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Post: #61 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 08:18 AM |
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Posts: 178
Joined: Jun 2012 Location: Clan: Status: Offline |
By the way, there's a bug with additive rendering:
Spoiler (Open)
I haven't tested the blues, but the reds add up to a fiery orange. The greens, as seen in the screenshot - only add up to a maximal green, instead of further going into whites. It's not a critical bug, since it can be fixed by tinting the greens - but it's still a pretty damn bad looking issue. And here's a test .pk3, summon "Testshot" for a green projectile, and "Testshot2" for a red one. Note the huge difference in their looks. The former one uses a pure green range, the latter a pure red one. I probably should've posted this elsewhere, but I can't really find a topic/forum more relevant to the subject. |
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Post: #62 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 08:58 AM |
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Posts: 934
Joined: May 2012 Location: California Clan: Moonlight Killers Status: Offline |
Ragnarok Deathmatch |
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Post: #63 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 12:30 PM |
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Posts: 13
Joined: Jun 2012 Location: Clan: Status: Offline |
can you please remove telefragging in zandronum
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Post: #64 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 12:32 PM |
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Posts: 36
Joined: Jun 2012 Location: In the center of the Galaxy Clan: Status: Offline |
Telefrag makes part of the Troll section of the engine and it will not be removed, any game that have teleporters, have telefrags.
I know its annoying for the victim but anyway, you must deal with it. Also, the improved code of Railgun attacks from Xaser is already implemented or will be planned to be or nothing done? i didnt saw that in the changelog.
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| (This post was last modified: 06-23-2012 12:35 PM by Revilution.) | |
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Post: #65 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 12:47 PM |
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Posts: 934
Joined: May 2012 Location: California Clan: Moonlight Killers Status: Offline |
(06-23-2012 12:30 PM)4avenger5 Wrote: can you please remove telefragging in zandronum Already done: sv_unblockplayers also prevents friendly telefrags. Ragnarok Deathmatch |
| (This post was last modified: 06-23-2012 12:49 PM by Qent.) | |
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Post: #66 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 04:20 PM |
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Posts: 11
Joined: Jun 2012 Location: Quebec Clan: Status: Offline |
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| (This post was last modified: 06-23-2012 04:20 PM by Archvile78.) | |
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Post: #67 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 04:26 PM |
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Posts: 478
Joined: Jun 2012 Location: Cygnus X-1 Clan: I'm not Scottish Status: Offline |
(06-23-2012 07:43 AM)ibm5155 Wrote: wut? are you going to change the api? Since when was SDL an API? Pretty sure it's actually a graphics library. :V Also, unless you can give us a better cross-platform graphics library, SDL is here to stay. There are people here who use Unix-based OS's, you know. *glares* Edit: On the telefrag deal, it's either telefragging, sv_unblockplayers, just having the players get stuck and screw them (DamageFactor "Telefrag", 0), or just don't teleport if something's in the way (-TELESTOMP). Basically, make a simple mod for it if you don't like it (or turn sv_unblockplayers on). Oneshot Samsara Shared Resources ACSTris Parkmore |
| (This post was last modified: 06-23-2012 04:30 PM by Ijon Tichy.) | |
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Post: #68 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 04:28 PM |
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Posts: 186
Joined: Jun 2012 Location: The UESC Marathon Clan: Status: Offline |
(06-23-2012 12:32 PM)Revilution Wrote: Telefrag makes part of the Troll section of the engine and it will not be removed, any game that have teleporters, have telefrags. Marathon does not have telefrags.
