gzdoom-community-v3-r1701M(375M)
Moderators: Enjay, Dev Builds Team
- Rachael
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gzdoom-community-v3-r1701M(375M)
Based on ZDoom rev 1701, it adds the following changes:
BHS's A_RadiusPull
HotWax's A_Delay
HotWax's Skill definition additions (includes health adjustments and a NoPain flag)
Updated: v2 also has Gez's ScriptedEffect code.
* Gezedit: uploaded a v3 which is just like v2 but with more of my current code, including the "activation type" property (for affecting how USESPECIAL and BUMPSPECIAL work) and more Skulltag-compatibility stuff. Download here and patch file here.
And yet another edit: Added v3 to GZDoom. Build and Source patch
BHS's A_RadiusPull
HotWax's A_Delay
HotWax's Skill definition additions (includes health adjustments and a NoPain flag)
Updated: v2 also has Gez's ScriptedEffect code.
* Gezedit: uploaded a v3 which is just like v2 but with more of my current code, including the "activation type" property (for affecting how USESPECIAL and BUMPSPECIAL work) and more Skulltag-compatibility stuff. Download here and patch file here.
And yet another edit: Added v3 to GZDoom. Build and Source patch
Last edited by Rachael on Fri Jul 03, 2009 3:22, edited 2 times in total.
Reason: More stuff.
Reason: More stuff.
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Re: zdoom-community-1701M
As long as A_RadiusPull is around, community builds will never die ;p
You know, a more acceptable solution than "P_SuckAttack" might be to modify P_RadiusAttack to allow negative thrust, then nobody would complain that it's broken Maybe I'll take another shot at this some time...
You know, a more acceptable solution than "P_SuckAttack" might be to modify P_RadiusAttack to allow negative thrust, then nobody would complain that it's broken Maybe I'll take another shot at this some time...
- Rachael
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Re: zdoom-community-1701M
There's gotta be some little bastard code the devs don't want to keep it alive.
- Edward850
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Re: zdoom-community-v2-r1701M
Any chance that we are going to see any of this for gzdoom?
- Rachael
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Re: zdoom-community-v2-r1701M
I intend to do that for GZDoom, but for right now I want to start with ZDoom and get the ball rolling.
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Re: zdoom-community-v2-r1701M
Hey SP, how would you feel about posting the output of "svn diff" with each community build? I think it would help keep everyone up to date...
- Rachael
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- Gez
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Re: zdoom-community-v2-r1701M
Added more stuff.
- Rachael
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Re: zdoom-community-v2-r1701M
Gez, if this breaks ZDoom revision updates beyond my ability to fix them, I'm letting YOU update this monstrosity.
It's patched into Franken-GZDoom-r1701, now, I'm compiling it (and praying that it works), and updating it.
EDIT: It's done.
It's patched into Franken-GZDoom-r1701, now, I'm compiling it (and praying that it works), and updating it.
EDIT: It's done.
- Edward850
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Re: zdoom-community-v2-r1701M
Give me a reason not to hug you.
- Rachael
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Re: zdoom-community-v2-r1701M
Awwwww /blush
Have you had a chance to test the patch in Linux yet?
Have you had a chance to test the patch in Linux yet?
- Edward850
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Re: zdoom-community-v2-r1701M
I haven't had a chance to test it regardless. I'm not home yet. But Unfortunately, I'm incapable of testing it on Linux until I get a new graphics card for my Linux pc.
- Rachael
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Re: zdoom-community-v2-r1701M
Ah, fair enough then.