[spoiler]
The one of the left is from 3.0-alpha-r150819-2351 that Torr built, and the one on the right is from the copy I built from the Repo just now.
This breaks Armageddon Invasion, as that mod spawns skulltag runes. Yea.....
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No one cares since the release of zdoom 2.5.0-based gzdoom.Ivan wrote: I'm curious now, why is the renderer information breaking the save games?
You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.DevilHunter wrote: Ok, I found something out that breaks everything that uses Runes... Torr, Appearnly when you built this, you forgot to include the runes in skulltag_actors.
So it was something GZDoom did then? I was under the impression it was done solely by you to quick fix the save game issue. Just a misunderstanding then, my apologies.Blzut3 wrote:How is GZDoom removing the option to switch the software renderer through the menu a big "F-U" to OpenGL users? If anything it's the opposite. In any case the whole point was GZDoom removed it intentionally for one reason or another and Zandronum should restore it.Ru5tK1ng wrote: If it wasn't well known, it surely is now considering it was a big 'F-U' to OGL users when the menu option was removed. ¯\_(ツ)_/¯
Does this mean that the skulltag_content pk3 needs fixed, too?Torr Samaho wrote: the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed.
I think it's taken care of.Torr Samaho wrote: You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.
Yes, but I can't say yet whether 3.0 will bring further changes to skulltag_actors.pk3. So it may be necessary to update it multiple times before 3.0 is finalized.Empyre wrote: Does this mean that the skulltag_content pk3 needs fixed, too?
Thanks!Blzut3 wrote: I think it's taken care of.
Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.Torr Samaho wrote:Can you check whether it works in GZDoom 1.8.6? This way we know whether it is/was a GZDoom bug or if something went wrong during the upgrade.
Thanks! Can you open a tracker ticket and include an example wad, if there is no ticket for this issue yet? For 3.0 our code base will likely stay at GZDoom 1.8.6, but I'll backport necessary (G)ZDoom fixes. I just need tickets to keep track of which fixes we need.Revilution wrote: Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.
I now added information about the renderer to the "Engine" field of the save and readded the menu option. This way saves made with a different renderer are rejected with a proper error message. IMO this solution is much better than hiding the renderer choice from the menu.Blzut3 wrote: As stated above it's due to different renderer structures being saved/loaded. Feel free to fix it if you can figure out a way to. From what I understand it's not a "just" and I really don't care enough about the OpenGL renderer to even look into it.
I backported a fix that should take care of this.Revilution wrote: Done, the example wad i attached to the ticket will show the scale properly when this issue is fixed.
Did you try "ZA_MultiplayerOptions"?fr blood wrote: In the MENUDEF, what name shall we use to get the multiplayer option ?
Did you try deleting your ini?Ultimate Freedoomer wrote: For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
Thanks, it works fine now.Torr Samaho wrote: Did you try "ZA_MultiplayerOptions"?
Yes.Torr Samaho wrote:Did you try "ZA_MultiplayerOptions"?fr blood wrote:In the MENUDEF, what name shall we use to get the multiplayer option ?Did you try deleting your ini?Ultimate Freedoomer wrote:For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
reported: http://zandronum.com/tracker/view.php?id=2476LolwellunTeapot wrote: I personally dislike the fact that you cannot bypass the 'nojump' and 'nocrouch' flags in Gameplay Options now.