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| (This post was last modified: 06-24-2012 03:42 AM by President People.) | |
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Post: #69 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-23-2012, 08:06 PM |
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Posts: 26
Joined: Jun 2012 Location: Miami, FL, CUBA Clan: Status: Offline |
Telefrags freaking rock. Some FNFragfest ago.. I think it was a full house playing.. all of a sudden EVERYONE TELEFRAGGED THE SAME RESPAWN POINT NONSTOP about 10-15 full seconds
The gibs was extremely extreme.. best DM moment ever.. and then the match just ended by glitch I guess LOL |
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Post: #70 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-24-2012, 01:59 AM |
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Posts: 619
Joined: May 2012 Location: Germany Clan: Status: Offline |
(06-23-2012 07:43 AM)ibm5155 Wrote: Just a curiosity, what the first oficial release will have? all the zdoom/gzdoom features? or this´ll have in another release?1.0 is pretty much feature complete, so don't expect it to have noticeably more features than the current beta builds have. (06-23-2012 08:18 AM)Bloax Wrote: I probably should've posted this elsewhere, but I can't really find a topic/forum more relevant to the subject.Please post bug reports on the tracker, Qent posted the link. |
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Post: #71 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-24-2012, 11:39 AM |
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Posts: 453
Joined: Jun 2012 Location: Clan: Status: Offline |
Could use C for graphical library, and then another library that works in all of the S.O (java xD)
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Post: #72 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-25-2012, 01:11 AM |
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Posts: 178
Joined: Jun 2012 Location: Clan: Status: Offline |
(06-24-2012 01:59 AM)Torr Samaho Wrote:There you go!(06-23-2012 08:18 AM)Bloax Wrote: omfg additive rendering has a bugPlease post bug reports on the tracker, Qent posted the link. |
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Post: #73 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-28-2012, 01:29 PM |
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Posts: 34
Joined: Jun 2012 Location: Clan: Status: Offline |
Any idea when the next alpha/beta will be released?
On the charge of playing the Sega Saturn port of Doom, I find myself guilty as charged LOL |
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Post: #74 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-29-2012, 12:41 AM |
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Posts: 299
Joined: Jun 2012 Location: Arkansas, USA Clan: MoonLight Killers Status: Offline |
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Post: #75 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-29-2012, 05:27 AM |
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Posts: 619
Joined: May 2012 Location: Germany Clan: Status: Offline |
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Post: #76 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 06-29-2012, 07:09 AM |
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Posts: 700
Joined: Jun 2012 Location: Rwanda Clan: Renegades Status: Offline |
I hope we can get Zandronum out ASAP and finally remove skulltag forever. All these new features and fixes make me drool. Its been too long coming :)
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Post: #77 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 07-14-2012, 12:43 PM |
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Posts: 13
Joined: Jul 2012 Location: Clan: Status: Offline |
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Post: #78 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 07-16-2012, 05:39 AM |
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Posts: 453
Joined: Jun 2012 Location: Clan: Status: Offline |
Someone tested zandronum on windows 8?
because i ´ve tested skulltag and both software and opengl crashed in fullscreen mode, i didn´t test zan, but i think im going to get the same result, and other i can´t know if my test is 100% true because im testing it on a virtual machine =/ (well quake 2 worked at full screen :D) EDIT: i tested that build and windows smart screen blocked it to run speaking if i run it my computer are going to be vulnerable EDIT2:i got how to remove this block :D but i got the same result =/, the good news, it worked on xp sp3 compatibility mode =D EDIT3:only software render worked at full screen =/ and it was crashed/buged (like with some missing walls textures, and some bugs on weapon sprites... I hope that´s because i´m using a virtual machine and the real installed windows 8 don´t have it, if someone have installed the windows 8, can you pleas test zandronum to see if still working? |
| (This post was last modified: 07-16-2012 05:49 AM by ibm5155.) | |
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Post: #79 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 07-16-2012, 06:29 AM |
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Posts: 88
Joined: May 2012 Location: Clan: Status: Offline |
does the virtual machine have enough memory?
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| (This post was last modified: 07-16-2012 06:29 AM by Edward-san.) | |
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Post: #80 - RE: Zandronum 1.0-alpha-120602-1356 Posted: 07-16-2012, 09:07 AM |
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Posts: 453
Joined: Jun 2012 Location: Clan: Status: Offline |
the virtual machine have 3GB of ram,128mb of vram, 2 processors core, and 2D/3D hardware aceleration actived
EDIT:left 4 dead isn´t working too =/ maybe is the driver, but i don´t know how quake 2 worked o_o, i´m going to test doom 3, if it works ill edit here =D |
| (This post was last modified: 07-16-2012 11:58 PM by ibm5155.) | |
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