Dark-Assassin's Custom Zandronum Binary (Outdated)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Dark-Assassin
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Dark-Assassin's Custom Zandronum Binary (Outdated)

#1

Post by Dark-Assassin » Wed Nov 06, 2013 5:37 am

This is old. See Zandronum Community Client. It contains the same features and more. It's also kept up to date more often.
http://zandronum.com/forum/showthread.php?tid=6050

Spoiler: Original Post (Open)
I've had this custom binary of mine for a while now and thought I should share it around.
Current Version: v0.2 - Zandronum 1.2 r130826-1853 (November 12, 2013)
Spoiler: What it includes: (Open)
  • Custom Weapon Bob Styles:
  • Changes your Weapon Bob Style.
    • cl_bobstyle <int>
      • None: 0
      • Default: 1
      • Doom Alpha: 2
      • Quake: 3
  • Customisable Weapon Bob Speeds:
  • The higher this is, the faster your weapon will bob.
    Amounts are Multiplied. Decimals are allowed.
    • cl_bobspeed <float>
      • Default: 1
      • 2x Speed: 2
      • etc...
  • Half Weapon Bob Strength while Walking:
  • Walk and you only get 1/2 bob strength.
    Recommended with "movebob 0.25"
    • cl_halfbob <bool>
      • Default: False
  • Always Bob Weapon:
  • Always bobs weapon regardless of anything, unless +WEAPON.DONTBOB is used.
    • cl_alawysbob <bool>
      • Default: False
  • Camera Bobing:
  • Allows players to disable view bobing.
    Wanted by Competetive Players and Players that get Motion Sickness.
    • cl_viewbob <bool>
      • Default: True
  • View Pitch HUD Weapon Y Offset:
  • Looking Up/Down affects the HUD Weapon's Y Offset.
    • cl_hudpitchoffset <float>
      • Default: 0
      • Max Allowed: 32
      • Recommended: 8 or 16
  • Version History
    • Version 0.2 - Zandronum 1.2 r130826-1853 (November 12, 2013)
    • ! Fixed: cl_bobstyle 0 not working as intended.
      ! Fixed: cl_alwaysbob not totally working as intended. No longer ignores +WEAPON.DONTBOB flag.
      ~ Changed: cl_bobspeed minimum is now 0.1
    • Version 0.1 - Zandronum 1.2 r130826-1853
    • Initial Release

All additions and changes to this binary are purely cosmetic.
Please do not redistribute this binary.
Please do not claim this binary as your own.
Last edited by Dark-Assassin on Thu Jun 25, 2015 4:55 pm, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#2

Post by -Jes- » Wed Nov 06, 2013 6:48 am

1: cl_alwaysbob seems to work TOO well, ignoring the value of false and overriding even WRF_NOBOB (iron sights in RGA2 refined bobbing is a dead giveaway)
2: cl_halfbob doesn't change the speed of the bobbing, but rather the strength of it.
3: cl_hudpitchoffset isn't very good.
4: Works fine with QEffectsGL here.

That said.. HELL YES DOOM ALPHA BOBBING WHOOOOOOOOOO!
Last edited by -Jes- on Wed Nov 06, 2013 6:59 am, edited 1 time in total.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#3

Post by Dark-Assassin » Wed Nov 06, 2013 7:08 am

1: It shouldn't do that, though I never tested it extensively with mods.
2: Yea, true.
3: It was mainly just for testing and learning, but I liked it. Was inspired by another game.
4: Hmm... Not here.

I'll fix the Readme and OP
Good thing abount dropbox, I can modify the files without the need to change the link.
Last edited by Dark-Assassin on Wed Nov 06, 2013 7:12 am, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#4

Post by Danzoa » Wed Nov 06, 2013 1:13 pm

You my fine sir, are a DAMN hero !!

I've been using movebob 0.009 for years now just so that my weapon would still move but i'd not get the epicly heavy camera bobbing, but thanks to you i can do that without having to put it that low, and the alpha bobbing is also damn awesome, i'm loving this, they should add this to zandronum officially !
Image

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#5

Post by ODROID » Wed Nov 06, 2013 1:26 pm

I've replaced it with the other in usr/games/zandronum and doomseeker tells me that it the binary cannot be run? Am I doing this wrong? lol.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#6

Post by Dark-Assassin » Wed Nov 06, 2013 1:55 pm

@Danzoa: NP. I done this because so many people wanted it ages ago and it was never done.

