Zandronum 3.0-alpha-160229-1221

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infurnus
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Re: Zandronum 3.0-alpha-160229-1221

#21

Post by infurnus » Sat Mar 19, 2016 6:54 pm

Sean wrote:
AntonioQuirino wrote:hey are you gonna add the looping music support on zandronum 3.0 for all the music files?(ex:MP3,OGG)
All music files have looped in all Doom engine games since 1993.
I believe they are referring to this feature: http://zdoom.org/wiki/Audio_loop

According to the article, Ogg Vorbis and FLAC are currently supported.

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Re: Zandronum 3.0-alpha-160229-1221

#22

Post by Danfun64 » Sun Apr 10, 2016 5:53 am

I have a question concerning Zandronum 3.0. Is the OpenAL code from the latest ZDoom going to be backported, or will we have to wait for Zandronum 4.0 to come out first?

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Re: Zandronum 3.0-alpha-160229-1221

#23

Post by doomista » Sun Apr 10, 2016 1:03 pm

Since I have no idea where to put suggestions regarding funcionality, I'll write it here. Could zandro, in case it won't find 'zandronum-username.ini' try to load file called 'zandronum-default.ini' and then after user first quits zandro, save it as 'zandronum-username.ini'? I am currently dealing with this via simple "PostInstall.bat" script, but it would be nice if it was an intended behaviour.

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Re: Zandronum 3.0-alpha-160229-1221

#24

Post by Sean » Sun Apr 10, 2016 1:05 pm

doomista wrote:Since I have no idea where to put suggestions regarding funcionality, I'll write it here. Could zandro, in case it won't find 'zandronum-username.ini' try to load file called 'zandronum-default.ini' and then after user first quits zandro, save it as 'zandronum-username.ini'? I am currently dealing with this via simple "PostInstall.bat" script, but it would be nice if it was an intended behaviour.
You'll have to suggest that over at ZDoom and hope that Zan backports it, if it's even accepted.
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Re: Zandronum 3.0-alpha-160229-1221

#25

Post by doomista » Sun Apr 10, 2016 5:58 pm

Sean wrote:
doomista wrote:Since I have no idea where to put suggestions regarding funcionality, I'll write it here. Could zandro, in case it won't find 'zandronum-username.ini' try to load file called 'zandronum-default.ini' and then after user first quits zandro, save it as 'zandronum-username.ini'? I am currently dealing with this via simple "PostInstall.bat" script, but it would be nice if it was an intended behaviour.
You'll have to suggest that over at ZDoom and hope that Zan backports it, if it's even accepted.
Oh I see. Thanks

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Re: Zandronum 3.0-alpha-160229-1221

#26

Post by Empyre » Sun Apr 10, 2016 9:41 pm

I think it already does something similar. As I understand it, if Zandronum doesn't find the ini file, it creates one with the default settings. This is more robust because it doesn't rely on an external default ini file that could be altered, corrupted, deleted, or otherwise lost.
I just tested it, and that does indeed appear to be how it works.
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Re: Zandronum 3.0-alpha-160229-1221

#27

Post by doomista » Wed Apr 13, 2016 1:18 pm

Empyre wrote:I think it already does something similar. As I understand it, if Zandronum doesn't find the ini file, it creates one with the default settings. This is more robust because it doesn't rely on an external default ini file that could be altered, corrupted, deleted, or otherwise lost.
I just tested it, and that does indeed appear to be how it works.
Yup, it does that, I know, but the altered default file is exactly what I needed. Guess I will stick with batch scripts

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Re: Zandronum 3.0-alpha-160229-1221

#28

Post by Mr. Chris » Wed Apr 27, 2016 7:19 pm

Dumb question, how much closer codebasewise is 3.0 here to the ZDoom 2.8.x so I could play awesome mods such as The Trooper with friends in multiplayer?

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Re: Zandronum 3.0-alpha-160229-1221

#29

Post by Sean » Wed Apr 27, 2016 7:41 pm

Mr. Chris wrote:Dumb question, how much closer codebasewise is 3.0 here to the ZDoom 2.8.x so I could play awesome mods such as The Trooper with friends in multiplayer?
ZDoom 2.7.1
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Re: Zandronum 3.0-alpha-160229-1221

#30

Post by Mr. Chris » Wed Apr 27, 2016 7:45 pm

It's definitely closer than I thought but I still got an error trying to load that mod

Code: Select all

Script error, "the_trooper_RDND_RG.pk3:decorate/weapons/demons_blood.txt" line 164:
Expected ')', got ','.
Line 164 is:

Code: Select all

DBSF A 1 A_CustomPunch(35,1,CPF_PULLIN,"MacheteImpactRight",96,1,2)
Not bugging anyone to look into this but saying some of the gameplay mods seen on the forum there that can run on ZDoom and GZDoom would be awesome to see on Doomseeker server lists other than the usual MMDM, Complex Doom and Brutal Doom. :)

I will however continue updating the dev build to see when it fires up normally.

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Re: Zandronum 3.0-alpha-160229-1221

#31

Post by Torr Samaho » Wed Apr 27, 2016 8:38 pm

Mr. Chris wrote:It's definitely closer than I thought
It's based on GZDoom 1.8.6, which is quite a bit newer than ZDoom 2.7.1.

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Re: Zandronum 3.0-alpha-160229-1221

#32

Post by Mr. Chris » Thu Apr 28, 2016 10:05 pm

This is good to hear, Torr.

I hope in due time it will be along the same engine codebase so there will be no need for people to make (G)ZDoom version and Zandronum versions (my RDND for example) to save time and headaches for modders.

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Re: Zandronum 3.0-alpha-160229-1221

#33

Post by AntonioQuirino » Fri Apr 29, 2016 12:08 am

hey torr, i heard that u guys gonna put voice chat on zandronum (and i see on the bug tracker) is that true???

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Re: Zandronum 3.0-alpha-160229-1221

#34

Post by SwordGrunt » Fri Apr 29, 2016 1:39 am

Mr. Chris wrote:This is good to hear, Torr.

I hope in due time it will be along the same engine codebase so there will be no need for people to make (G)ZDoom version and Zandronum versions (my RDND for example) to save time and headaches for modders.
Probably never going to happen, because of the huge amount of extra work involved in making ZDoom stuff work with Zandronum's client/server architecture. It's harder than most people think to get it going efficiently.

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Re: Zandronum 3.0-alpha-160229-1221

#35

Post by axel37 » Wed May 04, 2016 9:05 pm

Not an expert, but I saw some interesting things :)

Maybe I'm missing something, and if the answer is written somewhere... SORRY :c but...

When the alpha (3.0) will become... non-alpha ?
Yeah, not really a good question, isn't-it...?

: /

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Re: Zandronum 3.0-alpha-160229-1221

#36

Post by Sean » Thu May 05, 2016 5:58 am

axel37 wrote: Maybe I'm missing something, and if the answer is written somewhere... SORRY :c but...

When the alpha (3.0) will become... non-alpha ?
Yeah, not really a good question, isn't-it...?

: /
When it's done
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Re: Zandronum 3.0-alpha-160229-1221

#37

Post by fr blood » Thu May 05, 2016 8:17 am

Just check the tracker and you'll see how much work left.

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