New features (last update 8.8.2005)
Moderator: GZDoom Developers
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New features (last update 8.8.2005)
You can download modified exe+source code and test wad here
Please note that this build is unofficial and unsupported, so don't post any bugs of this version to bugs forum! (or at least mark them 96x)
See 96x-changes.txt for changes done.
See test dir for example wads showing some of the new features.
Please note that this build is unofficial and unsupported, so don't post any bugs of this version to bugs forum! (or at least mark them 96x)
See 96x-changes.txt for changes done.
See test dir for example wads showing some of the new features.
Last edited by Grubber on Fri Aug 19, 2005 2:43 am, edited 49 times in total.
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Link isn't working for me either.
Do any of these unofficial builds include fixes for additional stuff - such as the status bar face bug or are these kind of things being left for Randy's official version (which would obviously make sense)?
It's just that I'd like to mess around with a 2.0.96 that was closer to working than the current official one.
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Do any of these unofficial builds include fixes for additional stuff - such as the status bar face bug or are these kind of things being left for Randy's official version (which would obviously make sense)?
It's just that I'd like to mess around with a 2.0.96 that was closer to working than the current official one.
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Could this be used to draw hudmessages on regular textures as well as camera textures? A static computer monitor that displays information but doesn't display an area of the map would be useful. (Sure, it could be done with a camera pointed at a wall, but I'd imagine the extra drawing would take more resources.)
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Thanks, Grubber!
EDIT: I tried downloading it but the file seems to be corrupted.
EDIT 2: Tried again with Internet Explorer and it seems to have worked.
I have a few comments:
Grubber:
1. The weapons move up really high on the screen whenever you fire. Did you include the weapon offset fix?
2. I think you forgot to include the A_TakeInventory fix.
Graf:
3. When I use the new aiming mode for A_CustomMissile to have projectiles that shoot secondary projectiles out in a circle like the strife mauler, the missiles seem to get spawned off center, which I only notice when shooting at a wall or obstacle. When I shoot at a wall, all of the secondary projectiles are spawned inside the wall and explode instantly. Is this normal? I would think that if you shoot at the wall, you'd see half of the secondary projectiles fly back at you while the other half explode instantly in the wall.
EDIT: I tried downloading it but the file seems to be corrupted.
EDIT 2: Tried again with Internet Explorer and it seems to have worked.
I have a few comments:
Grubber:
1. The weapons move up really high on the screen whenever you fire. Did you include the weapon offset fix?
2. I think you forgot to include the A_TakeInventory fix.
Graf:
3. When I use the new aiming mode for A_CustomMissile to have projectiles that shoot secondary projectiles out in a circle like the strife mauler, the missiles seem to get spawned off center, which I only notice when shooting at a wall or obstacle. When I shoot at a wall, all of the secondary projectiles are spawned inside the wall and explode instantly. Is this normal? I would think that if you shoot at the wall, you'd see half of the secondary projectiles fly back at you while the other half explode instantly in the wall.
Last edited by Anakin S. on Fri Apr 08, 2005 9:55 pm, edited 2 times in total.
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I'm interested about this too. If this is implemented in the official build, it may really change the state of ZDoomforums.wad and it's coop/deathmatch potential right now.Graf Zahl wrote:Since HUD messages are bound to players how does this affect messages on camera textures in multiplayer games?
Oh, and Grubber ==
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Anakin S. wrote:Thanks, Grubber!
Graf:
3. When I use the new aiming mode for A_CustomMissile to have projectiles that shoot secondary projectiles out in a circle like the strife mauler, the missiles seem to get spawned off center, which I only notice when shooting at a wall or obstacle. When I shoot at a wall, all of the secondary projectiles are spawned inside the wall and explode instantly. Is this normal? I would think that if you shoot at the wall, you'd see half of the secondary projectiles fly back at you while the other half explode instantly in the wall.
The secondary projectiles are spawned at the position where the primary projectile exploded. But if the secondary projectile is larger or the primary one went rather far into the wall before exploding all of them will be in the wall when they spawn and explode immediately. Make sure that the secondary projectile is smaller than the primary one and don't let the primary projectile move too fast and it should work.
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