Zandronum 3.0-alpha-160519-2047

Builds for previous versions go here

Moderator: Developers

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Zandronum 3.0-alpha-160519-2047

#1

Post by Torr Samaho » Sat May 21, 2016 3:34 pm

This beta mostly fixes the Linux compile problems of the last beta build and contains a few fixes for 3.0 regressions.

As usual, happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9570:ab9613d4ca29
user:        Torr Samaho
date:        Thu May 12 20:47:22 2016 +0200
files:       masterserver/CMakeLists.txt masterserver/i_system.h masterserver/main.cpp
description:
added Edward-san's Linux compile fix

changeset:   9571:04d0668846f8
user:        Edoardo Prezioso <edo88@email.it>
date:        Thu May 12 11:56:37 2016 +0200
files:       src/cl_demo.cpp src/g_game.cpp
description:
- Fixed: the centerview CCMD and the demo code were not updated from zdoom's code upgrade which fixed the centerview issues (fixes 424).

changeset:   9572:ae278528ed8c
user:        Edoardo Prezioso <edo88@email.it>
date:        Sat May 14 20:44:17 2016 +0200
files:       docs/zandronum-history.txt src/g_shared/a_artifacts.cpp
description:
- Fixed: clients were not informed to play the active sound of a PowerProtection powerup (fixes 2465).

changeset:   9573:fe85a0289252
user:        Edoardo Prezioso <edo88@email.it>
date:        Wed May 11 18:39:40 2016 +0200
files:       src/thingdef/thingdef_codeptr.cpp
description:
- Fixed some instances of the server warning: "Warning: Actor X doesn't have a netID and therefore can't be manipulated online!"

changeset:   9574:af5feccaad5b
user:        Edoardo Prezioso <edo88@email.it>
date:        Sun May 15 21:19:07 2016 +0200
files:       masterserver/CMakeLists.txt masterserver/main.cpp src/gitinfo.cpp
description:
- More improvements to the build process with masterserver.
Now masterserver and zandronum will share the build of gitinfo.cpp, making it possible avoiding recompiling masterserver when a change in src is done.
Also, simplified header because FString is not needed anymore.

changeset:   9575:4e9e5759d32f
user:        Torr Samaho
date:        Tue May 17 21:04:35 2016 +0200
files:       src/p_user.cpp
description:
Fixed problems with A_SetPitch online (fixes 2494).

changeset:   9576:43f301ded97a
user:        Torr Samaho
date:        Tue May 17 21:06:55 2016 +0200
files:       docs/zandronum-history.txt src/thingdef/thingdef_codeptr.cpp
description:
Backed out changeset: cef36570caa4 (fixes regression reported in 2338)

changeset:   9577:dfebab78f945
user:        Torr Samaho
date:        Tue May 17 21:17:37 2016 +0200
files:       src/m_specialpaths.cpp
description:
Disabled the config file movement from ~/.zandronum to ~/.config/zandronum for beta builds (addresses 2226).

changeset:   9578:dad7ab52cddc
user:        Edoardo Prezioso <edo88@email.it>
date:        Sun May 15 22:33:32 2016 +0200
files:       docs/zandronum-history.txt src/g_strife/a_strifeitems.cpp
description:
- Fixed: clients couldn't hide the RaiseAlarm item released by dying NPC actors (fixes partially 1067).

changeset:   9579:784280d0c92e
user:        Torr Samaho
date:        Tue May 17 21:40:35 2016 +0200
files:       docs/zandronum-history.txt src/gl/scene/gl_bsp.cpp
description:
The CVARs gl_render_things, gl_render_walls and gl_render_flats are now restricted to beta builds (addresses 2728).

changeset:   9580:368000cfe861
user:        Edoardo Prezioso <edo88@email.it>
date:        Thu May 12 23:21:36 2016 +0200
files:       docs/zandronum-history.txt src/cl_main.cpp src/g_shared/a_action.cpp src/p_enemy.h
description:
- Fixed: clients were not informed correctly about actors being affected by A_NoBlocking invoked by an item pickup (fixes 2338).

changeset:   9581:b7cc4d70fad7
tag:         tip
user:        Edoardo Prezioso <edo88@email.it>
date:        Thu May 19 22:47:20 2016 +0200
files:       docs/zandronum-history.txt src/duel.cpp src/g_game.cpp src/invasion.cpp src/lastmanstanding.cpp src/survival.cpp
description:
Fixed: HUDMessage messages weren't cleared on map resets.
Download

FascistCat
 
Posts: 98
Joined: Mon Jul 20, 2015 12:51 pm

Re: Zandronum 3.0-alpha-160519-2047

#2

Post by FascistCat » Sat May 21, 2016 4:36 pm

Great job as always. Downloading.

