Zandronum 3.0-alpha-151228-1140

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Torr Samaho
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Zandronum 3.0-alpha-151228-1140

#1

Post by Torr Samaho » Tue Dec 29, 2015 11:27 am

As belated Christmas present, we have the fourth 3.0 beta build for you. As usual, many of the issues reported with the older beta builds are fixed.

This time we also upgraded our build system for the Windows binaries. Instead of using VC++ 2005 with manually maintained project files, we switched to VC++ 2015 with cmake. Using something newer then VC++ 2005 means that we lose Win98 support, but that OS is so outdated, that this shouldn't be a problem. Nevertheless, please keep your eyes open for any problems with the new binaries and report them at the tracker.

Happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9361:164255a35bd6
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed text fields and number fields not getting disabled properly

changeset:   9362:3e40f0625782
user:        Teemu Piippo <crimsondusk64@gmail.com>
Removed ping unlagged as gametic unlagged has superceded it. (addresses 2168)

changeset:   9363:bbae6882de3c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Made sv_nodrop a dmflag (addresses 2479)

changeset:   9364:aabfd89a0e67
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- added NULL pointer checks to AActor::RemoveInventory to prevent items that destroy their owner in their use state from crashing the engine.

changeset:   9365:077919020ed5
user:        Teemu Piippo <crimsondusk64@gmail.com>
Merged sv_nokill and sv_disallowsuicide into one dmflag with two names (addresses 2478)

changeset:   9366:d89346447bcf
user:        Teemu Piippo <crimsondusk64@gmail.com>
Global search and replace: GAMEMODE_GetFlags( GAMEMODE_GetCurrentMode() ) -> GAMEMODE_GetCurrentFlags()

changeset:   9367:ae793c98c533
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: kill [class] cheat didn't work online (also it and 'kill monsters') can be used by clients in cheat servers (fixes 2501)

changeset:   9368:5607f8993fb4
user:        Torr Samaho
Fixed dynamic light related crashes of the server under Windows 10 (fixes 2505).

changeset:   9369:eca1672c59f3
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fix missing newline in getIP usage text

changeset:   9370:f37474f77d6f
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: logfiles would not get timestamped properly for Printf() calls not writing a single full line (fixes 1375)

changeset:   9371:07247c59796f
user:        Torr Samaho
Fixed: SetActorProperty didn't work properly with APROP_ViewHeight online (fixes 2498).

changeset:   9372:3eaf5350e623
user:        Torr Samaho
Fixed: Under certain circumstances, the server didn't properly instruct the clients to run named CLIENTSIDE scripts (fixes 2509).

changeset:   9373:ef202d31b8ed
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- added 'nopushwindowcheck' for Hexen's MAP30 which abuses a glitch with a 'projectile impact' line on a two-sided wall.

changeset:   9374:121cd75541fe
parent:      9352:7a2836d4d328
user:        Torr Samaho
Since the only purpose of the CVAR sv_useticbuffer is to debug problems with the client movement buffer, it is now restricted to testing binaries.

changeset:   9375:e9a33208c69a
parent:      9373:ef202d31b8ed
parent:      9374:121cd75541fe
user:        Torr Samaho
Merged with stable repository.

changeset:   9376:fb5e31ab7e75
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map.

changeset:   9377:8d7b270e1117
user:        Randy Heit <rheit@users.noreply.github.com>
Fix some issues with changing player viewheight at runtime
- Viewheight change was delayed: Viewheight must be copied to player
  structure as well as the PlayerPawn. Not sure if should actually use
  deltaviewheight to spread the change out over a few tics instead of
  being instant.
- Viewheight not preserved when travelling: player->viewheight must be
  restored from pawn->ViewHeight, because the temporary player set it back
  to the default viewheight.

changeset:   9378:ed192f0d062f
user:        Torr Samaho
Extended the ZDoom APROP_ViewHeight fix to also cover the online case (fixes 2498).

changeset:   9379:f27cf935af84
user:        Christoph Oelckers <coelckers@zdoom.fake>
- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.

changeset:   9380:8aca8366a316
user:        Torr Samaho
Fixed a server crash related to actors with nonexistent BloodType (fixes 2486).

