Zandronum 3.0-alpha-150819-2351

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DevilHunter
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RE: Zandronum 3.0-alpha-150819-2351

#61

Post by DevilHunter » Mon Aug 24, 2015 5:56 pm

Ok, I found something out that breaks everything that uses Runes... Torr, Appearnly when you built this, you forgot to include the runes in skulltag_actors. What I mean is this

[spoiler]Image[/spoiler]

The one of the left is from 3.0-alpha-r150819-2351 that Torr built, and the one on the right is from the copy I built from the Repo just now.

This breaks Armageddon Invasion, as that mod spawns skulltag runes. Yea.....

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RE: Zandronum 3.0-alpha-150819-2351

#62

Post by Monsterovich » Mon Aug 24, 2015 5:57 pm

Ivan wrote: I'm curious now, why is the renderer information breaking the save games?
No one cares since the release of zdoom 2.5.0-based gzdoom.

I've tested and it seems fixed in gzdoom 2.*.
Last edited by Monsterovich on Mon Aug 24, 2015 6:25 pm, edited 1 time in total.

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Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351

#63

Post by Torr Samaho » Mon Aug 24, 2015 6:11 pm

DevilHunter wrote: Ok, I found something out that breaks everything that uses Runes... Torr, Appearnly when you built this, you forgot to include the runes in skulltag_actors.
You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.
Last edited by Torr Samaho on Mon Aug 24, 2015 6:11 pm, edited 1 time in total.

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RE: Zandronum 3.0-alpha-150819-2351

#64

Post by Ru5tK1ng » Mon Aug 24, 2015 7:25 pm

Blzut3 wrote:
Ru5tK1ng wrote: If it wasn't well known, it surely is now considering it was a big 'F-U' to OGL users when the menu option was removed. ¯\_(ツ)_/¯
How is GZDoom removing the option to switch the software renderer through the menu a big "F-U" to OpenGL users? If anything it's the opposite. In any case the whole point was GZDoom removed it intentionally for one reason or another and Zandronum should restore it.
So it was something GZDoom did then? I was under the impression it was done solely by you to quick fix the save game issue. Just a misunderstanding then, my apologies.
Last edited by Ru5tK1ng on Mon Aug 24, 2015 7:25 pm, edited 1 time in total.
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RE: Zandronum 3.0-alpha-150819-2351

#65

Post by Empyre » Mon Aug 24, 2015 8:21 pm

Torr Samaho wrote: the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed.
Does this mean that the skulltag_content pk3 needs fixed, too?
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RE: Zandronum 3.0-alpha-150819-2351

#66

Post by Blzut3 » Mon Aug 24, 2015 11:36 pm

Torr Samaho wrote: You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.
I think it's taken care of.


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RE: Zandronum 3.0-alpha-150819-2351

#68

Post by Torr Samaho » Tue Aug 25, 2015 6:51 am

Empyre wrote: Does this mean that the skulltag_content pk3 needs fixed, too?
Yes, but I can't say yet whether 3.0 will bring further changes to skulltag_actors.pk3. So it may be necessary to update it multiple times before 3.0 is finalized.
Blzut3 wrote: I think it's taken care of.
Thanks!

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RE: Zandronum 3.0-alpha-150819-2351

#69

Post by Zanieon » Tue Aug 25, 2015 1:16 pm

Torr Samaho wrote:Can you check whether it works in GZDoom 1.8.6? This way we know whether it is/was a GZDoom bug or if something went wrong during the upgrade.
Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.

This is the only bug i got so far, nothing critical:
[spoiler]Image[/spoiler]

EDIT: Mistyped GZDoom corrected version, i tested it on 2.1.
Last edited by Zanieon on Tue Aug 25, 2015 1:19 pm, edited 1 time in total.
Image

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RE: Zandronum 3.0-alpha-150819-2351

#70

Post by Torr Samaho » Tue Aug 25, 2015 7:14 pm

Revilution wrote: Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.
Thanks! Can you open a tracker ticket and include an example wad, if there is no ticket for this issue yet? For 3.0 our code base will likely stay at GZDoom 1.8.6, but I'll backport necessary (G)ZDoom fixes. I just need tickets to keep track of which fixes we need.

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RE: Zandronum 3.0-alpha-150819-2351

#71

Post by Zanieon » Tue Aug 25, 2015 11:01 pm

Done, the example wad i attached to the ticket will show the scale properly when this issue is fixed.
Image

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RE: Zandronum 3.0-alpha-150819-2351

#72

Post by Torr Samaho » Sun Aug 30, 2015 6:29 pm

Blzut3 wrote: As stated above it's due to different renderer structures being saved/loaded. Feel free to fix it if you can figure out a way to. From what I understand it's not a "just" and I really don't care enough about the OpenGL renderer to even look into it.
I now added information about the renderer to the "Engine" field of the save and readded the menu option. This way saves made with a different renderer are rejected with a proper error message. IMO this solution is much better than hiding the renderer choice from the menu.
Revilution wrote: Done, the example wad i attached to the ticket will show the scale properly when this issue is fixed.
I backported a fix that should take care of this.
Last edited by Torr Samaho on Sun Aug 30, 2015 6:29 pm, edited 1 time in total.

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RE: Zandronum 3.0-alpha-150819-2351

#73

Post by fr blood » Sun Aug 30, 2015 9:30 pm

In the MENUDEF, what name shall we use to get the multiplayer option ?

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RE: Zandronum 3.0-alpha-150819-2351

#74

Post by Ultimate Freedoomer » Mon Aug 31, 2015 12:06 am

For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.

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RE: Zandronum 3.0-alpha-150819-2351

#75

Post by Torr Samaho » Mon Aug 31, 2015 5:45 pm

fr blood wrote: In the MENUDEF, what name shall we use to get the multiplayer option ?
Did you try "ZA_MultiplayerOptions"?
Ultimate Freedoomer wrote: For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
Did you try deleting your ini?

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RE: Zandronum 3.0-alpha-150819-2351

#76

Post by fr blood » Tue Sep 01, 2015 10:02 am

Torr Samaho wrote: Did you try "ZA_MultiplayerOptions"?
Thanks, it works fine now.

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RE: Zandronum 3.0-alpha-150819-2351

#77

Post by Ultimate Freedoomer » Tue Sep 01, 2015 9:19 pm

Torr Samaho wrote:
fr blood wrote:In the MENUDEF, what name shall we use to get the multiplayer option ?
Did you try "ZA_MultiplayerOptions"?
Ultimate Freedoomer wrote:For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
Did you try deleting your ini?
Yes.

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RE: Zandronum 3.0-alpha-150819-2351

#78

Post by WhiteMagicRaven » Wed Sep 16, 2015 1:06 pm

about hexen: flechettes of mage and fighter doesnot bounce player back like in vanilla. no grenade jump =(

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RE: Zandronum 3.0-alpha-150819-2351

#79

Post by LolwellunTeapot » Sat Oct 03, 2015 5:13 am

I personally dislike the fact that you cannot bypass the 'nojump' and 'nocrouch' flags in Gameplay Options now.
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RE: Zandronum 3.0-alpha-150819-2351

#80

Post by WaTaKiD » Sat Oct 03, 2015 3:19 pm

LolwellunTeapot wrote: I personally dislike the fact that you cannot bypass the 'nojump' and 'nocrouch' flags in Gameplay Options now.
reported: http://zandronum.com/tracker/view.php?id=2476

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