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0.9.22

Posted: Sat Jan 07, 2006 17:23
by Graf Zahl
I think it's time for a new version.

The most important new feature is MD3 model support.


Please note that I did one breaking change to get my code in line with future development of ZDoom:


The Pickup, Use and Drop states are being restricted to the CustomInventory class now. Any DECORATE definition that uses them has to be rewritten! The parser won't complain but such items will no longer work.

Posted: Sat Jan 07, 2006 18:08
by Paul
Front page message updated :)
That's some great news, but I agree it's a pity about the Inventory issue.

Posted: Sat Jan 07, 2006 18:14
by Enjay
From what I recall of Graf's comments on Zdoom, it's not going to break many existing WADs.

Posted: Sat Jan 07, 2006 18:28
by Graf Zahl
Tainted Decorum has one non-critical item that is affected but so far it's the only thing I could find. But I prefer to do this change now when there are no maps that rely on this feature. The longer I wait the higher the risk of more serious problems.

Posted: Sat Jan 07, 2006 18:38
by TheDarkArchon
All I need to do is inherit from CustomInventory to fix this, right?

Posted: Sat Jan 07, 2006 18:43
by Nash
Graf, blesses to you for adding .md3 support.

I was getting sick of working that dreaded .md2 format.

Once again, a big thank you!

EDIT: Quick question, can I get rid of gzdoom.wad? I imagine GZDoom not using the wad anymore, with the zip file support and all. I like to maintain a clean and minimalistic GZDoom folder. :)

EDIT 2: Do Quake 3 shaders work with GZDoom?

Posted: Sat Jan 07, 2006 18:52
by Nash
5. Jan 2006
- Added support for true color textures as raw graphics and in the TX_ namespace.
These textures will only work in GL mode.
Does that mean JPEGs will work, when inserted into the TX_ namespace?

Posted: Sat Jan 07, 2006 19:02
by Enjay
OK, this inventory change affects the flares I posted as an example a while back

http://forum.drdteam.org/viewtopic.php?t=550

Any clues as to how to go about fixing them.


[edit]It seems the fix, in this case, is easy. If I change the line

Code: Select all

ACTOR NJFlarePickup : Inventory 21045
to

Code: Select all

ACTOR NJFlarePickup : CustomInventory 21045
It seems to work. Is this the correct way to fix it?[/edit]

Posted: Sat Jan 07, 2006 19:48
by Graf Zahl
Yes, that's the intended way to do it.

Posted: Sat Jan 07, 2006 19:48
by Graf Zahl
Nash wrote:
5. Jan 2006
- Added support for true color textures as raw graphics and in the TX_ namespace.
These textures will only work in GL mode.
Does that mean JPEGs will work, when inserted into the TX_ namespace?

Try it. I haven't tested it yet.

Posted: Sat Jan 07, 2006 19:55
by Enjay
Graf Zahl wrote:Yes, that's the intended way to do it.
OK, thank you. I've update the example in that thread accordingly.
Graf Zahl wrote:Try it. I haven't tested it yet.
I tried it. It works. :)

Posted: Sat Jan 07, 2006 21:09
by Nash
Graf: Sorry to ask again, but you probably missed it:

Quake 3 shaders supported or not?

Posted: Sat Jan 07, 2006 21:37
by BlazingPhoenix
So let's see.....would something like this work for an item now?

Code: Select all

ACTOR InvisSphere : Inventory 10000
{
	+INVBAR
	+AUTOACTIVATE
	inventory.maxamount 1
	inventory.pickupsound "misc/p_pkup"
	inventory.pickupmessage "you became totally Invisible!"
	states
	{
	Spawn:
	INVS AB 5
	INVS CD 5
	Loop
	Drop:
                INVS AB 5
                Stop
                PickUp:
                TNT1 5
                Goto Use
                Use:
                TNT1 0 A_ACSExecute(1);
                Stop 
	}
}

Posted: Sat Jan 07, 2006 21:54
by NecroMage
No. Inventory has to be CustomInventoy.

Posted: Sat Jan 07, 2006 21:59
by BlazingPhoenix
EDIT: Oops....sorry question was awnsered a few posts back.