New features (last update 8.8.2005)

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Sir_Alien
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Post by Sir_Alien »

Daniel wrote:How about making a text explaining all the new DECORATE commands? It would be very useful. There is a lot of interesting features that we could use, but it is remaining "unknownly" (is this correct?). Btw, there is no need to wait until 96x becomes an official version, and also if it does, the documentation would be already done.
Go here.
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DoomRater
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Post by DoomRater »

That's a start. Also for more advanced usage of the A_Refire and A_WeaponReady codepointers go here and click on the download button.
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Daniel
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Post by Daniel »

Yes, it's a good tutorial! Thanks! :)
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wildweasel
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Post by wildweasel »

Doomrater: Did you want me to post that at the Armory for you?
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DoomRater
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Post by DoomRater »

Heh... I thought you were waiting on me for that Demon Arm to get finished. I'd love it hosted there! Although you're free to add the code tags back in where applicable.
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Nash
 
 
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Post by Nash »

Sorry to bump this. Grubber, any news on the next release of the unofficial build? I'm sure a few of us are eagerly awaiting the next release...
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Necromage
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Post by Necromage »

Agreed. I want to play around with skin changing and stuff...
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Grubber
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Post by Grubber »

Dunno, I'm lazy :P. And I've kinda lost motivation.. :(
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Maybe it's time for you to team up with Graf and fully incorporate 96x into GZDoom ;)
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Phobus
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Post by Phobus »

It already is, or so I'm led to believe.
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Nash
 
 
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Post by Nash »

Grubber wrote:And I've kinda lost motivation.. :(
Please don't! I still use .96x as my main source port of choice! Although I like GZDoom, my computer isn't so fancy so I don't really play with it as much (and the flat cardboard sprites in OpenGL really puts me off)!

I'm sure everyone else here uses .96x a lot too! We all love .96x! Right guys!?

Don't give up, Grubber!
Last edited by Nash on Tue Dec 27, 2005 1:50 pm, edited 1 time in total.
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Caligari87
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Post by Caligari87 »

Nash wrote:I'm sure everyone else here uses .96x a lot too! We all love .96x! Right guys!?

Don't give up, Grubber!
Heck YES! Keep working, man! :thumb:

8-)
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Ryan Cordell
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Post by Ryan Cordell »

Nash wrote:
Grubber wrote:And I've kinda lost motivation.. :(
Please don't! I still use .96x as my main source port of choice! Although I like GZDoom, my computer isn't so fancy so I don't really play with it as much (and the flat cardboard sprites in OpenGL really puts me off)!

I'm sure everyone else here uses .96x a lot too! We all love .96x! Right guys!?

Don't give up, Grubber!
Can't you still NOT use OpenGL in the port? You can switch to software mode, IIRC.
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Shadelight
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Post by Shadelight »

Phobus wrote:It already is, or so I'm led to believe.
Nah the custom class thing from the new 96x isn't done yet but it might be in the next GZDoom who knows :?:
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Nash
 
 
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Post by Nash »

Just in case you misunderstand me; no, I'm not one of those anti-OpenGL purists. I like GZDoom, and most of the time runs smoothly for me. I have no problems with it. It's just that some of the over-detailed wads tend to get unplayable in OpenGL, in which case I use .96x.

The computer at my recording studio is fast enough to run F.E.A.R at maximum details, with volumetric lights turned on, at 1024x768 at about ~60FPS average, so it's not that I'm stuck with crappy hardware. I just don't play Doom at my studio, I only play it at home, but the computer at home isn't so fancy.

I also think about other people whoare unfortunate and cannot run GZDoom, so I try to make sure that whatever I am making is not GZDoom exclusive. That is the main reason why I still prefer .96x as my main port of choice.

Plus Doom was always meant to be a 2-d, software renderer game. My opinion.

Just so you know. :)

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