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Zandronum 1.0-alpha-120602-1356
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Mangetsu
Post: #41 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-09-2012, 06:03 PM
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Agreed and seconded, Ermac, however, it's supposed to be what was originally meant to be released as ST98e, so like the old Beta builds, a version to replace your current Skulltag.
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[id]Angel
Post: #42 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-09-2012, 08:34 PM
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The first pre-release version of Skulltag's Son,grandson or great grandson or any other relative.

FUCK YEAHCool


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(This post was last modified: 06-09-2012 08:34 PM by [id]Angel.)
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President People
Post: #43 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-10-2012, 06:09 AM
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(06-08-2012 07:30 AM)Blzut3 Wrote:  Fixed a typo in my build script and redid the disk image. Try downloading it again. (The new image should be less than 5MB.)

Thanks, man!

And it seems I've somehow never tried placing my Doom2.wad inside my Zandronum/Skulltag folder and running it alone without any add-ons (Still doesn't work with ZDooM, unfortunately).

I just need to figure out where to place my skins folder, and how to get add-ons to work without Doomseeker now…

EDIT: Switching the resolution to fullscreen, quitting and rebooting (so the change takes effect) causes Zandronum to crash. This happens on the default resolution (640x480) as well as the highest resolutions (1600x1200, 1600x900 etc.).

Also the app icon still shows up tiny.


(This post was last modified: 06-10-2012 07:01 AM by President People.)
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[S] Omega
Post: #44 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-10-2012, 06:55 AM
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very excited to see how everything goes


let zandronum prosper and invite more to play Biggrin
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Captain Ventris
Post: #45 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-10-2012, 09:30 AM
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I said "Zandronum" in the dark into a mirror three times and gained insight into the universe. Is this normal?


wildweasel Wrote:I really don't think that Doom is the proper platform to be questioning the legitimacy of Christianity.

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mistamontiel
Post: #46 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 05:49 PM
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Salutations.

Woo, it's running real well, thank ye Torr

Bring in the skins/announcer next version..? I miss my strife guy madly..
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MLK Qent
Post: #47 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 10:40 PM
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I can't speak for Torr, but that's probably not going to happen, at least not for the betas. You can copy your skins and announcers from 98d.


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-=Dark-Assassin=-
Post: #48 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 10:46 PM
Hmm...
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I think to minimize base file size, perhaps not have any skins or announcers included and have them all as alternate downloads.
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mistamontiel
Post: #49 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 10:50 PM
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(06-16-2012 10:40 PM)Qent Wrote:  You can copy your skins and announcers from 98d.

I figured as much. But then EVERYONE must do that so that I'm a strife guy on their ends

EDIT: How do I bring back the announcer ? Make a folder called "announcer", copy the Skulltag_98a_announcer.pk3 in there and done ?
(This post was last modified: 06-16-2012 10:51 PM by mistamontiel.)
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MLK Qent
Post: #50 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 11:14 PM
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Yes. Your 98d folder should already have an announcers subdirectory. You could just copy the whole thing.


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Torr Samaho
Post: #51 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-16-2012, 11:29 PM
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(06-16-2012 05:49 PM)mistamontiel Wrote:  Bring in the skins/announcer next version..? I miss my strife guy madly..
As Qent already hinted, the Skulltag beta builds never contained any of these and I don't plan to change this for the Zandronum beta builds. We should check whether we can include the skins in the final public version of 1.0 though. From the top of my head I can't say whether any of the skins have to be considered to be Skulltag exclusive resources of if we can use them for Zandronum.
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BloodyAcid
Post: #52 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-17-2012, 05:43 AM
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Well, just heard about this recently, so might as well give this a spin :)
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Rofl25
Post: #53 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-17-2012, 01:09 PM
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I've been playing Skulltag since 2009, only realised it was around since 1996 when i saw the goodbye page on the website a couple days ago. If only i knew earlier... Sad
(This post was last modified: 06-17-2012 01:13 PM by Rofl25.)
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Archvile78
Post: #54 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-17-2012, 01:40 PM
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Hmm, i kinda like the new name. It's growing on me.
Looking forward to see how it goes in the future.
(This post was last modified: 06-17-2012 01:44 PM by Archvile78.)
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Marcaek
Post: #55 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-17-2012, 02:25 PM
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Quote:From the top of my head I can't say whether any of the skins have to be considered to be Skulltag exclusive resources of if we can use them for Zandronum.

Perhaps someone could make a new player skin for the port?


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[MLK] DevilHunter
Post: #56 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-17-2012, 04:48 PM
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(06-17-2012 02:25 PM)Marcaek Wrote:  
Quote:From the top of my head I can't say whether any of the skins have to be considered to be Skulltag exclusive resources of if we can use them for Zandronum.

Perhaps someone could make a new player skin for the port?

I don't see any problems using the ST Skins. I have them all bunched up into one wad, and they work just fine.

They show up just fine and all.. Have all there skininfo and sndinfo lumps in there.. If needbe, I can upload them or.. you can grab them Here (Fun Skins or Here (ST Optional Skins)
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mistamontiel
Post: #57 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-20-2012, 10:42 AM
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Hm.. with Z now I always see "building BSP". Could be real quick for the less powerful mods..

..but I mean with official ST that's instant never see that
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Blzut3
Post: #58 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-20-2012, 12:22 PM
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(06-10-2012 06:09 AM)President People Wrote:  EDIT: Switching the resolution to fullscreen, quitting and rebooting (so the change takes effect) causes Zandronum to crash. This happens on the default resolution (640x480) as well as the highest resolutions (1600x1200, 1600x900 etc.).

Also the app icon still shows up tiny.
Sorry I didn't see your post earlier (I browse these forums really randomly). The crashing is SDL having problems. I can support fullscreen on 10.7 or 10.4-10.6, but not all at the same time. It kind of sucks, but you can blame Apple for breaking an API used by such a popular library. There's not much I can do about this short of providing two different binaries.

The app icon will be fixed once we have an icon ready.
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President People
Post: #59 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-20-2012, 01:36 PM
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(06-20-2012 12:22 PM)Blzut3 Wrote:  Sorry I didn't see your post earlier (I browse these forums really randomly). The crashing is SDL having problems. I can support fullscreen on 10.7 or 10.4-10.6, but not all at the same time. It kind of sucks, but you can blame Apple for breaking an API used by such a popular library. There's not much I can do about this short of providing two different binaries.

The app icon will be fixed once we have an icon ready.

'Sa right, I really should have PMed you or filed a report, but didn't get around to it.

I learned a while ago that a new icon was being worked on. Guess I was nagging about it because it hadn't been acknowledged yet.

Thanks for the reply, anyway. To be honest, I really wouldn't mind playing in a window if it ran as smoothly as fullscreen. Hah, framerate was capped. We are good for now.


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ibm5155
Post: #60 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 07:43 AM
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wut? are you going to change the api?
but hell yeah, sorry for that but i hate SDL, it can easy crash or get some onknow bug, last time he wasn´t even running a printf lol
at least the menu for selecting the iwads in sdl is working \o/ just need a way to select the mods ¬¬
Just a curiosity, what the first oficial release will have? all the zdoom/gzdoom features? or this´ll have in another release?
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