Zandronum 2.0 Testing: Sundays 12 noon EST

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Qent
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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#41

Post by Qent » Sun Jan 12, 2014 3:40 am

Tomorrow we'll try Samsara with Delta Invasion for some pretty ACS-heavy testing. Will the next beta release be ready by then?

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#42

Post by Catastrophe » Sun Jan 12, 2014 5:22 am

Should try all out war 2 as well at some time.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#43

Post by Dark-Assassin » Sun Jan 12, 2014 5:47 am

I'd wait until Dusk releases the next update before testing AOW2.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#44

Post by Catastrophe » Sun Jan 12, 2014 6:30 am

-=Dark-Assassin=- wrote: I'd wait until Dusk releases the next update before testing AOW2.
I don't think he even works on it anymore.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#45

Post by Dark-Assassin » Sun Jan 12, 2014 6:41 am

He does, but slowly. Progress can be shown sometimes in #omega.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#46

Post by Catastrophe » Sun Jan 12, 2014 6:56 am

Gonna idle there now. Either way might as well test it before its' too late, right?

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#47

Post by Torr Samaho » Sun Jan 12, 2014 8:31 am

Qent wrote: Tomorrow we'll try Samsara with Delta Invasion for some pretty ACS-heavy testing. Will the next beta release be ready by then?
Hopefully. Due to the parser changes, the next beta should be able to run Samsara out of the box. Also unknown properties in GAMEINFO lumps will be ignored, which should fix problems like this.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#48

Post by Torr Samaho » Sun Jan 12, 2014 12:54 pm

A new build is out. I don't know though if the Linux x64 or OS X binaries will be ready in time for the testing.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#49

Post by Qent » Sun Jan 19, 2014 4:24 pm

Today we are testing IDL CTF. The build is the same as last week's. The server has been moved to [UK] Grandvoid.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#50

Post by ibm5155 » Sun Jan 19, 2014 7:45 pm

Oh it's now D:
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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#51

Post by Kara Kurt » Thu Jan 23, 2014 12:45 pm

When is the next test session?

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#52

Post by Qent » Thu Jan 23, 2014 9:14 pm

This Sunday, same time. (17:00 UTC.)

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#53

Post by mr fiat » Thu Jan 23, 2014 9:54 pm

what wad and gamemode?

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#54

Post by Qent » Fri Jan 24, 2014 12:09 am

I haven't decided yet. Do you have any suggestions?

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#55

Post by ibm5155 » Fri Jan 24, 2014 12:23 am

Ouch, almost at the global game jam date D:

Sugestions: maps with alot of enemies, alot of acs, alot of hacky elements (like 3d water with reflective water on the top)...
Something that have alot of players (since it's where most of people may find bugs)...

by the end, last zan 2.0 online testing that I went there was noone at servers '-' (and I was right at time), at least, I could test some maps that should have been fixed...

[spoiler]My sugestion maps
Chillax [by alot of monsters]
Chillax + brutal doom or another kind of wad [by alot of monsters + decorate
All Out War [for most played + complex acs/decorate]
Ghouls vs Humans[by most played]
Jump Maze[by most player]
Zdoom Was[by alot of monsters and it is played by someones]
Zombie Horde[by most played + alot of use of acs]

you may think it's a newschool list, and it's, because you'll not find most of the bugs at vanilla maps without acs and stuff that require more from the server and the connection...[/spoiler]
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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#56

Post by Yellowtail » Fri Jan 24, 2014 12:31 am

Just because it's a popular mod doesn't necessarily mean it'll even be played by many people. Testing a Zandronum build is still testing a Zandronum build. You're not too likely to get a lot of people in the server.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#57

Post by W1D3A55 » Fri Jan 24, 2014 1:10 am

Yellowtail wrote: Just because it's a popular mod doesn't necessarily mean it'll even be played by many people. Testing a Zandronum build is still testing a Zandronum build. You're not too likely to get a lot of people in the server.
I think what he's trying to say is that many Zandronum bugs occur when there are a lot of people within the server, and not that were trying to get a ton of people into the testing server. It's probably best if we just use bots to compensate for a large number of people.

OT: I'd say we play any of the following mods for the next test:
Complex Doom: has a good amount of decorate and particle effects. Good on small-medium sized maps.
Brutal Doom: Heavy Decorate and ACS use. Small-Medium sized monster count recommended (ie NOT chillax or Slaughterfest).
SamsaraHold: LOTS of ACS and Decorate use.
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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#58

Post by Kara Kurt » Fri Jan 24, 2014 11:54 am

Qent wrote: I haven't decided yet. Do you have any suggestions?
I'd like to go for some TDM/CTF sessions. I don't mind the wads.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#59

Post by mr fiat » Fri Jan 24, 2014 2:07 pm

Chr0nique wrote:
Qent wrote: I haven't decided yet. Do you have any suggestions?
I'd like to go for some TDM/CTF sessions. I don't mind the wads.
we did ctf last time, i support ibm´s notion of doing a mod that uses allot of modern effects/decorate/ACS etc.

the first testing session they originaly wanted to host samsara but didnt work with the build at the time, afaik it does now so id suggest that if we already havnt done that yet.

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RE: Zandronum 2.0 Testing: Sundays 12 noon EST

#60

Post by Kara Kurt » Fri Jan 24, 2014 2:09 pm

I know you did, but I'm pretty sure some guys missed it.

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