zDoom
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- tr1p1ea
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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.
Ill do some testing and see if i can find anything.
- GuillaumeH
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Yes.tr1p1ea wrote:Is this the same build that i was lucky enough to preview a few weeks ago ?
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.Timendus wrote:It sometimes renders lines and sprites that should be behind you though, but I guess you already knew that.
- GuillaumeH
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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
http://paxl.org/~gh/zdoom011a.zip
Last edited by GuillaumeH on Sat 04 Feb, 2006 5:56 pm, edited 1 time in total.
- GuillaumeH
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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 Now i swear to use IX each time it's appropriate
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 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.
- GuillaumeH
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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.
I just saw on ticalc that this was updated, looks like enemy animations!
Ooh, nice. The guys at school after summer will love this...
"Python has dynamic typing, and dynamic binding, which means that not only does it make a great secretary, it is also pretty damn kinky." --Henry the Adequate
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- kv83
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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
- GuillaumeH
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