zDoom

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tr1p1ea
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Post by tr1p1ea »

Is this the same build that i was lucky enough to preview a few weeks ago :)? All-in-all its a pretty good. It runs fast enough (well slows a bit when there are a few enemies but thats expected) and the animation is nice and smooth. Also i now know why i get shot at when there are no enemies around :).

Ill do some testing and see if i can find anything.
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GuillaumeH
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Post by GuillaumeH »

tr1p1ea wrote:Is this the same build that i was lucky enough to preview a few weeks ago :)?
Yes.

Timendus wrote:It sometimes renders lines and sprites that should be behind you though, but I guess you already knew that.
Yes, it's a very bothering bug... I'm adding it in the requirements for the 0.11 version, there must be some may to methematically fix it.
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GuillaumeH
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Post by GuillaumeH »

OK I think ive solved this bug (sprites that appear in front of you while the object/enemie is behind), please test the new version and let me know if it's totally solved :

http://paxl.org/~gh/zdoom011a.zip
Last edited by GuillaumeH on Sat 04 Feb, 2006 5:56 pm, edited 1 time in total.
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DJ_O
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Post by DJ_O »

Sry i didnt got enough time to test it much but I tryed it, awesome, I love this game

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SOMEONE HELP ME THE ENEMIES MOVE NOW! :x

EDIT crap i think my animated screenshot got messed up...
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GuillaumeH
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Post by GuillaumeH »

The "invisible enemies" bug is solved!

The problem was that the routine tthat displays the sprites of the enemies was looping on the area of the memory were enemy data is, but assuming that its size was of 8 bytes/enemy, while in between it has changed to 16... so it only displayed half of the enemies of each level :x Now i swear to use IX each time it's appropriate :)
Last edited by GuillaumeH on Wed 08 Feb, 2006 1:11 am, edited 1 time in total.
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Post by katmaster »

MMMmmmmm, chain gun :) Good job, I like being able to see whats shooting me :)
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GuillaumeH
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Post by GuillaumeH »

I've tinkered the line display engine so that the mixed up lines no longer appear. Which means that zDoom now fulfills all the requirements to be called version 0.11 \o/ You can grab it here.
Last edited by GuillaumeH on Sat 18 Feb, 2006 10:39 am, edited 1 time in total.
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tr1p1ea
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Post by tr1p1ea »

Awesome stuff! This is a lot better than the version i was playing a few weeks ago! :).
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Liazon
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Post by Liazon »

Although I can not play this atm, I must say that anyone who can program a raycasted FPS on an 83+ must be smart. Many MANY times smarter than me. I'm sure this game will be awesome in its final form.
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kalan_vod
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Post by kalan_vod »

I just saw on ticalc that this was updated, looks like enemy animations!
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Post by Demon »

Ooh, nice. The guys at school after summer will love this...
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kv83
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Post by kv83 »

kalan_vod wrote:I just saw on ticalc that this was updated, looks like enemy animations!
readme wrote:

Code: Select all

2007/06/28 : v0.12
- enemies sprites improvements:
      - smaller on screen
      - animation
      - orientation
- SIZE : ~16200 bytes
:)
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tr1p1ea
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Post by tr1p1ea »

The enemy animation certainly makes the game more authentic, im very impressed. Great to see you're still plugging away at it too gh :).
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GuillaumeH
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Post by GuillaumeH »

Thanks for the comments :) For the next version , I'm thinking about a way to have non-transparent enemies.
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