1.0.10

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Graf Zahl
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1.0.10

Post by Graf Zahl »

This is an update to the latest ZDoom code, most importantly the improved Thing_SetGoal function for Stronghold.

EDIT: 1.0.10 fixes a small bug which is important for Stronghold and it makes Strife's voices operational again.
Last edited by Graf Zahl on Thu May 18, 2006 16:01, edited 1 time in total.
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BlazingPhoenix
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Post by BlazingPhoenix »

Does that mean all the features from ZDoom are added into GZDoom now?
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Graf Zahl
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Post by Graf Zahl »

I won't comment that remark.
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Tormentor667
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Post by Tormentor667 »

YES :) Thx Graf Zahl!

*EDIT*
I found a evil bug :( Just test the following wad:
http://home.arcor.de/tormentor667/test2.zip
In the left room, the path nodes and Thing_SetGoal parts are assigned to the thing by Script, in the right room, they are directly assigned to the thing with the special. In the right room it works fine, but in the left room it doesn't (and so it doesn't in Stronghold what's pretty bad :(
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Nash
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Post by Nash »

Graf, why won't you include GZDoom-related changelogs anymore? =(
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Phobus
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Post by Phobus »

Heh, just d/l'd GZDoom, and on startup it said there wasn't a disk!

Must be bcause I've just been playing a game that did use a disk. It's working anyway, but it's rather odd :?

EDIT: JFYI - It works as expected now, and I must say, is actually pretty cool. :)
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Post by Deathlike2 »

Nash wrote:Graf, why won't you include GZDoom-related changelogs anymore? =(
He mentioned why in the 1.0.6 thread.
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Graf Zahl
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Post by Graf Zahl »

There's simply nothing to say right now.

This is the entire changelog for 1.0.04-1.0.10. The rest was all ZDoom updates.

Code: Select all

9. May 2006
- Fixed: The GL extension strings were never freed.
- Fixed: The clip nodes for the FL clipper were never freed.
- Fixed: The arrays for glowing texture information were never freed.

7. May 2006
- The sorting code for translucent polygons now splits sprites at translucent
  walls. With small translucent geometry the old code produced sorting errors.
  

27. Apr. 2006
- Changed sprite lighting to match the software renderer.
- Fixed: The entries of the SpawnedThings array for FraggleScript must call
  Destroy, not delete.


19. Apr. 2006
- Fixed: Stacked sector planes didn't draw transparent textures correctly.
- Fixed: Certain transparent door hacks made all sprites behind them disappear.


17. Apr. 2006
- Added a few NULL pointer checks to the missing textures code.
  

12. Apr. 2006
- Fixed: The wall renderer always used the line's vertices for v-texture coordinate
  calculation, not the seg's.

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Post by The HavoX »

Nash wrote:Graf, why won't you include GZDoom-related changelogs anymore? =(
Is it that hard for you to just download the source release and reading through the included rh-log.txt?

Just curious.
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Post by Nash »

The Havox - I'm not interested in ZDoom changes, I'm interested in GZDoom changes.

Problem?
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Graf Zahl
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Post by Graf Zahl »

They are the same right now.
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TheDarkArchon
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Post by TheDarkArchon »

Wait, does 1.0.10 support global ACS?
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Graf Zahl
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Post by Graf Zahl »

Yes.
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BlazingPhoenix
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Post by BlazingPhoenix »

Hey...how do you make it so MAPINFO skips the difficulity menu?
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Alter
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Post by Alter »

use noskillmenu when you're defining episode!
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