Cyb Posted September 26, 2003 Head over to the ZDoom page for a rather lengthy list of recent changes and fixes Randy has made to ZDoom for the upcoming release of 2.0.48/2.1 (that's a very complex number). Changes and fixes include stuff like minor Hexen issues and additions of multiplayer safe scripts and things like increased range for bullet tracers. Oh yeah and:Sorry, I want to get through more of the bugs before releasing anything.Ah well. Also the previous update before that one has the release of ZDoom's internal nodes builder as a stand alone util you can use on your maps, both Hexen and Doom formats. 0 Share this post Link to post
Fredrik Posted September 26, 2003 Cyb said:that's a very complex numberLooks like Q to me (although there's one . too much). 0 Share this post Link to post
Cyb Posted September 26, 2003 hehe, I knew that would get your attention fredrik :P btw I forgot to mention it in the update, but the new version will also sport the ability to read compressed gl nodes (even the software engine). Advantages:* Less space used in the wad * Full precision vertices even for non-GL nodes * More than 64k segs * More than 32k subsectors * More than 32k nodes 0 Share this post Link to post
Hirogen2 Posted September 26, 2003 He could not decide whether to pick 2.0.48 or 2.1.0 0 Share this post Link to post
sgtcrispy Posted September 26, 2003 Now if we had a map editor that was just advanced, or did I miss it somewhere? fnord. 0 Share this post Link to post
Fletcher` Posted September 26, 2003 sgtcrispy said:Now if we had a map editor that was just advanced, or did I miss it somewhere? fnord. Apparently, Doom Builder is beginning to come close. 0 Share this post Link to post
Scuba Steve Posted September 26, 2003 Not to stray from initial tompic, but does Doom builder plan to support Zdoom features? 0 Share this post Link to post
Fletcher` Posted September 26, 2003 Scuba Steve said:Not to stray from initial tompic, but does Doom builder plan to support Zdoom features? It supports most of them now. Unfortunately, no mapspots or 3dbridges, to name a few. (wip) 0 Share this post Link to post
Fletcher` Posted September 26, 2003 Scuba Steve said:Things like save lines? what 0 Share this post Link to post
Moonflower Posted September 27, 2003 eg. lines that quicksave when player passes over them 0 Share this post Link to post
Optiks Posted September 27, 2003 Can someone gimme the gest about Zdoom's nodebuilder? Does it have special features? Does it only work for Zdoom? etc.. 0 Share this post Link to post
zark Posted September 27, 2003 Doom Builder fully supports ZDoom (afaik), it's just some specials and thing types are missing from the config files. All you need to do is add them. 0 Share this post Link to post
Xaser Posted September 27, 2003 Scuba Steve said:Things like save lines? Even if the lines aren't listed, you can still put their type number in the box and it will still work. 0 Share this post Link to post
Fletcher` Posted September 27, 2003 zarcyb said:Doom Builder fully supports ZDoom (afaik), it's just some specials and thing types are missing from the config files. All you need to do is add them. Um, he also has to fix the scripting problems too. 0 Share this post Link to post