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1.0.12
Posted: Thu Jun 01, 2006 16:46
by Graf Zahl
I just updated GZDoom to the latest ZDoom source. Get it from the download page.
UPDATE for 1.0.12: This fixes a crash with hires textures that occured in Sapphire.
Posted: Thu Jun 01, 2006 18:10
by Nash
Thanks Graf!
Posted: Thu Jun 01, 2006 19:50
by Enjay
Indeed, thanks. So far this fixes the few annoyances that were getting in my way recently.
Can I ask where the log for recent changes is? I've looked at RH-log.txt and gzdoom-changelog.txt but both of these seem to stop mid May.
Oh and Nash, I'm not epileptic, but your avatar is certainly making me feel like I could be.

Posted: Thu Jun 01, 2006 20:47
by RazTK
Thanks again, Graf

Posted: Thu Jun 01, 2006 21:20
by Graf Zahl
Enjay wrote:
Can I ask where the log for recent changes is? I've looked at RH-log.txt and gzdoom-changelog.txt but both of these seem to stop mid May.
I lost my gzdoom changelog for the last 3 weeks when I was reorganizing the data on my HD. If you need the current rh-log.txt you will have to get it from the SVN server:
http://mancubus.net/svn/hosted/zdoom/zd ... rh-log.txt
@Nash: I didn't notice before because I use a GIF animation blocker but I'd really appreciate that you change your avatar. It may seem harmless to you but for some people it can be extremely uncomfortable.
Posted: Thu Jun 01, 2006 22:04
by BlazingPhoenix
Odd idea: why not change GZDoom.pk3 to GZDoom.gzd? It'd be more unique, and it's just a .zip but renamed >_>.
Posted: Thu Jun 01, 2006 22:17
by Graf Zahl
Odd indeed. pk3 is just fine and appears to be a generally accepted extension for zipped game resources.
Posted: Thu Jun 01, 2006 22:38
by Enjay
Thanks. I suppose "need" is putting it a bit strongly because there isn't too much I can do with it. However, I do like to read through it for the stuff I understand. I try and make sense of the stuff I'm less up on and try to match up bugs that I know about with their fixes. That helps me get a better appreciation of how and why certain things happen.
A minor thing I noticed. A railgun decorate enemy I had that worked in 0.9.28 was (slightly) broken in 1.0.11: it was silent. It seems the A_CustomRailgun sound parameter has been reversed at some point.
This worked in 0.9.28
A_CustomRailgun (18, 0, "9B 00 00", "40 8B B4", 1, 0, 0)
However, this is needed in 1.0.11
A_CustomRailgun (18, 0, "9B 00 00", "40 8B B4", 0, 0, 0)
With the parameter being called "silent" (thereby making more sense) I assume this is a deliberate change (and obviously it's a very easy end-user fix) but I thought I'd flag it up to draw attention to it.
Posted: Thu Jun 01, 2006 23:02
by Graf Zahl
It was indeed a deliberate change. I merely restored it to the way it was supposed to be. It got screwed up by some othe less controlled changes for .96x but I never noticed. BTW, that change isn't that new. It has been around for several versions.
Posted: Thu Jun 01, 2006 23:07
by Enjay
Graf Zahl wrote:BTW, that change isn't that new. It has been around for several versions.
It's just the first time I've used that particular WAD for a while.
Posted: Fri Jun 02, 2006 15:07
by Nash
Enjay and Graf - Sorry. Avatar changed!
Posted: Sat Jun 03, 2006 17:42
by solarsnowfall
rh-log.txt wrote:June 3, 2006 (Changes by Graf Zahl)
I didn't see mention of the playertid fix...
Posted: Sat Jun 03, 2006 18:03
by Graf Zahl
May 22, 2006 (Changes by Graf Zahl)
- Fixed: Thing_ChangeTid must check whether the actor whose tid is about to
be changed is scheduled for destruction.
Posted: Sat Jun 03, 2006 18:11
by solarsnowfall
Do'h! Guess I thought that was a more current bug.
Posted: Sat Jun 03, 2006 18:47
by chopkinsca
*goes to download 1.0.12*
Wait, it's 1.0.13 now?