User avatar
Sean
IRC Operator
Posts: 951
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#3

Post by Sean » Sat May 21, 2016 5:28 pm

Obligatory mention that this release is high quality defecate.
<capodecima> i dont say any more word without my loyer jenova

Zanieon
Forum Regular
Posts: 227
Joined: Tue Jun 05, 2012 1:17 am
Location: Somewhere in the future
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#4

Post by Zanieon » Mon May 23, 2016 6:53 am

Image
Another test version already?

Damn, this is going fast! Need do mah tests b4 the definitive 3.0.
Image

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: Zandronum 3.0-alpha-160519-2047

#5

Post by fr blood » Mon May 23, 2016 1:42 pm

Good job guys, looks like the monster desync has decreased a lot(I still managed to see some of them, I'm going to investigate then get on bugtracker if the problem isn't the same).

I've also mentioned a new desync online with the weapons, here are 2 vidoes to let you guys see the difference.

[spoiler]No bug offline
phpBB [media]

Desync online
phpBB [media]


Online as you can see the weapon does the entire reload state(which is only supposed to happen when you reload with an empty magazine). That bug is happening for all my weapons using a normal and a full reload state.
Here are the codes of the weapon:

Code: Select all

Actor NewWeapon : Weapon
{
  Weapon.UpSound "weapon/change"
  Weapon.BobStyle "Inverse"
  Weapon.BobSpeed 2.5
  -WEAPON.AMMO_CHECKBOTH
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.ALT_AMMO_OPTIONAL
  +NOALERT
  Radius 8
  //$Category "Weapons/New Weapons"
}

Actor AssaultRifle : NewWeapon 18000
{
   Tag "M-17 Assault Rifle"
   Weapon.AmmoUse 1
   Weapon.AmmoType1 "AssaultRifleBullet"
   Weapon.AmmoType2 "NewClip"
   Weapon.AmmoGive 30
   Weapon.AmmoGive2 60
   Inventory.PickupMessage "\ckM-17 Assault Rifle"
   Inventory.PickupSound "weap/pickup3"
   Obituary "%o was picked off by %k's assault rifle."
   AttackSound "arifle/fire"
   Decal "BulletChip"
   Scale 0.7
   States
   {
   Ready:
	 TNT1 A 0 A_JumpIfInventory("InZoom",1,"Ready2")
	 TNT1 A 0 A_ZoomFactor(1.0)
	 TNT1 A 0 A_SetCrosshair(2)
     RIFL A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
     Loop
   Ready2:
     RIFL C 0 A_ZoomFactor(2.0)
	 TNT1 A 0 A_SetCrosshair(1)
     RIFL C 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_NOBOB)
     Loop 
   Deselect:
   	 TNT1 A 0 A_TakeInventory("InZoom",1)
	 TNT1 A 0 A_ZoomFactor(1.0)
	 TNT1 AAA 0 A_Lower
     RIFL A 1 A_Lower
     Loop
   Select:
     TNT1 A 0 A_SetCrosshair(2)
	 TNT1 A 0 ACS_NamedExecuteAlways("Clear Special Weapons",0)
	 TNT1 AAA 0 A_Raise
     RIFL A 1 A_Raise
     Loop
   Fire:
     TNT1 A 0 A_JumpIfNoAmmo("Reload")
     TNT1 A 0 A_JumpIfInventory("AssaultRifleBullet",1,1)
     Goto Reload
	 TNT1 A 0 A_Recoil(0.5)
     TNT1 A 0 A_SetPitch(pitch-0.28)
     TNT1 A 0 A_SetAngle(angle-0.28)
	 TNT1 A 0 A_AlertMonsters
	 TNT1 A 0 A_JumpIfInventory("InZoom",1,"Fire2")
	 RIFL B 0 A_SpawnItemEx("BulletCasing",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)
	 RIFL B 0 A_FireCustomMissile("RifleTracer",random(-2,2),0,8,0,0,random(-2,2)) 
     RIFL B 1 Bright A_FireBullets(2,2,1,25,"NewBulletPuff")
     RIFL B 0 A_GunFlash
     RIFL A 2
     RIFL A 0 A_ReFire
     Goto Ready
   Fire2:
	 RIFL D 0 A_SpawnItemEx("BulletCasing",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)
	 RIFL D 0 A_FireCustomMissile("RifleTracer",random(-2,2),0,0,0,0,random(-2,2)) 
     RIFL D 1 Bright A_FireBullets(1.25,1.25,1,25,"NewBulletPuff")
     RIFL C 0 A_GunFlash
     RIFL C 2
     RIFL C 0 A_ReFire
     Goto Ready	 
   Reload:
   	 TNT1 A 0 A_TakeInventory("InZoom",1)
	 TNT1 A 0 A_ZoomFactor(1.0)
	 TNT1 A 0 A_SetCrosshair(2)
     RIFL A 1 A_JumpIfInventory("NewClip",1,1)
     Goto DryFire
     RIFL E 1 A_JumpIfInventory("AssaultRifleBullet",30,"DryFire")
	 TNT1 A 0 A_JumpIfNoAmmo(2)
	 TNT1 A 0 A_Jump(256,2)
	 TNT1 A 0 A_GiveInventory("ReloadFull",1)
     RIFL EFGHI 3
     RIFL J 0 A_PlayWeaponSound("arifle/reload")
   Loading: 
     RIFL J 0 A_TakeInventory("NewClip",1)
     RIFL J 0 A_GiveInventory("AssaultRifleBullet",1)
     RIFL J 0 A_JumpIfInventory("AssaultRifleBullet",30,2)
     RIFL J 0 A_JumpIfInventory("NewClip",1,"Loading")
	 RIFL J 0 A_FireCustomMissile("EmptyClip",0,0,0,0)
	 RIFL JJIHGFEA 3
	 RIFL A 1 A_JumpIfInventory("ReloadFull",1,1)
	 Goto Ready
	 RIFL KLM 3
	 RIFL N 5 A_PlayWeaponSound("arifle/click")
	 RIFL MLKA 3
     RIFL A 1 A_TakeInventory("ReloadFull",1)
     Goto Ready
   Flash:
     TNT1 A 1 Bright A_Light1
     Goto LightDone
     TNT1 A 1 Bright A_Light1
     Goto LightDone
   AltFire:
   Zoom:
     RIFL A 5
     RIFL A 0 A_JumpIfInventory("InZoom",1,2)
     RIFL A 0 A_GiveInventory("InZoom",1)
     Goto Ready
     RIFL A 0 A_TakeInventory("InZoom",1)
     Goto Ready 
   DryFire:
     RIFL A 10 A_PlaySound("ashotgun/dryfire")
     Goto Ready 
   Spawn:
     RIFL Z -1
     Stop
   }
}
[/spoiler]

