New features (last update 8.8.2005)

Moderator: GZDoom Developers

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Graf Zahl
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Post by Graf Zahl »

The HUD sprites can't be doubled yet. That code uses a special scaling logic which I have to fully understand before altering it. But that wasn't something I wanted to delay this version for.
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Daniel
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Post by Daniel »

Nice work Grubber and Graf, I just downloaded the new EXE mod. Unfortunately, seems that something is happening:

1) When using A_DropInventory in USE state, it removes one item from the inventory. But the USE state also drop one inventory just for the using action, so what is happening: When you drop a inventory, you lost 2 of them, and only one is spawned.

This leads to another bugs for me:

2) I want to drop the BFGCircuit, which has a maxinventory of 1. When using it, the USE state also removes it, so it can't be dropped because any inventory remained. I think you could fix the USE state to take ammo after all the commands were done, if don't, all inventories with one ammo left will have this same problem. How about make a new end command like Stop or Fail, called "Remove" or something? It takes one inventory ammo, so it will fix that.

3) The A_DropInventory doesn't drop non-inventory actors, so it coudn't fix the AutoDetectMine problem.

4) I tried to use A_Jiggle(x offset, y offset) on a weapon, it didn't work.


Now, the good news

1) The rocket splash and the +FRIENDLY problem is fixed :wink:

2) Could you explain to me how these contepointers work?
A_CheckSight
A_ExtChase
A_SpawnDebris
A_Recoil


I'll make some tests here, hope I can help you to fix some problems.
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Graf Zahl
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Post by Graf Zahl »

Daniel wrote:Nice work Grubber and Graf, I just downloaded the new EXE mod. Unfortunately, seems that something is happening:

1) When using A_DropInventory in USE state, it removes one item from the inventory. But the USE state also drop one inventory just for the using action, so what is happening: When you drop a inventory, you lost 2 of them, and only one is spawned.


This leads to another bugs for me:

2) I want to drop the BFGCircuit, which has a maxinventory of 1. When using it, the USE state also removes it, so it can't be dropped because any inventory remained. I think you could fix the USE state to take ammo after all the commands were done, if don't, all inventories with one ammo left will have this same problem. How about make a new end command like Stop or Fail, called "Remove" or something? It takes one inventory ammo, so it will fix that.
Ok, that means the function is useless in its current form. I'll look for a way to fix it.
3) The A_DropInventory doesn't drop non-inventory actors, so it coudn't fix the AutoDetectMine problem.
No, it doesn't. After all it's called A_DropInventory!
4) I tried to use A_Jiggle(x offset, y offset) on a weapon, it didn't work.
The one function I haven't tested... :(
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Daniel
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Post by Daniel »

Btw, A_Jiggle must have a time in TICs to make the effect. I thought that the frame time would be this time.


But how de we can make a safe way to drop anything that aren't inventories? Maybe some kind of A_DropActor is required (I think the unique restriction for the actor is that he can't be +SOLID)...

Another idea: in Strife, we have inventories that don't change its ammount when you change a level (in the opposite for Heretic). Is there a flag to avoid this effect? (I saw HUBPOWER in the EXE file, but it didn't nothing)
dennisj1
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Post by dennisj1 »

I see my request for more than 6 keys is in, but now NO keys (not even the original 6) appear in the status bar anymore.
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Graf Zahl
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Post by Graf Zahl »

Daniel wrote: Another idea: in Strife, we have inventories that don't change its ammount when you change a level (in the opposite for Heretic). Is there a flag to avoid this effect? (I saw HUBPOWER in the EXE file, but it didn't nothing)

That's automatic for hubs. If you want it in a game with normal level transitions you have to declare each one a separate hub. But yes, I agree. This should be a MAPINFO option instead of being decided by the way a WAD is organized.
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Graf Zahl
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Post by Graf Zahl »

dennisj1 wrote:I see my request for more than 6 keys is in, but now NO keys (not even the original 6) appear in the status bar anymore.

Ooops! I think that's a bug. A clear result of me not using the status bar. But this should be easily fixable. I'll look into it ASAP.
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Daniel
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Post by Daniel »

Graf: remember the bug I said to you, if you use A_FireCustomMissile for drop an inventory, and get too close from a wall? It is fixed if you use A_ThrowGrenade.

I'll review all the inventory items I was working on. I'm using a dropper actor to drop the inventories, since there is no safe command for dropping it yet.

Btw, when you use A_SpawnItem without specify any distance or height, the item is not dropped into the same place of the dropper, so it doesn't obbey the logic...
Last edited by Daniel on Wed Jun 22, 2005 1:53 pm, edited 1 time in total.
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Bio Hazard
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Post by Bio Hazard »

What is this "custom keys" thing you want so bad graf? Can't you just make a key item with decorate and script your locked door? I'm sure you could write an open-ended script to use for almost any door.

*working on locked door script*
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Graf Zahl
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Post by Graf Zahl »

The key code has been fixed. I just didn't handle the assignment of key numbers correctly. Grubber, please update!
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Graf Zahl
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Post by Graf Zahl »

Bio Hazard wrote:What is this "custom keys" thing you want so bad graf?
Just a simple means of assigning keys to locks. Look at the LOCKDEFS lump in the .zip to see what I mean.
Can't you just make a key item with decorate and script your locked door? I'm sure you could write an open-ended script to use for almost any door.

*working on locked door script*
Save the work. The key handling is complete, now that I have fixed the status bar bug.

Sure, you could do a lot of stuff in ACS. But why does it always have to be the complicated method? This works fine if you need just one key but the possibilities of the existing locking mechanism should be used IMO.
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Graf Zahl
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Post by Graf Zahl »

Daniel wrote: Btw, when you use A_SpawnItem without specify any distance or height, the item is not dropped into the same place of the dropper, so it doesn't obbey the logic...
No, if you don't specify a distance the item is placed so that it doesn't intersect with the dropper. Just use a distance of 1 to get what you want. The minimal deviation won't be noticed.
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Daniel
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Post by Daniel »

@Graf: yes, it was I'm doing right now.

The problem of the friendly monster into an empty room still continues, but I edited it to a minimal chance of the object listen to a player shot:

Spawn:
ADTM AAAA 1 A_Look
ADTM A -1
Stop
Lemonzest
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Post by Lemonzest »

Graf Zahl wrote:The HUD sprites can't be doubled yet. That code uses a special scaling logic which I have to fully understand before altering it. But that wasn't something I wanted to delay this version for.
Thanks, understood.
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Anakin S.
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Post by Anakin S. »

Sorry Graf, but it seems that A_JumpIfCloser still doesn't work with weapons. It looks great for the most part. Can't wait to try out all the new functions.

EDIT: Nevermind. It was something else when I was testing it with the most recent build. I put 0 for the horizontal and vertical spreads for A_FireBullets. I'll try A_JumpIfCloser with my other wads to see if it works.

EDIT2: I tried it with the same wad again and it doesn't work.

Is it possible to make a range limit for hitscan attacks?

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