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Posted: Mon Jan 01, 2007 22:52
by Bouncy
ah-ha. thank you graf.

Posted: Tue Jan 02, 2007 12:57
by Cutmanmike
Awesome. Finally I get to play with cowdamage!
Posted: Thu Jan 04, 2007 21:15
by Epoch
I'm sorry, but I don't seem to understand what this entails.
I've been following the development of so called "custom states" for a while now, but I have never quite understood what that means.
Could someone please explain?
Posted: Fri Jan 05, 2007 2:22
by wildweasel
You know how Strife had many different effects for killing enemies in different ways, i.e. using the flamethrower or the Mauler? You can do that now, for as many different effects as you want. It also saves weapon coders the hassle of using delicately-arranged strings of A_Jumps to accomplish effects like weapon reloading, and pretty much anything else.
Posted: Fri Jan 05, 2007 7:21
by Raccoon
Then why is it that I can't seem to find any documentation on it in the Zdoom Wiki? It sounds like it's just what I need for a project I'm working on!
Posted: Fri Jan 05, 2007 7:50
by wildweasel
It's a very new feature and the Wiki monkeys haven't had a chance to write up an article about it yet.
Posted: Fri Jan 05, 2007 9:05
by Raccoon
Ah, I see. Hope that it means I'll be able to get monsters to attack only specific player classes with specific Melee attacks. (Wiki monkeys, haha good one.)
Posted: Fri Jan 05, 2007 9:10
by Nash
For the Melee state, have it run an ACS_ExecuteWithResult script that checks the player's current class, and then jump to your custom Melee states accordingly.
Posted: Fri Jan 05, 2007 21:39
by Sematary
I have a question. I've noticed that Gzdoom (now my favorite port by the way) has an issue with fps at times. There doesn't seem to be any good reason for it and the same map in zdoom runs fine. Any idea why this issue exists and is it being worked on?
Posted: Fri Jan 05, 2007 22:11
by Graf Zahl
What issue? Please be more specific.
Posted: Fri Jan 05, 2007 23:24
by solarsnowfall
Well I'm sorry I didn't get back here sooner. Thanks Graf.
Posted: Sat Jan 06, 2007 2:39
by Sematary
Graf Zahl wrote:What issue? Please be more specific.
Loss of fps. I've noticed it in several different maps over the last few months. It seems to be a common problem. I don't know if it's just cuz there is more going on than the renderer can handle, or what, but the problem exists. I do like that the renderer auto clips textures and my custom skies tend to run smoother than zdoom though.
Posted: Sat Jan 06, 2007 9:43
by Graf Zahl
I still don't understand what exactly happens. Is the FPS lower than ZDoom? Does the FPS drop on occasion? Which map does this happen on? Please be more specific.
Posted: Sat Jan 06, 2007 14:35
by Sematary
Graf Zahl wrote:I still don't understand what exactly happens. Is the FPS lower than ZDoom? Does the FPS drop on occasion? Which map does this happen on? Please be more specific.
Ok.
This problem does not occur in Zdoom that I've ever played.
Here is one that distinctly sticks out because it was such a difficult map:
http://www.doomwadstation.com/2006/102/
If you play this in zdoom, it plays fine
In Gzdoom it begins ok but once things begin to get busy the fps drops like a rock. Perhaps this has been fixed unknowingly with newer versions - I really don't know.
Also, if you get the demo of endgame -
http://endgame.doomwadstation.com and get to map 4, you will notice the same thing - especially in the lava area where their is alot going on. I don't have the same problem in zdoom. The fps drops like a rock and the map becomes virtually unplayable.
Posted: Sat Jan 06, 2007 15:43
by Sematary
It may have been something I was doing. I had gzdoom and zdoom set up in the same directory and it may have been causing a conflict with the fmod.dll or some other file. Not sure. Anyway, I did a clean install of both in their own directories and tested it out and it seems fine. I'll keep playing with it and see what happens. If I run into the same problem, I'll let you know.