Functions

General discussion of the port and Doom-related chat.
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FLYBAT
 
Posts: 21
Joined: Sat Jul 21, 2012 1:20 pm

Functions

#1

Post by FLYBAT » Sat Aug 04, 2012 9:44 pm

ZDoom got LOTS of functions, GZDoom got those functions too as well.
But nor Skulltag nor Zandronum do not have them!

Eample: I tried to imitate the stealth monster movement using the "A_JumpIfInTargetLOS" function from ZDoom wiki... And found out the wad does not run!

Why not to implement the whole amount of functions from ZDoom (and hopefully GZDoom) to upcoming Zandronum, making it an ultimate port?

Ijon Tichy
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Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: Functions

#2

Post by Ijon Tichy » Sat Aug 04, 2012 9:50 pm

the last update to the zdoom codebase was 2.3.0, which was released on 2009.03.01
zdoom's at 2.6.0
it is currently 2012.08.04

we're three and a half years behind, dude

there's no way in hell this is coming within the next year
Last edited by Ijon Tichy on Sat Aug 04, 2012 9:51 pm, edited 1 time in total.

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Functions

#3

Post by Llewellyn » Sat Aug 04, 2012 10:23 pm

Ijon Tichy wrote: zdoom's at 2.6.0
2.6.1, but yea.

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