Zandronum 3.0-alpha-150831-1814

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Torr Samaho
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Zandronum 3.0-alpha-150831-1814

#1

Post by Torr Samaho » Mon Aug 31, 2015 6:39 pm

Here is the second 3.0 beta build. Is mostly contains bug fixes based on the reports from the first beta build, but Dusk also added ACS date and time functions that were strongly requested by some people.

Happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9290:901224bb8e1c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fix GCC warning in multiplayermenu.cpp

changeset:   9291:51fa09693d35
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fix warnings in sv_commands.cpp

changeset:   9292:b7f6157a2ead
user:        Teemu Piippo <crimsondusk64@gmail.com>
Re-add two PWO options into the menu.

changeset:   9293:22e7014efedc
user:        Teemu Piippo <crimsondusk64@gmail.com>
Take useplayerstartz into account in cl_showspawns

changeset:   9294:7b90a18c2f77
user:        Torr Samaho
fixed VC++ 2015 compile problems in Zandronum code (our current ZDoom code base still has problems with it)

changeset:   9295:4c0bc4250db4
parent:      9285:ccd429c7c8fd
user:        Teemu Piippo <crimsondusk64@gmail.com>
Use weapon tags in coop info (addresses 2411)

changeset:   9296:7a711b7227cb
parent:      9294:7b90a18c2f77
parent:      9295:4c0bc4250db4
user:        Torr Samaho
Merged with stable repository.

changeset:   9297:9df143a47ba0
user:        Edward Richardson <Edward850@crantime.org>
Fix string literals that lacked spaces for C++14

changeset:   9298:52606350089d
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed: MD2 vertex indices were signed shorts but should be unsigned.
- fixed a few warnings from Visual C++ 2015.

changeset:   9299:0430f2bc8b05
user:        alexey.lysiuk <alexey.lysiuk@gmail.com>
Fixed incorrect volume levels of Timidity instruments
With Emulate TiMidity option on (midi_timiditylike CVAR set to true) GUS emulation tried to output tones with infinite volumes

changeset:   9300:87764999d195
parent:      9295:4c0bc4250db4
user:        Torr Samaho
The "wrong protocol version" network error now shows the full server and client version.

changeset:   9301:444721bfba89
parent:      9299:0430f2bc8b05
parent:      9300:87764999d195
user:        Torr Samaho
Merged with stable repository.

changeset:   9302:dcd42f3f50d0
user:        Torr Samaho
Turned off the voxel vertex buffer for non-OGL 4 cards since its GZDoom 1.8.6 version wreaks havoc there (fixes 2412).

changeset:   9303:91bd1df59438
user:        Teemu Piippo <crimsondusk64@gmail.com>
Migrate some NETWORK_ functions into NETADDRESS_s members

changeset:   9304:e6036ff1b105
user:        Teemu Piippo <crimsondusk64@gmail.com>
Migrate a few NETADDRESS_s functions from network.cpp to methods

changeset:   9305:f8ef6343f80a
user:        Teemu Piippo <crimsondusk64@gmail.com>
Deprecate NETWORK_SocketAddressToNetAddress and NETWORK_NetAddressToSocketAddress

changeset:   9306:abca41e60d11
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replace uses of NETWORK_CompareAddress

changeset:   9307:a6f31c81b501
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replace uses of NETWORK_AddressToIPStringArray and NETWORK_AddressToStringIgnorePort

changeset:   9308:73da9cb27c4f
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replace uses of NETWORK_AddressToString

changeset:   9309:75d0417749a7
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replace NETADDRESS_s functions with methods in RCON utility

changeset:   9310:6862772e5ef6
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replaced uses of NETWORK_SetAddressPort

changeset:   9311:22900c0cec22
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replace uses of NETWORK_StringToAddress. Added default constructor and LoadFromString to NETADDRESS_s

changeset:   9312:5fe883d4ca3c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Remove the legacy interface. Updated RCON utility for what it's worth.

changeset:   9313:2934ec3b2f9f
user:        Teemu Piippo <tsapii@utu.fi>
Remove unwanted linebreaks

changeset:   9314:390519f305db
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed: The code which decided whether to clamp two sided middle textures used the texture size instead of the render size for the specific linedef, meaning that any per-sidedef scaling was ignored.

changeset:   9315:c566898f6a2b
user:        Torr Samaho
Save games now contain information about the renderer used to create the save. This allows to print a proper error message when an incompatible save is tried to be loaded.

