Latest news: -- FNF #246: Obsidian DM & Cybercrime 3 DM! -- -- SNS #151 - Khorus' Speedy Shit + Samsara -- -- Zandronum 2.0-alpha-141117-2018 -- -- Testing team needs you for Zandronum 2.0's release! --
Announcements go here.

Zandronum 1.0-alpha-120602-1356
Author Message
Torr Samaho
Post: #1 - Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 12:46 AM
Lead Developer
Posts: 986
Joined: May 2012
Location: Germany
Clan:

Status: Offline
Welcome to the very first Zandronum beta build! Zandronum seamlessly continues the development of Skulltag 98e, so if you are familiar with the 98e beta builds, there should be no big surprises right now.

Currently the only major changes are the rebranding and the removal of the skulltag_data.pk3 auto load mechanism. We also decided to simplify the versioning scheme and start fresh with 1.0.

Here is the full list of changes since the last official 98e beta build, i.e. 120415-2135:
Code:
changeset:   3343:ac633fe30416
user:        Torr Samaho
out of sequence fix backport from ZDoom revision 3570:
- In S_Shutdown(), stop the song and forget traces of it so that people who feel like setting snd_musicvolume in their atexit don't crash because it tries to restart the song at the new volume.

changeset:   3344:37d58bb70dd0
user:        Torr Samaho
[TIHan] Fixed: Client wasn't informed of its player's properties after a changemap.

changeset:   3345:e10c5032d675
user:        Torr Samaho
[TIHan] Fixed: A_FireCustomMissile doesn't spawn missiles when called near walls/things online.

changeset:   3346:a4816c85e05f
user:        Torr Samaho
[Dusk] Fixed: Clients weren't told of monsters' strafe counts, causing desyncs in 'fast-chasing' monster movement.

changeset:   3347:6039421bc226
user:        Torr Samaho
[Dusk] Fixed: Zedek's Quietus attack was not handled properly, appearing silent and invisible.

changeset:   3348:bf37afe822db
user:        Torr Samaho
Reduced SVC2_SETFASTCHASESTRAFECOUNT's net traffic (FastChaseStrafeCount only takes values from 0 to 3, so a byte is enough to transfer its value).

changeset:   3349:ee81c20d4c28
user:        Torr Samaho
[Dusk] Fixed: Puzzle item usage was handled improperly on the clientside, causing no item use sound when a puzzle was solved with it. Also changed puzzle item fail message to only print on the client that activated it, rather than to everybody.

changeset:   3350:fdc6d019945b
user:        Torr Samaho
In A_FighterAttack the server now lets the clients play the sound independently of whether the last missile was spawned successfully.

changeset:   3351:0336fd86bda3
user:        Torr Samaho
Added Popsoap's updated dynamic light definition for the Hectebus.

changeset:   3352:66cc3c9e7568
user:        Torr Samaho
Added new compatflag "don't stop player scripts on disconnect", controlled by the new CVAR compat_dont_stop_player_scripts_on_disconnect. If this is enabled, the ACS scripts with a player as activator are not terminated when this player disconnects.

changeset:   3353:9ccf213217e9
user:        Torr Samaho
[TIHan] Fixed: Under certain circumstances after a monster was resurrected, it did not get reset when the map reset.

changeset:   3354:cdb6dad1b744
user:        Torr Samaho
Added new dmflag "unblock players", controlled by the new CVAR sv_unblockplayers. If this is true, player bodies are treated as if they had the THRUSPECIES flag.

changeset:   3355:939ad579aa2e
user:        Torr Samaho
Fixed: Spectators were blocked by SOLID things on steps.

changeset:   3356:42c077a5cc71
user:        Torr Samaho
[TIHan] Fixed: A client wasn't informed of its player's JumpZ property after a changemap.

changeset:   3357:5813af56a2bf
user:        Torr Samaho
Fixed: After a map reset in terminator/possession/teampossession (possibly with the new ACS command ResetMap in combination with the GAMEMODE lump), the terminator sphere/hellstone wasn't respawned.

changeset:   3358:9d297e9d1b9e
user:        Torr Samaho
Fixed: When the ACS command ResetMap was executed by the server, the clients were not instructed to do their part of the map reset, e.g. removing decals and CLIENTSIDEONLY actors.

changeset:   3359:09ce837f1c45
user:        Torr Samaho
Fixed: A map reset in Domination (possible with the new ACS command ResetMap in combination with the GAMEMODE lump) didn't reset ownership of the control points.

