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0.9.18

Posted: Sun Nov 20, 2005 13:12
by Graf Zahl
Time for a new version.

One new feature has been added: Reflective floors. Check the documentation thread for any information how to use it. A new zspecial.acs which supports the new feature has been added to the distribution.

Other new things:

-nogl command line switch disables all GL related code and makes GZDoom act like a software only engine.
-gl_vid_compatibility CVAR to force GZDoom to use GL 1.1 only features for some old graphics cards that don't have decent drivers.

And of course there have been several bugfixes. Check out changelog.txt to see what has been done,.

Posted: Sun Nov 20, 2005 13:31
by TheDarkArchon
The ZIP's broken.

Posted: Sun Nov 20, 2005 14:25
by Graf Zahl
Try again. I re-uploaded it.

Posted: Sun Nov 20, 2005 15:18
by Softie
Builds perfectly! Thank you Graf Zahl!

Posted: Sun Nov 20, 2005 22:23
by smg m7
Alright, I feel stupid, but I can't get these reflective floors to work. Could somebody post an example wad to show me what I need to do?

Posted: Sun Nov 20, 2005 22:48
by Enjay
How are you doing them? It's pretty straight forward, but if you are doing it from a line, unlike things like transfer heights, or transfer floor light, or 3D floors etc, this line type needs to be activated.

For a very quick test to see if it's working for you, tag a sector 1 then make a line have type 159. Set arg 1 to 1 (tag) and arg 2 to a reasonable value (128) that will make the floor reflective. Make sure you set the activation type of the line appropriately. Enter your map and activate the line by walking over it or switching it.

Alternatively, use something like this in a script

Code: Select all

Script 1 OPEN

{
   Sector_SetPlaneReflection (1, 128, 0);
}
Make sure you have the new zspecial.acs in your acs directory.

Posted: Mon Nov 21, 2005 0:01
by justin023
:rock::rock: ^ 10

The reflective floor would work well in recreating the egyptian temple from goldeneye (which I hope to do someday).

Why does the download link and zip say .9.19?

Posted: Mon Nov 21, 2005 0:07
by Enjay
Because it is now 0.9.19. Graf fixed a (Zdoom) bug and uploaded a new version.

Posted: Mon Nov 21, 2005 0:15
by justin023
Was it the 'cameras are cleared when loading a savegame' bug?

Posted: Mon Nov 21, 2005 0:18
by The Ultimate DooMer
The vid compatiblity thing didn't work, I still get a white screen with 0.1fps.

Still, the bug fixes are worth using GZDoom for, even if there's no decorate stuff going in.

Posted: Mon Nov 21, 2005 0:21
by Enjay
justin023 wrote:Was it the 'cameras are cleared when loading a savegame' bug?
Yes.

Posted: Mon Nov 21, 2005 0:27
by justin023
I didn't even know about that bug and it could royally screw parts of my mod.

Posted: Mon Nov 21, 2005 1:34
by solarsnowfall
Friggen sweet!

Posted: Mon Nov 21, 2005 2:29
by smg m7
Okay, I know what I did wrong. I set the level of reflection way too low.

Posted: Mon Nov 21, 2005 5:29
by BetaSword
I noticed that the 3rd bit for the second argument for 3D floors hasn't been added, allowing a lineID to be set...