changeset:   9316:f0d259937e4e
user:        Torr Samaho
Readded the menu option to change the renderer.

changeset:   9317:850d4ff9a0d5
user:        Teemu Piippo <crimsondusk64@gmail.com>
Add the respawn invulnerability option to display options

changeset:   9318:7585c132148f
user:        Torr Samaho
- converted the static function NETADDRESS_s::FromString to an explicit conversion constructor
- converted the static function NETADDRESS_s::FromSocketAddress to the member function FromSocketAddress

changeset:   9319:cbc13f76b8f1
user:        Teemu Piippo <crimsondusk64@gmail.com>
Added ACS date and time functions SystemTime, GetTimeProperty and Strftime and added a ccmd to override the result value of SystemTime (addresses 2400)

changeset:   9320:9d465b61d83c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Display named script names in CCMD dumptrafficmeasure

changeset:   9321:663326cb08ab
tag:         tip
user:        Torr Samaho
Fixed: If the CCMD changemus was called on the server, the music wasn't changed on the clients anymore (fixes 2423).
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RE: Zandronum 3.0-alpha-150831-1814

#2

Post by Kara Kurt » Mon Aug 31, 2015 7:22 pm

Thanks alot and great job as usual!

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RE: Zandronum 3.0-alpha-150831-1814

#3

Post by Sean » Mon Aug 31, 2015 7:30 pm

Good shit, Tor- What do you mean I said that last time? I can say it again if I want! >.<
<capodecima> i dont say any more word without my loyer jenova

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RE: Zandronum 3.0-alpha-150831-1814

#4

Post by Zanieon » Mon Aug 31, 2015 9:58 pm

Good as always! I tested this right now, the line scale property in UDMF now works fine, however i found other two issues which remains, i'll make tickets in the tracker when i have time to make it good for Reproducibility, A_CheckSight still seems to do nothing in multiplayer as well Sector Effect 65 (Light Flicker) makes the sector stays with 0 light and flicks to 128 (the sector originally have 256 of light and the correct is flick to a lower value).
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RE: Zandronum 3.0-alpha-150831-1814

#5

Post by DevilHunter » Tue Sep 01, 2015 12:29 am

Nice as always.. Me and Sean updated TSPG Exciter to handle 3.0 servers. More info Here I noticed however, since both Doomseeker, and IDE/DE look inside the zandornum folder that you point to in Options, and NOT the actors found in the Testing Binary Folder.. Thus you can't join 3.0 servers.

We did however, made it to where if you host a 2.1.2 server with data=on in the cmd line, it will use skulltag_actors-1-1-1.pk3 and if you host a 3.0 server with data=on, it uses the skulltag_actors provided by the 3.0 build. I think this workaround will work in theory cept the fact that it looks in the main zan folder.

I was thinking maybe for now.. make the new skulltag_actors.pk3 file renamed to skulltag_actors_3-0.pk3? Idunno just thinking out loud here.

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RE: Zandronum 3.0-alpha-150831-1814

#6

Post by FascistCat » Tue Sep 01, 2015 1:31 am

Very thank you :smile:

Maybe it's time to create some public testing servers. Something like FNF/SNS style like Wednesday Night Testing maybe? :v:

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RE: Zandronum 3.0-alpha-150831-1814

#7

Post by President People » Tue Sep 01, 2015 5:25 am

Any chance of getting a Mac build this time around?
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Torr Samaho
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RE: Zandronum 3.0-alpha-150831-1814

#8

Post by Torr Samaho » Tue Sep 01, 2015 6:02 am

DevilHunter wrote: Nice as always.. Me and Sean updated TSPG Exciter to handle 3.0 servers. More info Here I noticed however, since both Doomseeker, and IDE/DE look inside the zandornum folder that you point to in Options, and NOT the actors found in the Testing Binary Folder.. Thus you can't join 3.0 servers.
So you mean the automatic testing feature of Doomseeker doesn't look for skulltag_actors.pk3 at the correct place? If so, this needs to be fixed in Doomseeker. Can you create a ticket for this?
President People wrote: Any chance of getting a Mac build this time around?
Blzut3, can you create a Mac build?