changeset:   3360:afe074d2d019
user:        Torr Samaho
Fixed: The behavior of grenades fired near a wall online on the clients was broken.

changeset:   3361:d1191654d61e
user:        Torr Samaho
Fixed: A map reset in possession/teampossession (possibly with the new ACS command ResetMap in combination with the GAMEMODE lump) broke the "artifact held" countdown.

changeset:   3362:17f7e6614bef
user:        Torr Samaho
Fixed: The remains of crushed actors were not removed on the clients online by a map reset.

changeset:   3363:0f852a798203
user:        Torr Samaho
[TIHan]:
Fixed: Poly object doors were not handled properly online.
Fixed: Newly connected clients were not properly informed of poly objects.

changeset:   3364:2d56ea415fde
user:        Torr Samaho
[TIHan] Fixed some Z position sync problems of floating monsters online.

changeset:   3365:1b058a769b2d
user:        Torr Samaho
[TIHan] Fixed: Players could choose their team by using "team" or "changeteam" commands as a spectator when sv_noteamselect was true.

changeset:   3366:11797a1c6cbf
user:        Torr Samaho
Added a slightly shortened version of TIHan's "Fixed: Spectators were affected by the TimeFreezeSphere in competitive modes." patch.

changeset:   3367:2a154eb5f61c
user:        Torr Samaho
Ported from TIHan's monster_bandwidth_reduction branch: Converted SERVERCOMMANDS_SpawnThing* and SERVERCOMMANDS_MoveThing* to use NetCommand. This port untangles the command style change from the actual bandwidth reduction and fixes a small bug of that branch (the "ulSize == 0" in SERVERCOMMANDS_MoveThing* was removed in there instead of being updated to work with the new style).

changeset:   3368:86e91441bc0f
user:        Torr Samaho
Fixed: When a non-spectator player disconnected his running CLIENTSIDE scripts were not terminated.

changeset:   3369:4a3abb002afc
user:        Torr Samaho
Fixed: When a map reset was done while a PowerTimeFreezer was in effect, the sound was not resumed after the reset.

changeset:   3370:401f0c1c5bfe
user:        Torr Samaho
[Dusk] Fixed: Grenade explosion sound was not unlimited.

changeset:   3371:4c59a5141c4e
user:        Torr Samaho
[Dusk] Fixed: Players could get medals from spawn telefrags.

changeset:   3372:4d436da8400e
user:        Torr Samaho
added Dusk's "sv_unblockplayers now also implies telefrag immunity, but only if both the source and target are players." patch with an additional ( source != NULL ) check

changeset:   3373:93f81bd054fe
user:        Torr Samaho
Added modified version of MP2E's "Fixed: Accuracy/Precision medals are now properly given when using the Rocket Launcher, Grenade Launcher, or BFG10K." patch.

changeset:   3374:4740916b9616
user:        Torr Samaho
[Koromix] Fixed problems with the LAN broadcast under Linux.

changeset:   3375:cbab1716926c
user:        Torr Samaho
[TIHan] Fixed: Console icon would stick on a player's head if the server missed the packet to remove the icon.

changeset:   3376:e5bbd6458ba1
user:        CrimsonDusk
Fixed: A_Wander could trigger an assertion failure if it tried to target a spectator.

changeset:   3377:07ff1daea439
user:        Torr Samaho
[Dusk] Fixed: Medals weren't announced on spied players.

changeset:   3378:93e21c90ab5a
user:        Torr Samaho
reduced net traffic needed if SERVERCOMMANDS_SetThingFrame is used to set the wound state (part of Dusk's wound state / custom damagetype fix patch)

changeset:   3379:a6135a2f1c8e
user:        Torr Samaho
updated SERVERCOMMANDS_SetThingFrame to use NetCommand (part of Dusk's wound state / custom damagetype fix patch)

changeset:   3380:76c37d688da5
user:        Torr Samaho
reduced net traffic needed if SERVERCOMMANDS_SetThingFrame is used to set the pain state

changeset:   3381:1014cf620e99
user:        Torr Samaho
removed an obsolete local variable

changeset:   3382:936d69a1888f
user:        Torr Samaho
Fixed: Wound state changes weren't sent to clients. (part of Dusk's wound state / custom damagetype fix patch, but modified so that clients don't touch the wound state on their own)