changeset:   9381:c801abda95a7
user:        Teemu Piippo <crimsondusk64@gmail.com>
Made the join queue TArray-based

changeset:   9382:c5bf89850ea2
user:        Teemu Piippo <crimsondusk64@gmail.com>
Remove use of hungarian notation and LONG/ULONG in join queue code

changeset:   9383:4b5ba1fea3e5
user:        Teemu Piippo <crimsondusk64@gmail.com>
Renamed JOINSLOT_t to JoinSlot and made it private

changeset:   9384:92a3264f3984
user:        Teemu Piippo <crimsondusk64@gmail.com>
Join queue is now synchronized to clients in full.

changeset:   9385:f6f2087ded57
user:        Teemu Piippo <crimsondusk64@gmail.com>
Render the join queue position on the scoreboard (addresses 1028)

changeset:   9386:9d7a137168e7
user:        Teemu Piippo <crimsondusk64@gmail.com>
Handle the "your position in line is: #" message on the client side now that we can.

changeset:   9387:5254b2c231e3
user:        Teemu Piippo <crimsondusk64@gmail.com>
Restore "g_" prefixes to global variables as per discussion

changeset:   9388:cd1886c2eaa6
user:        Teemu Piippo <crimsondusk64@gmail.com>
Store JOINQUEUE_AddPlayer parameters as local variables or the bytestream will be read incorrectly on Windows

changeset:   9389:1f7df7dd2081
user:        WaTaKiD
removed attacksound entries which are no longer needed

changeset:   9390:af08eea29193
parent:      9374:121cd75541fe
user:        Torr Samaho
- 'SR50 + turning' movement commands are now clamped to 'SR50' on client and server. [Circunei Z]
- Joypad strafing movements are now capped at SR40 speed. [Leonard]

changeset:   9391:d47745176f13
user:        Torr Samaho
Fixed: The server didn't inform the clients about jumps made by A_CheckSight (fixes 2521).

changeset:   9392:a81c8cc922f5
parent:      9389:1f7df7dd2081
parent:      9391:d47745176f13
user:        Torr Samaho
Merged with stable repository.

changeset:   9393:595cbc8b968e
parent:      9391:d47745176f13
user:        Torr Samaho
Fixed c/s sync problems on maps with more than 65535 sidedefs (fixes 2520).

changeset:   9394:f3686e2f90b7
user:        Torr Samaho
Fixed sidedef related problems with map resets on UDMF maps.

changeset:   9395:9150926abcf2
parent:      9392:a81c8cc922f5
parent:      9394:f3686e2f90b7
user:        Torr Samaho
Merged with stable repository.

changeset:   9396:f7b34b3e805a
user:        Teemu Piippo <crimsondusk64@gmail.com>
Index named non-map ACS scripts so that they can be addressed over the network with 2 bytes instead of a string (addresses 2509 again)

changeset:   9397:980fac18f4ca
user:        Torr Samaho
Fixed: Under certain circumstances, the 'pukename' command didn't work on the client (fixes 2519).

changeset:   9398:e1b83805b006
parent:      9394:f3686e2f90b7
user:        Torr Samaho
Fixed: Clients were not properly informed about the effects of SetAmmoCapacity after a changemap map change (fixes 1868).

changeset:   9399:880a430027ed
parent:      9397:980fac18f4ca
parent:      9398:e1b83805b006
user:        Torr Samaho
Merged with stable repository.

changeset:   9400:17c47aa8d47d
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- fixed: Due to the default skybox being moved to the global level data, there was insufficient information to distinguish between using the default skybox or the regular sky. Fixed by adding two new sector flags which get set by a 0-tid SkyPicker.

changeset:   9401:9f8635aacb1e
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed skybox picking in GL renderer.

changeset:   9402:1cfb2a56daf4
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- today's 'GCC sucks' fix.
(Yet again some overtly anal type issues with the '? :' operator...)

changeset:   9403:6f5504681d42
user:        Torr Samaho
Fixed: Clients possibly used a SkyViewpoint with TID != 0 as default sky box (fixes 2515).

changeset:   9404:c963113b978e
user:        Torr Samaho
cmake fix: The target "zandronum_pk3" needs to be renamed to "pk3" instead of the target "zdoom_pk3".