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RE: Zandronum 3.0-alpha-150831-1814

#9

Post by Leonard » Tue Sep 01, 2015 12:36 pm

FascistCat wrote: Very thank you :smile:

Maybe it's time to create some public testing servers. Something like FNF/SNS style like Wednesday Night Testing maybe? :v:
We need testers first.. (shameless bump)
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zandronum 3.0-alpha-150831-1814

#10

Post by DevilHunter » Thu Sep 03, 2015 2:07 am

Torr Samaho wrote:
DevilHunter wrote: Nice as always.. Me and Sean updated TSPG Exciter to handle 3.0 servers. More info Here I noticed however, since both Doomseeker, and IDE/DE look inside the zandornum folder that you point to in Options, and NOT the actors found in the Testing Binary Folder.. Thus you can't join 3.0 servers.
So you mean the automatic testing feature of Doomseeker doesn't look for skulltag_actors.pk3 at the correct place? If so, this needs to be fixed in Doomseeker. Can you create a ticket for this?
I would, but someone already beat me to it... Seen here I would of done it sooner, but I was busy.

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RE: Zandronum 3.0-alpha-150831-1814

#11

Post by Blzut3 » Thu Sep 03, 2015 3:21 am

Torr Samaho wrote: Blzut3, can you create a Mac build?
Working on it. Made the "mistake" of upgrading to Yosemite and that wiped out some of my development tools. Specifically the old versions of GCC I used to compile and a clang compile seems to crash at startup.

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RE: Zandronum 3.0-alpha-150831-1814

#12

Post by cybermind » Thu Sep 03, 2015 7:42 am

I want to ask if it's possible to backport this revision http://zdoom.org/Changelog/533ae95/files to the next Zandronum alpha build? I want to port my ZDoom mod to Zandronum but currently this is impossible because my mod uses these flags a lot.
Anyway, thank you for working on 3.0 :)

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RE: Zandronum 3.0-alpha-150831-1814

#13

Post by Torr Samaho » Fri Sep 04, 2015 6:16 am

cybermind wrote: I want to ask if it's possible to backport this revision http://zdoom.org/Changelog/533ae95/files to the next Zandronum alpha build?
Feel free to open a feature request ticket for this on the tracker. The feasibility of the backport then can be discussed in the ticket.

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RE: Zandronum 3.0-alpha-150831-1814

#14

Post by Blzut3 » Sat Sep 05, 2015 2:20 am

Mac build uploaded, but huge disclaimer: I had to do some hacking to get it compiled. Will have to do more investigation since some of it seems like stuff that was working before, but I wanted to get something up today.

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RE: Zandronum 3.0-alpha-150831-1814

#15

Post by President People » Mon Sep 07, 2015 4:32 am

Blzut3 wrote: Mac build uploaded, but huge disclaimer: I had to do some hacking to get it compiled. Will have to do more investigation since some of it seems like stuff that was working before, but I wanted to get something up today.
Ah, thanks a lot! I'll let you know if anything's off.

After a quick look in the Player preferences, it seems skins labeled as secret are instantly revealed as you scroll through the skins list. Is this intentional, or shall I open a ticket for it?
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RE: Zandronum 3.0-alpha-150831-1814

#16

Post by Ultimate Freedoomer » Wed Sep 09, 2015 5:44 pm

Did you guys fix that "backwards mouse button" glitch I mentioned having?

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RE: Zandronum 3.0-alpha-150831-1814

#17

Post by Catastrophe » Thu Sep 10, 2015 12:27 am

Ultimate Freedoomer wrote: Did you guys fix that "backwards mouse button" glitch I mentioned having?
Did you leave a tracker ticket?

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RE: Zandronum 3.0-alpha-150831-1814

#18

Post by Ultimate Freedoomer » Sat Sep 12, 2015 12:07 am

Catastrophe wrote:
Ultimate Freedoomer wrote:Did you guys fix that "backwards mouse button" glitch I mentioned having?
Did you leave a tracker ticket?
No, but I did mention it in the thread for the last beta build before this 1.

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RE: Zandronum 3.0-alpha-150831-1814

#19

Post by TerminusEst13 » Sat Sep 12, 2015 12:14 am

If you didn't leave a tracker ticket, then the answer can safely be said to be "No, they didn't even look at it".
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RE: Zandronum 3.0-alpha-150831-1814

#20

Post by Ultimate Freedoomer » Sat Sep 12, 2015 12:45 am

TerminusEst13 wrote:If you didn't leave a tracker ticket, then the answer can safely be said to be "No, they didn't even look at it".
I just posted the ticket right before coming back here.

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