changeset:   3383:d354b587d47e
user:        Torr Samaho
Fixed: The server always instructed clients to use the standard pain state of an actor, not any custom one.  (part of Dusk's wound state / custom damagetype fix patch, but slightly modified and extended)

changeset:   3384:2a791df45c2c
user:        Torr Samaho
added Dusk's FindStateLabelAndOffset extension to handle child states (part of Dusk's wound state / custom damagetype fix patch, but slightly modified to use references instead of pointers)

changeset:   3385:849d5e8e93f5
user:        Torr Samaho
Fixed: Newly connecting clients were not informed about non-standard death states of corpses already on the map. (part of Dusk's wound state / custom damagetype fix patch, but modified so that SERVERCOMMANDS_ThingIsCorpse is called on all corpses)

changeset:   3386:500db4a19ff2
bookmark:    latestzdoom
user:        Torr Samaho
[TIHan, Torr Samaho] Fixed: Spectators were affected by SetPlayerProperty and SetActorProperty.

changeset:   3387:a40a271caacf
user:        Torr Samaho
used the GAMENAMELOWERCASE define in gameconfigfile.cpp

changeset:   3388:f8b5d9f68462
user:        Torr Samaho
used the GAMENAME / GAMENAMELOWERCASE defines in zdoom.rc where easily possible

changeset:   3389:5533f0bf47ee
user:        Torr Samaho
Renamed CVAR skulltag_masterip to masterhostname.

changeset:   3390:eebb16f5f891
user:        Torr Samaho
used the GAMENAME / GAMENAMELOWERCASE defines in numerous additional places

changeset:   3391:2a675816719c
user:        Torr Samaho
- renamed most references in the binary from Skulltag to Zandronum
- changed the version from 98e to 1.0

changeset:   3392:268c9c0a8803
user:        Torr Samaho
fixed a typo pointed out by Dusk

changeset:   3393:b9460d48aca3
user:        Torr Samaho
renamed STVER_STRING to GAMEVER_STRING (pointed out by Dusk)

changeset:   3394:553b83390dc2
user:        Torr Samaho
changed default value of CVAR masterhostname to master.zandronum.com

changeset:   3395:ff3f397b4be7
user:        Torr Samaho
updated the ignore list to ignore zandronum.pk3 instead of skulltag.pk3

changeset:   3396:6e14eb116af6
user:        Torr Samaho
adjusted default value of CVAR sv_testingbinary

changeset:   3397:1c68a0b63ddf
user:        Torr Samaho
updated a comment pointed out by Dusk

changeset:   3398:5780cb5c1fb9
user:        Torr Samaho
created a new version history file for Zandronum and moved the 98e changes into it

changeset:   3399:2c72138ba1e2
user:        Torr Samaho
reverted the skulltag_data.pk3 specific additions in mapinfo/doom2.txt

changeset:   3400:b116d979b86f
user:        Torr Samaho
added m_multi.png to zandronum.pk3

changeset:   3401:b93996219601
user:        Torr Samaho
added dstaunt.wav to zandronum.pk3

changeset:   3402:3ee1a2856844
user:        Torr Samaho
Removed the skulltag_data.pk3 auto loading mechanism. skulltag_data.pk3 should now be loaded explicitly like any other add-on.

changeset:   3403:2d8bf2c599b0
user:        Torr Samaho
some more naming fixes pointed out by Dusk

changeset:   3404:dd6a7ea0b1e0
tag:         tip
user:        Torr Samaho
replaced the current Windows icon with infurnus' thread activity icon (just did some cropping and added an alpha channel to scifi1_normpost2.gif)

Downloads:
Windows
Linux x86
Linux x86_64
Mac OS X
FreeBSD x64
(This post was last modified: 06-07-2012 04:59 AM by Torr Samaho.)
Find all posts by this user
Quote this message in a reply
<PRO> Stipsi
Post: #2 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 12:49 AM
Mornstar
Retired Staff
Posts: 29
Joined: May 2012
Location:
Clan: The Professionals

Status: Offline
Oh dear, I'm so excited!


