now play back correctly.
  • Changes to vid_nowidescreen did not completely take effect immediately.
  • Fixed an incompatibility in the way the Visual C++ and GCC versions of the game calculated sloped floors, which was a potential source of desyncs in multi-platform network games.
  • Map markers were drawn in the wrong place on a rotated overlay map when screenblocks is less than 10.
  • The yellow text color range was incomplete.
  • A few more rare crashes have been fixed.
To use any of the ACC-related changes, be sure to get ACC 1.45 from the download page as well.

Posted: Mon Oct 30, 2006 8:30 pm
by Shadelight
Heh, only .3 more versions now. :P

Posted: Mon Oct 30, 2006 8:51 pm
by Risen
Until what? 2.1.10? Versioning doesn't work on any sort of decimal system... Don't you remember 2.0.63?

Posted: Mon Oct 30, 2006 8:51 pm
by Siggi
Until 2.1.10...

(edit: heh)

Posted: Mon Oct 30, 2006 8:53 pm
by Siggi
Risen wrote:Don't you remember 2.0.63?
Was KingofFlames even around then?

Posted: Mon Oct 30, 2006 8:53 pm
by Xaser
Doggamnit, Randy, you've cursed me! I can barely squint enough to type this post. I told Zero/Setzer about the new release, and during his triumphant shouting of "Hell yes!" he threw his hands up in the air and caught me right square in the eye. Now how's that for random luck? :P

Otherwise, awesome for the update. Nice to have the scale bugs fixed up. :P

*dashes off to find the aspirin*

Posted: Mon Oct 30, 2006 8:54 pm
by Shadelight
Nope, I think I was only around during the .96 days. :/

Posted: Mon Oct 30, 2006 8:56 pm
by Siggi
I thought so, however, 2.0.96 is still a good an example as 2.0.63. :p

Posted: Mon Oct 30, 2006 8:57 pm
by Xaser
Hey now, it's still fun to hope, eh? :P

*dashes off, shouting "Yay, 3 more versions!" and accidentally runs into a doorknob, taking out the other eye in the process*

Posted: Mon Oct 30, 2006 8:59 pm
by Siggi
That's what you get!
Damn optimists...

:P ;)

Posted: Mon Oct 30, 2006 9:12 pm
by edward850
sexalent

Its about time enter scripts are fixed, now I just hope skulltag 97b uses this version

Posted: Mon Oct 30, 2006 11:06 pm
by JL_Harkster
Sweet, now I can try out the map markers.

Keep up the great work, Randy and Graf.

Posted: Tue Oct 31, 2006 12:06 am
by Nash
Yay, no more having to use unofficial home-compiled executables. =D

Posted: Tue Oct 31, 2006 1:18 am
by Hirogen2
Just when you think the next long-awaited version (1.24, 2.0.64, etc.) is about to be released, something else comes up and a version bump occurs :-)

Posted: Tue Oct 31, 2006 1:18 am
by Graf Zahl
It's a day early! ;)

Anyway, good to see that it has been released. Now I can commit the custom state stuff I have been working on for the last few days without fear of breaking an upcoming release.