AntonioQuirino
New User
Posts: 14
Joined: Mon Aug 31, 2015 12:19 am

Re: Zandronum 3.0-alpha-160519-2047

#6

Post by AntonioQuirino » Sun Jun 05, 2016 1:14 am

hey torr can u make the player able to move the menu arrow with the buttons that i choosed in zandronum?(ex:w,a,s,d)

User avatar
Zalewa
Developer
Posts: 329
Joined: Wed May 30, 2012 3:28 pm

Re: Zandronum 3.0-alpha-160519-2047

#7

Post by Zalewa » Sun Jun 05, 2016 9:02 am

fr blood wrote:Good job guys, looks like the monster desync has decreased a lot(I still managed to see some of them, I'm going to investigate then get on bugtracker if the problem isn't the same).
I'd say the monsters desync just the same as they did before. This happens a lot when they hit non-orthogonal walls, and when it happens, it still happens for all players at the same time; even for the localhost player - so that rules packet losses out.

enderkevin13
Forum Regular
Posts: 102
Joined: Wed Jul 08, 2015 3:26 pm
Clan: Am I my own clan?
Clan Tag: I guess so.

Re: Zandronum 3.0-alpha-160519-2047

#8

Post by enderkevin13 » Tue Jun 14, 2016 12:37 am

Okay, so I can't join any dev build servers, because fucking Doomseeker decides to not use the directory I put the Zandro files in. Fuck you too Doomseeker, fuck you too.
Anyways, does anyone have a fix to this?

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#9

Post by Combinebobnt » Tue Jun 14, 2016 1:31 am

yes it's called the official release of zandronum 3.0 in 2030

User avatar
Marcaek
Forum Staff
Posts: 1093
Joined: Wed Jun 06, 2012 5:05 am

Re: Zandronum 3.0-alpha-160519-2047

#10

Post by Marcaek » Tue Jun 14, 2016 2:26 am

try this Image

User avatar
Miles Lowroad
New User
Posts: 5
Joined: Sun May 01, 2016 2:08 pm
Location: Albuquerque NM
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#11

Post by Miles Lowroad » Sat Jul 09, 2016 10:19 pm

I have a question: The previous Linux build gives me an MD5 error upon attempting to connect to a server running Project Brutality. This does not occur when hosting PB via Zando 3.0 win version. Has this been fixed in the lastest version?