--Ital beast
Visit this user's website Find all posts by this user
Quote this message in a reply
R.I.P. Igor
Post: #3 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 01:10 AM
9J6
IGOR HELP TEST
Posts: 81
Joined: Jun 2012
Location: TEST CHAMBER
Clan: Space Basement

Status: Away
(06-03-2012 12:49 AM)Stipsi Wrote:  Oh dear, I'm so excited!
OH NO
TOO EXCITED


9J6 I AIN'T GOT NO BODY, AND NOBODY CARES FOR ME. YAKKA TAK TA A YAKKA TAK TA HAA! 6J9
Visit this user's website Find all posts by this user
Quote this message in a reply
<PRO> The Toxic Avenger
Post: #4 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 01:44 AM
The red in the sky is ours
Global Forum Moderator
Posts: 650
Joined: May 2012
Location: New Jersey
Clan: The Professionals

Status: Offline
Holy shit that was fast


Find all posts by this user
Quote this message in a reply
[MS] Disguise
Post: #5 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 02:33 AM
No Regret. No Mercy.
The Mercenary
Posts: 306
Joined: May 2012
Location: Romania
Clan: Machine Shop

Status: Offline
Awww yeah! Let's party now.


Corruption Deathmatch: Corruption at its highest.
Medieval Invasion - Very WIP
Daemon Astrum - On Hold
Stratamax: Phobos Complex - In Progress



Someone Wrote:So, Crytek had a Crysis, now its....Doomed. Ok, im out.

madyellow Wrote:i can't wait to finish this after that i think ill get more fan's then ill be the 2nd famous australian animator >:DD and ill have 1EE7 SK!LLZ hahaha o I'm stupid as fuck butt hay ill get right in there as in right up a girl's pussy >:D FUUUNN hahaha
Visit this user's website Find all posts by this user
Quote this message in a reply
Wartorn
Post: #6 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-03-2012, 03:38 AM
buddy please
Community/Event Contributor
Posts: 254
Joined: May 2012
Location:
Clan:

Status: Offline
Torr, you should be able to sign in using your existing account on the server now in downloads/.
Find all posts by this user
Quote this message in a reply
Torr Samaho
Post: #7 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-04-2012, 12:52 AM
Lead Developer
Posts: 986
Joined: May 2012
Location: Germany
Clan:

Status: Offline
(06-03-2012 03:38 AM)Wartorn Wrote:  Torr, you should be able to sign in using your existing account on the server now in downloads/.
Works fine. Thanks!
Find all posts by this user
Quote this message in a reply
Sun bazzoka
Post: #8 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-04-2012, 10:06 PM
Aka Vavency
Forum Regular
Posts: 110
Joined: Jun 2012
Location: Lithuania
Clan: Sinply Unbeateble Nane

Status: Online
what the? this is third move of skulltag web site? what next fourth move?


You can say good bye to your thread. Cause i am killing it.
(This post was last modified: 06-04-2012 10:10 PM by bazzoka.)
Find all posts by this user
Quote this message in a reply
capodecima
Post: #9 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-04-2012, 10:20 PM
ODAMEX!
Banned
Posts: 201
Joined: Jun 2012
Location: Czech Republic
Clan: The what beat Renegades

Status: Offline
Zandronum, what a cute name 8)
Find all posts by this user
Quote this message in a reply
Sun bazzoka
Post: #10 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-04-2012, 10:32 PM
Aka Vavency
Forum Regular
Posts: 110
Joined: Jun 2012
Location: Lithuania
Clan: Sinply Unbeateble Nane

Status: Online
not cool :|


You can say good bye to your thread. Cause i am killing it.
Find all posts by this user
Quote this message in a reply
Devon
Post: #11 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 01:02 AM
Unruly Youth
Forum Regular
Posts: 126
Joined: Jun 2012
Location: Britville, Britland
Clan:

Status: Offline
Looking nice so far, good job guys. I also noticed that all the CTF, DM, TLMS (etc) maps that were with skulltag have been removed. Are there going to be some added after people have moved out of SkullTag and the main jobs on Zandronum have been done?
Find all posts by this user
Quote this message in a reply
Wartorn
Post: #12 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 02:21 AM
buddy please
Community/Event Contributor
Posts: 254
Joined: May 2012
Location:
Clan:

Status: Offline
(06-04-2012 10:06 PM)bazzoka Wrote:  what the? this is third move of skulltag web site? what next fourth move?

I think this is looking like the last move, considering our circumstances.
Find all posts by this user
Quote this message in a reply
<MLK> Minigunner
Post: #13 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 05:37 AM
Gah, I'm outta ammo!
Posts: 80
Joined: Jun 2012
Location: California
Clan: Moonlight Killers

Status: Offline
Considering the removal of st_data.pk3 autoload, I decided to recompile the resources into a new pk3: http://www.mediafire.com/?b2ykvke1zhat897
Yes, I posted this on IRC (twice!), but I might as well put it here too. Basically, it is only comprised of the skins, sprites, sounds, music, and textures of st_data. The size is reduced a lot due to the removal of the maps, and the graphics are converted back to Doom Patch Format for palette compatibility (for Doom palette variants, though), which does not affect size much since they are ZIP-compressed anyways. It could be put in the Skins folder for now, but I'm hoping for it to be included with Zandronum as a skins-folder autoload.

