0.9.18

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Graf Zahl
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0.9.18

Post by Graf Zahl »

Time for a new version.

One new feature has been added: Reflective floors. Check the documentation thread for any information how to use it. A new zspecial.acs which supports the new feature has been added to the distribution.

Other new things:

-nogl command line switch disables all GL related code and makes GZDoom act like a software only engine.
-gl_vid_compatibility CVAR to force GZDoom to use GL 1.1 only features for some old graphics cards that don't have decent drivers.

And of course there have been several bugfixes. Check out changelog.txt to see what has been done,.
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TheDarkArchon
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Post by TheDarkArchon »

The ZIP's broken.
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Graf Zahl
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Post by Graf Zahl »

Try again. I re-uploaded it.
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Post by Softie »

Builds perfectly! Thank you Graf Zahl!
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Post by smg m7 »

Alright, I feel stupid, but I can't get these reflective floors to work. Could somebody post an example wad to show me what I need to do?
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Enjay
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Post by Enjay »

How are you doing them? It's pretty straight forward, but if you are doing it from a line, unlike things like transfer heights, or transfer floor light, or 3D floors etc, this line type needs to be activated.

For a very quick test to see if it's working for you, tag a sector 1 then make a line have type 159. Set arg 1 to 1 (tag) and arg 2 to a reasonable value (128) that will make the floor reflective. Make sure you set the activation type of the line appropriately. Enter your map and activate the line by walking over it or switching it.

Alternatively, use something like this in a script

Code: Select all

Script 1 OPEN

{
   Sector_SetPlaneReflection (1, 128, 0);
}
Make sure you have the new zspecial.acs in your acs directory.
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Post by justin023 »

:rock::rock: ^ 10

The reflective floor would work well in recreating the egyptian temple from goldeneye (which I hope to do someday).

Why does the download link and zip say .9.19?
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Post by Enjay »

Because it is now 0.9.19. Graf fixed a (Zdoom) bug and uploaded a new version.
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justin023
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Post by justin023 »

Was it the 'cameras are cleared when loading a savegame' bug?
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Post by The Ultimate DooMer »

The vid compatiblity thing didn't work, I still get a white screen with 0.1fps.

Still, the bug fixes are worth using GZDoom for, even if there's no decorate stuff going in.
Last edited by The Ultimate DooMer on Mon Nov 21, 2005 0:25, edited 1 time in total.
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Enjay
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Post by Enjay »

justin023 wrote:Was it the 'cameras are cleared when loading a savegame' bug?
Yes.
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Post by justin023 »

I didn't even know about that bug and it could royally screw parts of my mod.
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Post by solarsnowfall »

Friggen sweet!
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Post by smg m7 »

Okay, I know what I did wrong. I set the level of reflection way too low.
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Post by BetaSword »

I noticed that the 3rd bit for the second argument for 3D floors hasn't been added, allowing a lineID to be set...
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