changeset:   9405:9e80db095fca
user:        alexey.lysiuk <alexey.lysiuk@gmail.com>
Fixed crash on finishgame CCMD in non-game modes
http://forum.zdoom.org/viewtopic.php?t=49943

changeset:   9406:cd0330c00b2a
user:        Torr Samaho
The CVARINFO error message triggered when an existing CVAR in the ini conflicts with CVARINFO now instructs the user to clean the ini (addresses 2512).

changeset:   9407:83ceae78f266
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- fixed: am_restorecolors did not work
This CCMD tried to access the current menu to decide which colors to reset but that is not available at all when this function gets called. It now uses the automap's own CVAR arrays.

changeset:   9408:ddf4fb093c8a
user:        Torr Samaho
Fixed: The FOptionMenuDescriptor constructor didn't initialize the Zandronum specific member mNetgameOnly (fixes 2536).

changeset:   9409:11b2753e6953
user:        Teemu Piippo <crimsondusk64@gmail.com>
Don't print errorneous values for userinfo fields when using playerinfo on a server (fixes 2308)

changeset:   9410:ecc905e5d88b
user:        Teemu Piippo <crimsondusk64@gmail.com>
sv_shotgunstart is now respected in non-cooperative gamemodes (fixes 1459)

changeset:   9411:be48d7ed867d
user:        Teemu Piippo <crimsondusk64@gmail.com>
Removed the "winlimit hit"-message when the map changes in possession (fixes 2284)

changeset:   9412:d60f6521ed73
parent:      9398:e1b83805b006
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: sv_forcegldefaults 1 didn't cover gl_distfog changes (addresses 2312).

changeset:   9413:9dcca146c9ce
parent:      9411:be48d7ed867d
parent:      9412:d60f6521ed73
user:        Torr Samaho
Merged with stable repository.

changeset:   9414:e8e5c287a91c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Removed the mostly useless SVC_DAMAGETHING, added SVC2_FLASHSTEALTHMONSTER to cover the stealth monster case. This should save some traffic. (fixes 2548)

changeset:   9415:fa7878558aa5
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed merge error in P_DamageMobj (fixes 2549)

changeset:   9416:db62877704a0
user:        Braden Obrzut <admin@maniacsvault.net>
- Worked around issue where stat doesn't work in v140_xp. Even though the bug was supposedly fixed for awhile now it didn't make it into Update 1.

changeset:   9417:67f99bb8dc34
user:        Teemu Piippo <crimsondusk64@gmail.com>
Made ACS script name indexing more robust, addresses 2509 yet again. Name index is now recreated on each level load and discovers all script names, not just ones in libraries.

changeset:   9418:a9f911cf7ed2
parent:      9412:d60f6521ed73
user:        Torr Samaho
The authentication mechanism for non-map related lumps now allows Freedoom 0.10/Doom clients to join Doom/Freedoom 0.10 servers.

changeset:   9419:0afc9f58284b
parent:      9417:67f99bb8dc34
parent:      9418:a9f911cf7ed2
user:        Torr Samaho
Merged with stable repository.

changeset:   9420:4e5a8379e86f
tag:         tip
user:        Torr Samaho
cmake: If the option RELEASE_WITH_DEBUG_FILE is activated, VC++ now generates a PDB file in release mode.
Download

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RE: Zandronum 3.0-alpha-151228-1140

#2

Post by Catastrophe » Tue Dec 29, 2015 9:21 pm

Awesome, great work as usual.

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RE: Zandronum 3.0-alpha-151228-1140

#3

Post by Combinebobnt » Tue Dec 29, 2015 9:27 pm

Ibm5155 got his wish after all

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RE: Zandronum 3.0-alpha-151228-1140

#4

Post by FascistCat » Tue Dec 29, 2015 9:50 pm

Excellent. Tyvm and keep it up guys :D

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RE: Zandronum 3.0-alpha-151228-1140

#5

Post by Zanieon » Tue Dec 29, 2015 11:32 pm

This is good, this is very very good!

I'll be testing HMv2.7 with this.