Edited for new link.


(06-14-2012 12:39 PM)Theshooter7 Wrote:  Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?
(This post was last modified: 06-06-2012 02:04 PM by Minigunner.)
Find all posts by this user
Quote this message in a reply
MLK Qent
Post: #14 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 05:45 AM
FNF Team Member
Community/Event Contributor
Posts: 1,371
Joined: May 2012
Location:
Clan: Moonlight Killers

Status: Offline
But we some people including me want the maps, too. Neutral


Ragnarok Deathmatch
(This post was last modified: 06-05-2012 05:48 AM by Qent.)
Visit this user's website Find all posts by this user
Quote this message in a reply
Frits
Post: #15 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 06:01 AM
Free For All
Forum Regular
Posts: 203
Joined: Jun 2012
Location:
Clan:

Status: Offline
(06-05-2012 05:45 AM)Qent Wrote:  But we some people including me want the maps, too. Neutral

I concur!
Find all posts by this user
Quote this message in a reply
Torr Samaho
Post: #16 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 06:26 AM
Lead Developer
Posts: 986
Joined: May 2012
Location: Germany
Clan:

Status: Offline
(06-05-2012 05:45 AM)Qent Wrote:  But we some people including me want the maps, too. Neutral
I like to keep the maps useable too, particularly the new UDMF versions ;). Since Zandronum can still load skulltag_data.pk3 it should be no problem to continue to use them. BTW: Since the pk3 is not auto loaded, it is listed as wad by the server and you can even see which revision of the pk3 the server is using if the pk3 is renamed to something like skulltag_data_revnum.pk3. It is just the question where and under which conditions skulltag_data.pk3 can be made available for download.
(This post was last modified: 06-05-2012 06:26 AM by Torr Samaho.)
Find all posts by this user
Quote this message in a reply
<MLK> Minigunner
Post: #17 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 08:15 AM
Gah, I'm outta ammo!
Posts: 80
Joined: Jun 2012
Location: California
Clan: Moonlight Killers

Status: Offline
Updated.
It contains three files now, one for the resources, one for the skins, and one for the maps. The former two go in the Skins folder (or come with Zandronum in a Skins folder), and the latter can be loaded up on a server. This is also based off the latest ST_Data.pk3, r126.

Again, edited for new link.


(06-14-2012 12:39 PM)Theshooter7 Wrote:  Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?
(This post was last modified: 06-06-2012 02:05 PM by Minigunner.)
Find all posts by this user
Quote this message in a reply
Gigi
Post: #18 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 08:40 AM
Someguy you just met.
New User
Posts: 7
Joined: Jun 2012
Location: Somewhere hot...
Clan: Temple of Zozo

Status: Offline
I've noticed this, Skulltag was an engine that didn't use the letter Z in the name even though it used Zdoom for it's base. Zdaemon, GZdoom, and now... *Drum rolls* Zandronum! Sounds ominous...
Find all posts by this user
Quote this message in a reply
Sun bazzoka
Post: #19 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 04:47 PM
Aka Vavency
Forum Regular
Posts: 110
Joined: Jun 2012
Location: Lithuania
Clan: Sinply Unbeateble Nane

Status: Online
(06-05-2012 02:21 AM)Wartorn Wrote:  
(06-04-2012 10:06 PM)bazzoka Wrote:  what the? this is third move of skulltag web site? what next fourth move?

I think this is looking like the last move, considering our circumstances.
we shal see about what... Neutral


You can say good bye to your thread. Cause i am killing it.
Find all posts by this user
Quote this message in a reply
Warfare
Post: #20 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-05-2012, 05:10 PM
2d girls looks so cute!
New User
Posts: 4
Joined: Jun 2012
Location: Santiago - Chile
Clan: Waiting one ::v:

Status: Offline
downloading...


J... just give me the 300 dollars... i have his brain's frags*HEADSHOT*
Find all posts by this user
Quote this message in a reply
Zandronum 1.0-alpha-120602-1356




User(s) browsing this thread: +1 Guest(s)