On the server the current zandronum version, all modes also under it, in case of what here ZDOOM?ibm5155 wrote:I beat one cookie you're playing a zdoom only mod that had that bad limited 8 players pointer limit...Eagle wrote:At the number of players in online more than eight everything ACS scripts go crazy.
Zandronum 3.0-alpha-170709-2004
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Re: Zandronum 3.0-alpha-170709-2004
- fr blood
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Re: Zandronum 3.0-alpha-170709-2004
Hey there, I've been testing a random invasion map from skulltag_content-3.0-beta01 and then I noticed that there are no announcers at all for invasion.
I can't tell if the problem is from that skulltag content but I checked all the sound options the announcer was set to default and volume to 1.0 but still not hearing anything.
I can't tell if the problem is from that skulltag content but I checked all the sound options the announcer was set to default and volume to 1.0 but still not hearing anything.
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Re: Zandronum 3.0-alpha-170709-2004
Testing builds from IDE don't copy the announcer directory. Check for "testing" folder where Zandronum is installed. If you're using Doomseeker then you'll have to check for yourself.
- fr blood
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Re: Zandronum 3.0-alpha-170709-2004
Thank you for the help, by adding the announcer files directly in the configs of Doom Explorer the problem was solved. But I've noticed that we don't have any announcer folder in the beta builds of zandronum 3.0 which forces to copy past the ones from older version in order to work is that normal?(Invasion isn't the only thing affected, for example picking a soulsphere won't play the announcer too).
- Torr Samaho
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Re: Zandronum 3.0-alpha-170709-2004
Please elaborate, i.e. which mods, which server, which settings, etc.Eagle wrote:At the number of players in online more than eight everything ACS scripts go crazy.
We never packaged any announcers with the beta builds to save space, but he 3.0 installer will include the announcer. The easiest way to fix this would probably be using an autoload in your 2.1.2 ini instead of putting the announcer in the announcer dir. IIRC the launcher should then copy the 2.1.2 ini after downloading a new 3.0 beta build.fr blood wrote:But I've noticed that we don't have any announcer folder in the beta builds of zandronum 3.0 which forces to copy past the ones from older version in order to work is that normal?
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Re: Zandronum 3.0-alpha-170709-2004
Does anyone have build instructions for Mac?
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Re: Zandronum 3.0-alpha-170709-2004
Where is the Mac build? I have been unable to play most servers in July.
Re: Zandronum 3.0-alpha-170709-2004
hmm. for a moment there i was really happy i could play my mod on zandronum with only a few slight tweaks to the decorate lump, but then i started to stumble on missing 3D geometry that ruined my levels... apparently multiple tags per sector is still unsupported. any plans to implement that?
also, apparently "friction" is still an invalid actor property and A_changevelocity is a bit wonky (some parameters unsupported?)
for some unknown reason, one of my custom weapons cannot be selected either (all the others can, though).
i'd problably find more errors if i played through my campaign but i'm guessing they're all known "issues"...
(edit: just test and the tag issue is the main thing. well except for map07 which straight out crashed out of the game and i dunno why, but that's still a WIP map)
sorry, i'm a bit out of the loop. i didn't even know there was a beta for 3.0. i've been playing on lan on gzdoom with command lines, like the good old times on DOS, but that's hardly optimal. the netcode sucks, it lags even on lan. so you can imagine what it's like via tunngle
also, apparently "friction" is still an invalid actor property and A_changevelocity is a bit wonky (some parameters unsupported?)
for some unknown reason, one of my custom weapons cannot be selected either (all the others can, though).
i'd problably find more errors if i played through my campaign but i'm guessing they're all known "issues"...
(edit: just test and the tag issue is the main thing. well except for map07 which straight out crashed out of the game and i dunno why, but that's still a WIP map)
sorry, i'm a bit out of the loop. i didn't even know there was a beta for 3.0. i've been playing on lan on gzdoom with command lines, like the good old times on DOS, but that's hardly optimal. the netcode sucks, it lags even on lan. so you can imagine what it's like via tunngle
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Re: Zandronum 3.0-alpha-170709-2004
Thank you for the mac build!
- ForrestMarkX
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Re: Zandronum 3.0-alpha-170709-2004
Just so you are aware if any mod has it's own MENUDEF, Multiplayer Options will not show up if that mod was made for Zandronum before 3.0 or ZDoom. My guess is because the MENUDEF completely overwrites the ones present in the base pk3 which I think is bad.