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RE: Zandronum 3.0-alpha-151228-1140

#6

Post by ibm5155 » Wed Dec 30, 2015 6:51 pm

Combinebobnt wrote: Ibm5155 got his wish after all
Rofl, kinda, my wish is that function inside zandronum 3.0 :( http://zandronum.com/tracker/view.php?id=1679

About the win98 stuff, I don't see the point, if there's a cmake Project file, on my point of view, there's no need to have a build in vs2015 Project, since, cmake can make a vs2005 ,2012, codeblocks, vs2015,... solution (maybe even Borland c++)
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Torr Samaho
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RE: Zandronum 3.0-alpha-151228-1140

#7

Post by Torr Samaho » Wed Dec 30, 2015 7:03 pm

ibm5155 wrote: About the win98 stuff, I don't see the point, if there's a cmake Project file, on my point of view, there's no need to have a build in vs2015 Project, since, cmake can make a vs2005 ,2012, codeblocks, vs2015,... solution (maybe even Borland c++)
You are either missing the point or misunderstood what I said. We have to build the official Windows binaries with a compiler. That compiler used to be the one of VC++ 2005, now we switched to VC++ 2015. One of the consequences is that the official Windows binaries are not Win98 compatible anymore. If you need Win98 compatible binaries, you can still compile the code with VC++ 2005.

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RE: Zandronum 3.0-alpha-151228-1140

#8

Post by Catastrophe » Wed Dec 30, 2015 7:11 pm

Torr Samaho wrote:
ibm5155 wrote: About the win98 stuff, I don't see the point, if there's a cmake Project file, on my point of view, there's no need to have a build in vs2015 Project, since, cmake can make a vs2005 ,2012, codeblocks, vs2015,... solution (maybe even Borland c++)
You are either missing the point or misunderstood what I said. We have to build the official Windows binaries with a compiler. That compiler used to be the one of VC++ 2005, now we switched to VC++ 2015. One of the consequences is that the official Windows binaries are not Win98 compatible anymore. If you need Win98 compatible binaries, you can still compile the code with VC++ 2005.
Are the instructions on the Wiki for compiling Zandro basically the same if you want to run it on newer versions of Visual Studio then? Might get back into working on ZCC if that's the case.

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RE: Zandronum 3.0-alpha-151228-1140

#9

Post by TerminusEst13 » Wed Dec 30, 2015 7:29 pm

Awesome. Really glad to see everyone's still going strong, but don't forget to take a break to enjoy the new year.
Keep up the great work, guys!
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RE: Zandronum 3.0-alpha-151228-1140

#10

Post by Sean » Wed Dec 30, 2015 7:35 pm

Catastrophe wrote:
Torr Samaho wrote:
ibm5155 wrote: About the win98 stuff, I don't see the point, if there's a cmake Project file, on my point of view, there's no need to have a build in vs2015 Project, since, cmake can make a vs2005 ,2012, codeblocks, vs2015,... solution (maybe even Borland c++)
You are either missing the point or misunderstood what I said. We have to build the official Windows binaries with a compiler. That compiler used to be the one of VC++ 2005, now we switched to VC++ 2015. One of the consequences is that the official Windows binaries are not Win98 compatible anymore. If you need Win98 compatible binaries, you can still compile the code with VC++ 2005.
Are the instructions on the Wiki for compiling Zandro basically the same if you want to run it on newer versions of Visual Studio then? Might get back into working on ZCC if that's the case.
Yes, but:
  • SQLite is automatically downloaded
  • CMake sets up all library locations for you, though you might need to point it to some it can't find automatically
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RE: Zandronum 3.0-alpha-151228-1140

#11

Post by Torr Samaho » Wed Dec 30, 2015 7:45 pm

Catastrophe wrote: Are the instructions on the Wiki for compiling Zandro basically the same if you want to run it on newer versions of Visual Studio then? Might get back into working on ZCC if that's the case.
The prerequisites are similar, but setting up VS and preparing the VS project files with cmake is different. To generate the project files I use the following .bat file:

Code: Select all

SET CMAKE_PREFIX_PATH=c:\Program Files (x86)\UTIL\Microsoft DirectX SDK\Include\;c:/Program Files (x86)/UTIL/FMOD Programmers API Win32/api/
SET DXSDK_DIR=c:\Program Files (x86)\UTIL\Microsoft DirectX SDK\
SET PATH=c:\Tools\Util\nasm-2.11.08\;%PATH% 
"c:\Program Files (x86)\util\CMake\bin\cmake.exe" -G"Visual Studio 14" -DRELEASE_WITH_DEBUG_FILE=1 -DOPENSSL_ROOT_DIR=c:\Tools\Util\openssl-1.0.2\ ..
Of course, you'll need to adapt the paths, but that should hopefully be mostly self-explanatory.

