Naked Snake Posted December 24, 2002 When I enable sv_fastweapons I see the legs of a spiderdemon / arachnatron when using the pistol / shotgun / ssg 0 Quote Share this post Link to post
timmie Posted December 29, 2002 timmie said:Heh, savegames are supposed to be working, but they appear to be broken horribly :) Ok, savegames are working properly again (one missing line sure busts things up good!). I'll update to 2.0.29 and then look at those intermission screens again. I should have 0.72 out for this coming weekend. 0 Quote Share this post Link to post
timmie Posted December 29, 2002 Oh, and the vid_fps crash is (hopefully) also fixed. 0 Quote Share this post Link to post
timmie Posted January 22, 2003 sargebaldy said:Looks like there's some work to be done then :P (5) Heh, most of those bugs have been worked out now... Thing is, this thread started out as "ZDoomGL v0.7 Buglist" and got upgraded as I released newer versions :) 0 Quote Share this post Link to post
boris Posted January 22, 2003 timmie said:Heh, most of those bugs have been worked out now... Thing is, this thread started out as "ZDoomGL v0.7 Buglist" and got upgraded as I released newer versions :) Don't listen to sargebaldy, he was just spamming and is banned now :) 0 Quote Share this post Link to post
Mr.Thunder_Tw Posted January 24, 2003 ok euhm i don't wanna look like a pushing fool but ah, is this site and forum still alive? is there a new version comming up soon? howmanny ppl is programming on ZDoomGL? don't ban me 2 0 Quote Share this post Link to post
timmie Posted January 24, 2003 Yeah, 0.73 should be coming out within a week. Right now there's only one person working on it (that'd be me). 0 Quote Share this post Link to post
sirjuddington Posted January 25, 2003 Mr.Thunder_Tw said:ok euhm i don't wanna look like a pushing fool but ah, is this site and forum still alive? Heh, yeah I haven't updated the main site for a while. Just keep checking the forums for the latest info. 0 Quote Share this post Link to post
boris Posted January 25, 2003 There is a problem with the automap: it lets you see too much. It even shows rooms that are behind closed doors! 0 Quote Share this post Link to post
timmie Posted January 26, 2003 boris said:There is a problem with the automap: it lets you see too much. It even shows rooms that are behind closed doors! Hmm, should be fixed in the latest prerelease :) 0 Quote Share this post Link to post
Mr.Thunder_Tw Posted January 31, 2003 oh thx 4 the answers, i love 2 play doom, i'm a programmer 2 but i'm just buzzy with silly things in Visual Basic, i just made my own Msn-added a console and some commands to it :), made my Ping pong game 4 dos in Qbasic and some more things like that. 8) what i'm saying is that ur dooing realy good, making some real work. I'm looking forward to the next Update. I played the game with the last version of GlDoom and i've noticed that if ur just playing all the levels and if u look somethimes on your map u can c where secret doors r. whell it's not that big problem, evry1 has already played the game a milion times, now they can discover the secrets they've missed :p good luck to u all and sry 4 my bad spelling ;) 0 Quote Share this post Link to post
timmie Posted January 31, 2003 that stuff should be fixed in 0.73 (which I just released)... 0 Quote Share this post Link to post
Mr.Thunder_Tw Posted January 31, 2003 thx Timmie, something that was also in the previous version(i updated and took a look) is that if u did the exit switch or teleporter, the scoreboard is all messed up, the last screen (me pulling the switch or me jumping in the exit) flashes while an other mess is beeing made (i think the option melt or burn in action)it's ugly but i can c my score :p ps:i can't put screenies on-line throug my router :s 0 Quote Share this post Link to post
boris Posted January 31, 2003 Weird, when I played ZDoomGL a couple days ago this flickering wasn't there, but now it is. 0 Quote Share this post Link to post
timmie Posted February 1, 2003 It doesn't do it in windowed mode, but it does in fullscreen mode. I have to set it up so it redraws the background for the current intermission screen, too. ZDoom only draws the background once (and then draws over it for the par times, etc)... 0 Quote Share this post Link to post
boris Posted February 1, 2003 Ah, then I probably played in windowed mode. 0 Quote Share this post Link to post
jammers666 Posted February 3, 2003 Bug: Game crashes when exiting level in coop mode. tried playing Doom and Heretic with a mate in coop mode and both crashed when exiting the level. dus this on mine 2 if 1 pc is usien sofware rendering and 1 person is using opengl rendering it causes this wwitch both to software iand it shud solve it 0 Quote Share this post Link to post
deep Posted February 4, 2003 Don't know if you noticed, but the X and Y alignments are not working right for hires textures (e.g. XTHEATERIII). Maybe not adjusted for scaling? The outside columns also don't offset the same as ZDOOM (look at top). I think ZDOOM has a mistake here, only because I worked with BOOMSDAY author to fix some of these anomalies, it's -64 but should be +64 for the Y offset? But for ZDOOMGL, guess you need to make it the same:) 0 Quote Share this post Link to post
boris Posted February 4, 2003 IIRC timmie mentioned earlier that texture alignment doesn't work 100% yet. 0 Quote Share this post Link to post
timmie Posted February 4, 2003 deep said:Don't know if you noticed, but the X and Y alignments are not working right for hires textures (e.g. XTHEATERIII). Maybe not adjusted for scaling? The outside columns also don't offset the same as ZDOOM (look at top). I think ZDOOM has a mistake here, only because I worked with BOOMSDAY author to fix some of these anomalies, it's -64 but should be +64 for the Y offset? But for ZDOOMGL, guess you need to make it the same:) Hmm, I don't know if I'm scaling texture coordinates with the textures... I'll try that and see how it looks. 0 Quote Share this post Link to post
Reisal Posted March 1, 2003 Why doesn't "Item respawn" work?? I had a game with a friend and the items weren't respawning 0 Quote Share this post Link to post
Apothem Posted March 22, 2003 When i play deathmatch (With bots dunno about ppl) my game crashes when two of the following things happen: 1-Exit the level 2-I die this only happens when im using OpenGL as the renderer otherwise it works perfectly=D and btw- Very nice work timmy=) 0 Quote Share this post Link to post
deep Posted March 28, 2003 timmie said:Hmm, I don't know if I'm scaling texture coordinates with the textures... I'll try that and see how it looks. Look back at my original post above. In the ZDOOM forum there is some confusion over whether ZDOOMGL is doing it "right" or not. I contend you did not copy ZDOOM x/y offset code for hi-res textures, therefore ZDOOMGL is incorrect in terms of doing it the same as ZDOOM. So by accident that meant the old x non-hires offsets work and to some this appears attractive since it lets one substitute hi-res textures for regular ones. I personally find that uninteresting, but to make everyone happy, ok:) What I suggested to Randy is to allow an option to do it either way: 1) The original ZDOOM method 2) The way you did it using same offset code as stock. 0 Quote Share this post Link to post
timmie Posted March 28, 2003 Heh, actually, I'm redoing a bunch of that right now to make it more correct. By hi-res textures, do you mean the JDoom style textures? I don't think that should make too much difference with the texture coordinates because ZDoomGL treats those textures as the original (uses the original texture size for all calculations). 0 Quote Share this post Link to post
timmie Posted March 28, 2003 Ok, just found that thread over there. Yeah, it was pretty much an accident doing it that way, mostly because when I wrote that stuff I still didn't have a clear understanding of how all that stuff worked in the software renderer. Hell, I still don't, but I'm getting better! But yeah, now that I know how things are supposed to be working, I can fix things properly. 0 Quote Share this post Link to post
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