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v 0.9.6

Posted: Wed Sep 21, 2005 17:06
by Graf Zahl
The new version is out!

This includes several FraggleScript fixes and most importantly a significantly improved handling of sector stacks. Many maps that had problems before will work now, even MAP04 of Zen Dynamics.

Posted: Wed Sep 21, 2005 19:23
by BetaSword
Quick question (cause the included changelog only goes up to Sept. 11), but is HIRESTEX included in this? Just wanted to make sure, cause you seemed kinda hesitant about it in the other thread.

Posted: Wed Sep 21, 2005 19:50
by NecroMage
I love you graf... :D

Posted: Wed Sep 21, 2005 20:18
by Enjay
OK, so far so cool. 8-)

I've just played through a whole bunch of levels, including 12 in the mod that was causing me problems before. Everything was very smooth. Nice, very nice.

Posted: Wed Sep 21, 2005 20:53
by Graf Zahl
BetaSword wrote:Quick question (cause the included changelog only goes up to Sept. 11), but is HIRESTEX included in this? Just wanted to make sure, cause you seemed kinda hesitant about it in the other thread.

Sorry about the changelog. The current version can be found with the source.

HIRESTEX is implemented but disabled for now. I want to wait how the discussuion turns out before a final decision. But I don't like the idea of a format that might become obsolete rather soon.

Posted: Wed Sep 21, 2005 21:44
by Enjay
OK, just had a quick wander through over 100 levels. Playing some fully and just wandering through the others looking at the scenery. Absolutely no problems to report at all, other than I have to noclip through all the ducking areas in my newer maps. ;)

Seriously though, this is looking very good and very stable. It's a pitty I won't be able to use it extensively. The ducking feature has become integral with the gameplay of some of the levels, but I fully understand why your not adding it (ATM at least). Frustrating though it is. :(

For info, GZDoom is loading and coping very well with a WAD that has 3457 textures, 862 flats and 137 TXs as well as an extensive dehacked patch and an increasingly big DECORATE lump as well as almost all the sprites and sounds from Heretic, Hexen and some from Strife (a total of 897 sound lumps when everything is added together).

I don't know if this is important or not, but when I play a map (which is a modified version of KZDoom7) I get this message at level startup. It's the only map that I got any kind of message about, other than just confirmation of the map name, of course.

Code: Select all

Log started: Wed Sep 21 21:41:44 2005

J]map map32



+map32 - Red Giant base K7

   Split seg 608 (1728,192)-(1680,192) of sector 134 in loop 6
   Split seg 1401 (1704,240)-(1728,248) of sector 134 in loop 6
   Split seg 1440 (1672,192)-(1680,216) of sector 134 in loop 6
   Split seg 1441 (1684,448)-(1728,448) of sector 135 in loop 5
   Split seg 1438 (1728,392)-(1704,400) of sector 135 in loop 5
   Split seg 1411 (1680,424)-(1672,448) of sector 135 in loop 5
   Split seg 263 (-240,451)-(-272,451) of sector 24 in loop 3
   Split seg 275 (-272,573)-(-240,573) of sector 24 in loop 3
   Split seg 261 (-211,467)-(-240,451) of sector 24 in loop 3
16 bots read from bots.cfg
J]exit

Posted: Wed Sep 21, 2005 22:02
by Graf Zahl
These are warnings that the node builder had to split some segs near a polyobject. Normally this isn't critical but if you see polyobject bleeding you'd have to fix it in the map.

Posted: Wed Sep 21, 2005 22:13
by Enjay
OK, thanks. I'll have a good look around by the various polys and see what's what.

[edit]For info, one poly was bleeding. You had to make an effort to see it, but I jiggled things around slightly anyway and I think I've got it fixed.[/edit]

Posted: Mon Sep 26, 2005 16:01
by Cutmanmike
This is probably old news or something so don't bite my head off, but aren't 3d slopes a tad... buggy to walk on? I seem to end up getting stuck in them 99% of the time.

Posted: Mon Sep 26, 2005 16:37
by Graf Zahl
Yes, they are buggy. And no, I won't fix them before I got 2.1.0's code. I'll have to rewrite a significant chunk of the movement code to handle them properly but I don't want to do that twice.

Posted: Mon Sep 26, 2005 17:28
by Soultaker
Graf be glad this aint using Edge. Then you would really be in the shit house. I know we all bitch and moan about Randy's massive amounts of slackitude but he at least gets things done faster than the Edge team. Plus he does not go and muck things up bad like the Edge team does and then fails to fix the problems properly. Like the whole mouselook bug in RC#1, the Edge team had to release RC#2 just because they forgot to realise that you could do a total 180 in a up\down motion with mouselook.

Randy = Actual shit being done.
Edge Team = Uh what are they doing exactly?

Posted: Mon Sep 26, 2005 17:44
by Graf Zahl
Aren't you a bit harsh? Admittedly I don't particularly like EDGE for several reasons but I doubt the programmers are that incompetent. Randy also makes fatal mistakes (e.g. the backpack issue in 2.0.95 which required an immediate update) and GZDoom 0.9.4 also had to be fixed due to a stupid bug.

Posted: Mon Sep 26, 2005 17:52
by Soultaker
I am not saying that the Edge Team is incompetent. What I am saying is unlike Randy who let's us know what he is doing the Edge Team does'nt. Hell the Edge Team could take out say the reload system and not even tell us except through the changelog which I doubt alot of people read. Randy lets us know what he is doing through a update on the site and if he breaks it then yea he will fix it the next day. I like Edge but the Team kinda falls down on the job when it comes to telling us what their doing. I feel that it is better doing things as one man because then you not only have greater control BUT you can dictate yourself what goes and what stays. You, Randy and Carn have much more control over your ports than the Edge Team has over their own. Look at the slew of new features they add with every version. They have gotten damn lucky that they have not released a version that turned out buggy as hell. However their luck may not hold out for long if they just stop with the new features and start checking their code more often. They have talked about trying to optimize their code in order to make Edge run faster. I do not see much speed improvement between 1.28 and 1.29 at all. I prefer a single person effort than a group effort.

Posted: Tue Sep 27, 2005 5:51
by Jim
Killmur, You are way off-base. EDGE is developed openly. Anyone can checkout the latest code via cvs and report bugs before releases are even made. This would make things much easier for Graf.

The only thing stopping anyone from looking at the very latest version of EDGE is a lack of know-how and really the simple fact that EDGE is not as popular as ZDoom. This is mostly because it basically disappeared completely for so long when they decided to overhaul it. Subsequently, they released a pretty broken version and soon all of the programmers completely stopped developing it for awhile,

If Randy developed so openly, Graf could checkout the latest version right now and keep on developing GZDoom. As it is, he is left waiting until the unknown future time in which ZDoom will be released (which could even be never if say, Randy got hit by a bus tomorrow).

Posted: Wed Sep 28, 2005 14:45
by Cutmanmike
Graf Zahl wrote:2.1.0's code.
brb in a year then :sleep: ;)