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1.0.10

Posted: Thu May 18, 2006 10:43
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.

Posted: Thu May 18, 2006 11:52
by BlazingPhoenix
Does that mean all the features from ZDoom are added into GZDoom now?

Posted: Thu May 18, 2006 12:04
by Graf Zahl
I won't comment that remark.

Posted: Thu May 18, 2006 12:37
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 :(

Posted: Thu May 18, 2006 16:06
by Nash
Graf, why won't you include GZDoom-related changelogs anymore? =(

Posted: Thu May 18, 2006 16:10
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. :)

Posted: Thu May 18, 2006 16:17
by Deathlike2
Nash wrote:Graf, why won't you include GZDoom-related changelogs anymore? =(
He mentioned why in the 1.0.6 thread.

Posted: Thu May 18, 2006 16:24
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.


Posted: Thu May 18, 2006 16:32
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.

Posted: Thu May 18, 2006 16:36
by Nash
The Havox - I'm not interested in ZDoom changes, I'm interested in GZDoom changes.

Problem?

Posted: Thu May 18, 2006 16:44
by Graf Zahl
They are the same right now.

Posted: Fri May 19, 2006 0:07
by TheDarkArchon
Wait, does 1.0.10 support global ACS?

Posted: Fri May 19, 2006 0:55
by Graf Zahl
Yes.

Posted: Fri May 19, 2006 1:50
by BlazingPhoenix
Hey...how do you make it so MAPINFO skips the difficulity menu?

Posted: Fri May 19, 2006 8:39
by Alter
use noskillmenu when you're defining episode!