@ODROID, you must give it executing permissions.
A simple way would be to use the Terminal and use this command:

Code: Select all

sudo chmod +x /usr/games/zandronum/zandronum
Edit: I just remembered. The linux binary might be for x64 only.
Edit2:

Code: Select all

zandronum: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.15, BuildID[sha1]=0xbed53b8e714d49e5d66e0abf38f9a70b04f0dd2f, stripped
Last edited by Dark-Assassin on Wed Nov 06, 2013 2:04 pm, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#7

Post by ODROID » Wed Nov 06, 2013 2:12 pm

I have a 64 bit CPU but no 64 bit OS besides Dual booting (crappy) Windows 7 x64.
I have no burner as of yet and I don't know how to upgrade from Ubuntu 12.04 LTS X86 to 12.04 LTS x64. Unless clean install from usb but the desktop I have has troubles with booting from USB.

-edit--
I've also tried what you told me with the same result.

--edit2--
Pinguy 12.04 LTS that is (Ubuntu spin)
Last edited by ODROID on Wed Nov 06, 2013 2:16 pm, edited 1 time in total.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#8

Post by Klofkac » Wed Nov 06, 2013 2:31 pm

The question is, how can I merge the files lazy way on Visual Studio? Or if there is linux way, tell me it.
Last edited by Klofkac on Wed Nov 06, 2013 2:39 pm, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#9

Post by Dark-Assassin » Wed Nov 06, 2013 2:42 pm

ODROID, That's too bad. And no, you cannot update the architecture without completely reinstalling it.
Anyway, it is possible with no USB or CD. Get the 12.04 LTS x64 ISO, mount it and use a tool called wubi.exe to install it from inside windows.
http://www.ubuntu.com/download/desktop/ ... -installer
If you are using GRUB as your main boot loader, you gotta be really careful as if that is removed when you remove Pinguy, the windows boot loader may not be defaulted.
Klofkac, you may need a diff tool. The ones I got were created on Linux in Unified Format.
I have no idea how to do anything with VS.
Last edited by Dark-Assassin on Wed Nov 06, 2013 2:42 pm, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#10

Post by Kara Kurt » Thu Nov 07, 2013 3:36 am

"Le fichier zando-bin-01.zip n'est pas un fichier couramment téléchargé. Il est peut-être dangereux."

It says this file may be suspicious because it is not a common download.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#11

Post by Dark-Assassin » Thu Nov 07, 2013 6:04 am

I can assure you that binary is safe. It's the exact copy of the one I use.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#12

Post by agaures » Thu Nov 07, 2013 7:04 am

Chrome was also telling me that i shouldn't keep this file cause it may harm me. When i kept the file chrome said "Don't say we didn't warn you..."

Anyway, it works fine. Neat little thing you have made here. The quake styled bob is my favourite.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#13

Post by Dark-Assassin » Thu Nov 07, 2013 7:45 am

These programs only say that because they detect and unsigned exe file in the zip file.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#14

Post by Kara Kurt » Thu Nov 07, 2013 11:44 am

agaures wrote: "Don't say we didn't warn you..."
:biggrin: !!!

I was using Chrome as well.

Thank you -=Dark-Assassin=-; I'll try it out.
Last edited by Kara Kurt on Thu Nov 07, 2013 11:44 am, edited 1 time in total.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#15

Post by Armour » Thu Nov 07, 2013 1:23 pm

Thanks, I've been wanting most of these things in Zandronum. :-)

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#16

Post by ForrestMarkX » Fri Nov 08, 2013 1:43 am

A quick note bots seem to cause you to freeze with "Waiting for server" when using this binary, I have no clue what causes it
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#17

Post by Medicris » Fri Nov 08, 2013 1:58 am

Oh god, put these in the main build when they're done.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#18

Post by Dark-Assassin » Fri Nov 08, 2013 4:20 am

ForrestMarkX wrote: A quick note bots seem to cause you to freeze with "Waiting for server" when using this binary, I have no clue what causes it
It doesn't happen on my end, whether SinglePlayer or MultiPlayer.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#19

Post by ForrestMarkX » Fri Nov 08, 2013 4:36 am

-=Dark-Assassin=- wrote:
ForrestMarkX wrote: A quick note bots seem to cause you to freeze with "Waiting for server" when using this binary, I have no clue what causes it
It doesn't happen on my end, whether SinglePlayer or MultiPlayer.
Hmm weird, it happens to me only if I use your binary, joining twice doesn't do it but the second I add a bot, "Waiting for server" happens
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#20

Post by Dark-Assassin » Fri Nov 08, 2013 4:39 am

That's weird. Are you using Windows or Linux?
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