The only real issue is just the Jumping Pad issues, the only fix - is to use a 'z-height' check via ACS. This alone is a horrible solution and severely limited (two players enter that sector at the same time, the script will not execute properly), with this idea I prefer to not dare implement at all costs -- I know this will be fixed later on within the main engine regardless, so I am not concerned at this moment. So you're right, any missing features that Zandronum\SkullTag has in difference with GZDoom (or ZDoom, depending), I wont really deal with work-around (and risk creating new bugs) unless I absolutely positively have too supply a Patch WAD fix for a dedicated port.Torr Samaho wrote: Ok, let's try to find out why we are apparently not understanding each other. To get started let me first make sure that I did not misinterpret your statements. What you wrote so far to me clearly sounded as if you had no absolutely intention to support Zandronum 1.2.2 or Zandronum 2.0 in its current form with your project. Is this correct or did I misinterpret your statements?
So, I have no intention to support Zandronum 1.2.2 nor Zandronum 2.0 - in its current state. They must first be compatible with the project. Though, even with this being a Deathmatch project, I highly doubt that this project is exactly 'locked' to one port as the fundamental aspects and rules (or standards, if you wish to go that far) of Deathmatch is no-where close to Cooperative gamemode ;).
I do apologize for my hasty - attitude. I have been working on this project since 2007 and I have currently 37 maps in the Reject directory, that should tell you enough as to how much time I put into this project and how I treat it. -- This is almost like a Duke Nukem Forever project!!
Again, I am sorry.
Spoiler: Reject Dir (Open)
This would break the expectations within the deathmatch game and layout design. Think of this: You have little to no time to find the jumping pad to go across the other platform, you can:agaures wrote: This could also be achieved easier if you just lowered the 3d floor a little bit so the player wouldn't be walking onto it but falling onto it.
- A: Jump off the platform and hope to god you're going to hit the jumping pad. If you miss, you could loss a Frag (or is this just from Quake? I don't exactly remember)
- B: Slowly move to the other platform by foot. This might seem nice, but only if you don't have another player chasing you down with a BFG 10k.
I never said I would stop this project over a forum thread. I am already planning on Dependencies, and I just did a revision newsflash (which I will mirror on this thread, here very soon)Ninjamander wrote: I don't think you should give up for some misunderstanding.
As long as this entire topic will be treated as a 'project' thread and not generalized thread, I'll be okay with that now. I am unsure about the policies when TGRDM3 and Zandronum are compatible with each other, - meaning I am not sure if the topic is forever lost in General forum or if it gets re-transferred to Projects. By chance, is there any clarity on this?Torr Samaho wrote: So, to me it looks like this thread should go to the General Chat subforum.
Here is even more screenshot updates (up to revision 670). In addition, I have begun planning on the Dependencies. More news on this later...
Anyone is free to share some input on the dependencies and the general developments.
IMAGES ARE NO LONGER AVAILABLE!