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RE: Zandronum 3.0-alpha-151228-1140

#12

Post by Blzut3 » Wed Dec 30, 2015 9:55 pm

Torr, you probably need to add -T v140_xp to that file unless you guys added something to the CMakeLists to force the XP compatible tool chain.

IIRC you can just do -DNASM_PATH=c:\Tools\Util\nasm-2.11.08\nasm.exe, but that's just nitpicking. :P

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RE: Zandronum 3.0-alpha-151228-1140

#13

Post by Torr Samaho » Thu Dec 31, 2015 4:32 pm

Blzut3 wrote: Torr, you probably need to add -T v140_xp to that file unless you guys added something to the CMakeLists to force the XP compatible tool chain.
Thanks for the hint. I'll add that for future binaries.
Blzut3 wrote: IIRC you can just do -DNASM_PATH=c:\Tools\Util\nasm-2.11.08\nasm.exe, but that's just nitpicking. :P
I don't want to force the path to the nasm executable, IMO it's nicer if cmake automatically finds the executable. So I'm just giving cmake a hint where to look (and put the dir as first PATH entry since I have another nasm version in the PATH).

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RE: Zandronum 3.0-alpha-151228-1140

#14

Post by darklord42 » Sat Jan 02, 2016 1:12 am

mac version?

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RE: Zandronum 3.0-alpha-151228-1140

#15

Post by darklord42 » Tue Jan 05, 2016 3:59 pm

Great the mac version is up! Only it's missing the zandronum.pk3 in the bundle. I had to steal one from the windows zip file.

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RE: Zandronum 3.0-alpha-151228-1140

#16

Post by DevilHunter » Tue Jan 05, 2016 5:30 pm

Blzut3 wrote: Torr, you probably need to add -T v140_xp to that file unless you guys added something to the CMakeLists to force the XP compatible tool chain.
It's a good thing I got rid of my XP machine.. It was slowly dieing anyhow... But erm, I tried compiling with 2015... Setting the paths and all, and it would fail at the link at the end..

Here is one Attempt, and Here is another...

I would get This too but before I disabled that option in.. Options. So yea.. I dunno whats going on. This was with VS2015 community.. I think i also tried VS2013 as well.

At first opening the file in both, it would ask me if I wanted to convert it, which it didn't explain much. I'm also on Windows 8.1 on a 64x Laptop but it does open 32 bit programs just fine, and I saw in QT that I can make 32 and 64x builds, but ofc that was with QZRcon.

I managed to compile it just fine using VS2005 though.

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RE: Zandronum 3.0-alpha-151228-1140

#17

Post by Larz1695 » Tue Jan 05, 2016 8:10 pm

Now that you guys are using a more recent compiler, does that mean a 64 bit Windows version is possible? We all know that it's not going to make that big of a difference but, given the choice, I would rather run a 64 bit copy.

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RE: Zandronum 3.0-alpha-151228-1140

#18

Post by Blzut3 » Wed Jan 06, 2016 4:28 am

I recall there being some issues with 64-bit Windows ZDoom builds up until around the time I started doing them for the dev builds site. Nothing major, but at the same time nothing worth doing out of sequence back ports for since the performance difference is negligible (and I do believe Graf has said that 64-bit degrades performance for the OpenGL renderer even though there's an ever so slight boost for the software renderer). If Torr wants to try it though the issues were all linking and initial startup related, so it would be easy to tell if Zandronum is affected.
Last edited by Blzut3 on Wed Jan 06, 2016 4:30 am, edited 1 time in total.

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RE: Zandronum 3.0-alpha-151228-1140

#19

Post by Tiger » Wed Jan 06, 2016 5:45 am

Hallo,

Can someone please update the compiling under Windows documentation on the Zandronum Wiki to meet with the most recent changes?

Thanks,

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RE: Zandronum 3.0-alpha-151228-1140

#20

Post by Tiger » Mon Jan 11, 2016 12:30 am

Perhaps I am not supposed to ruin the surprise, but I would to thank Csnxs for working on updating that article - or soon to be updated. ;)

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