User avatar
WaTaKiD
Master Server Admin
Posts: 126
Joined: Mon Oct 08, 2012 4:40 am
Location: USA

Re: Zandronum 3.0-alpha-160519-2047

#12

Post by WaTaKiD » Sun Jul 10, 2016 1:39 am

Miles Lowroad wrote:I have a question: The previous Linux build gives me an MD5 error upon attempting to connect to a server running Project Brutality. This does not occur when hosting PB via Zando 3.0 win version. Has this been fixed in the lastest version?
this issue was brought up on irc at one point, and upon investigation, the cause turned out to be because of a second DECORATE lump without an extension. since there was no DECORATE lump with the '.txt' extension, i added '.txt' to the second of these lumps (iirc there was a problem of some sort if i did it to the first), and that seemed to fix the issue

however, since im not a modder and dont know if any weird or unintended behavior would come from doing such a thing, i advised whoever brought the issue up to contact the author of project brutality and inform them of this as theyre more suitable to handle it

i wasnt sure if i shouldve made a ticket regarding this or not, since when this issue was actually brought up at a much earlier time with a different mod, i think someone said this was due to how linux reads files in zip files or something, so i figured its just something that the mod will have to fix and not zandronum. if a dev does think its worth looking in to just in case, then let me know and i can create a minimal example wad and a ticket

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Re: Zandronum 3.0-alpha-160519-2047

#13

Post by Torr Samaho » Sun Jul 10, 2016 7:26 am

WaTaKiD wrote:if a dev does think its worth looking in to just in case, then let me know and i can create a minimal example wad and a ticket
Please make a ticket for this. Even if the mod is doing something wrong, Zandronum should handle the error the same on all platforms.

User avatar
WaTaKiD
Master Server Admin
Posts: 126
Joined: Mon Oct 08, 2012 4:40 am
Location: USA

Re: Zandronum 3.0-alpha-160519-2047

#14

Post by WaTaKiD » Sun Jul 10, 2016 8:43 am

Torr Samaho wrote:
WaTaKiD wrote:if a dev does think its worth looking in to just in case, then let me know and i can create a minimal example wad and a ticket
Please make a ticket for this. Even if the mod is doing something wrong, Zandronum should handle the error the same on all platforms.
done: https://zandronum.com/tracker/view.php?id=2775

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Re: Zandronum 3.0-alpha-160519-2047

#15

Post by Torr Samaho » Sun Jul 10, 2016 3:46 pm

Thanks!

User avatar
AtomicLugia
New User
Posts: 16
Joined: Sat Jul 30, 2016 5:42 am

Re: Zandronum 3.0-alpha-160519-2047

#16

Post by AtomicLugia » Sat Jul 30, 2016 9:04 am

I have a 'little' problem with hi-res skins. If a player/bot with a hi-res skin dies, the last frames of their death have no scaling anymore and are either huge or tiny. This end up having giant corpses in the arena!

I already made a ticket:
https://zandronum.com/tracker/view.php?id=2796

User avatar
Lanz
New User
Posts: 4
Joined: Sat Aug 13, 2016 3:25 pm
Location: Ontario
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#17

Post by Lanz » Sat Aug 13, 2016 3:32 pm

I've noticed a bit of a bug. If you load Zandronum with a wad that has its own options menu, or a gameplay mod with such a menu like Brutal Doom, the Multiplayer Options menu that is normally within the Options menu disappears.

User avatar
Fused
Contributor
Posts: 658
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#18

Post by Fused » Sat Aug 13, 2016 6:29 pm

Lanz wrote:I've noticed a bit of a bug. If you load Zandronum with a wad that has its own options menu, or a gameplay mod with such a menu like Brutal Doom, the Multiplayer Options menu that is normally within the Options menu disappears.
That's most likely because Mark has used Zdoom's menu as a base for his menu code in Brutal Doom. The problem with that is that it won't have a multiplayer menu section as Zdoom has put no effort into multiplayer whatsoever and didn't make a multiplayer menu at all unlike Zandronum.

So basically you will have to add it yourself. Just keep in mind that any modifications made will render the file useless for online play with others. So I would advice making a seperate version if you do so.
My mods
Image Image

My socials
Image Image

User avatar
Dusk
Developer
Posts: 581
Joined: Thu May 24, 2012 9:59 pm
Location: Turku

Re: Zandronum 3.0-alpha-160519-2047

#19

Post by Dusk » Sat Aug 13, 2016 6:51 pm

Fused wrote:Just keep in mind that any modifications made will render the file useless for online play with others. So I would advice making a seperate version if you do so.
This does not apply to MENUDEF because it's entirely client-side. You can have as many menu patches as you want.

User avatar
Lanz
New User
Posts: 4
Joined: Sat Aug 13, 2016 3:25 pm
Location: Ontario
Contact:

Re: Zandronum 3.0-alpha-160519-2047

#20

Post by Lanz » Sat Aug 13, 2016 7:25 pm

It's curious that this would only affect the multiplayer menu though. It must be constructed in a different way than the other menus for this bug's behaviour to impact it and not any of the other menus, wouldn't you say? So thus this unexpected behaviour, the definition of a bug.

Post Reply