Zandronum 3.0-alpha-170709-2004

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Torr Samaho
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Zandronum 3.0-alpha-170709-2004

#1

Post by Torr Samaho » Sun Jul 09, 2017 9:02 pm

Thanks for the testing of the last beta and the reports! Turned out that there still were some issues we needed to take care of, so here is another beta. Once again, we think it will be safer if the new fixes are tested for another week.

Here is the full Mercurial changelog:

Code: Select all

changeset:   9996:1b219f7eb073
user:        Ru5tK1ng
Revived dead spectators had no inventory on next map (Fixes 3167).

changeset:   9997:286ec5eb1c92
user:        Torr Samaho
added new access function CLIENT_GetEndFullUpdateTic

changeset:   9998:746a16a7d809
user:        Torr Samaho
fixed a function declaration

changeset:   9999:f081a64defa9
user:        Torr Samaho
Revised the fix for the "P_PlayerThink: No body for player" warnings on the clients that could occur after a map change before the full snapshot was received (addresses 3176).

changeset:   10000:fcdda6540b7f
user:        Torr Samaho
Fixed: The ACS command SetDeadSpectator did not remove the chasecam cheat when reviving a dead spectator (addresses 2594).

changeset:   10001:7661eee29629
user:        Ru5tK1ng
Frozen players were still frozen if they spectated (Fixes 3165).

changeset:   10002:71de39185109
tag:         tip
user:        Teemu Piippo <teemu@hecknology.net>
Optimized the network usage of Warp() and A_Warp, only send to clients what's changed and if nothing changed, don't send anything, fixes 3180
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Sean
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Re: Zandronum 3.0-alpha-170709-2004

#2

Post by Sean » Sun Jul 09, 2017 9:08 pm

WHY DO YOU ALWAYS RELEASE A FEW MINUTES AFTER I'M UNABLE TO UPGRADE TSPG AAAAAAAAAAAAAAAAAAA
<capodecima> i dont say any more word without my loyer jenova

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Re: Zandronum 3.0-alpha-170709-2004

#3

Post by jdagenet » Mon Jul 10, 2017 12:27 am

Sean wrote:WHY DO YOU ALWAYS RELEASE A FEW MINUTES AFTER I'M UNABLE TO UPGRADE TSPG AAAAAAAAAAAAAAAAAAA
Take it easy buddy, it'll all work out.

Hopefully this is the last alpha before the final release. If you want to speed things up just revert any changes made by Zalwea and you're good to go.
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

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Re: Zandronum 3.0-alpha-170709-2004

#4

Post by The Toxic Avenger » Mon Jul 10, 2017 1:15 pm

Can we not? Thanks.

I know you're trying to joke around but don't incite anything

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Re: Zandronum 3.0-alpha-170709-2004

#5

Post by Empyre » Mon Jul 10, 2017 2:10 pm

In the June 25 version, the Players Can Walk Through Each Other flag appeared to be not working, but it seems to be working in this version.
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Re: Zandronum 3.0-alpha-170709-2004

#6

Post by Sean » Mon Jul 10, 2017 4:02 pm

Oh yeah this is on TSPG since this mroning
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Re: Zandronum 3.0-alpha-170709-2004

#7

Post by Sean » Mon Jul 10, 2017 6:50 pm

Here's some x64 Linux builds: tar.xz + debugging info.
Last edited by Sean on Fri Jul 21, 2017 3:07 pm, edited 1 time in total.
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Re: Zandronum 3.0-alpha-170709-2004

#8

Post by thevarian » Mon Jul 10, 2017 7:02 pm

Maps that rely on voodoo dolls are broken when survival is enabled,they disappear.
I encountered this on Map23 of valiant and did some testing with the exact dmflags and just toggling survival with full map resets.

I did a google search and this popped up.
https://www.doomworld.com/forum/topic/8 ... ival-coop/

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Re: Zandronum 3.0-alpha-170709-2004

#9

Post by Zalewa » Mon Jul 10, 2017 7:46 pm

thevarian wrote:Maps that rely on voodoo dolls are broken when survival is enabled,they disappear.
I encountered this on Map23 of valiant and did some testing with the exact dmflags and just toggling survival with full map resets.

I did a google search and this popped up.
https://www.doomworld.com/forum/topic/8 ... ival-coop/
I just went through this map on survival with all dmflags set to 0, used "kill" at the exit and then went through it again. The map seems to work okay. I also made a box map with voodoo doll and the voodoo doll survives full map reset. What dmflags are you using?

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Re: Zandronum 3.0-alpha-170709-2004

#10

Post by thevarian » Mon Jul 10, 2017 9:05 pm

I used the flags on the tspg SNS server. I just disconnect via console and tested map23 like that.

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Re: Zandronum 3.0-alpha-170709-2004

#11

Post by Zalewa » Mon Jul 10, 2017 9:22 pm

thevarian wrote:I used the flags on the tspg SNS server. I just disconnect via console and tested map23 like that.
I think it's reported as this one: http://zandronum.com/tracker/view.php?id=2510

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Re: Zandronum 3.0-alpha-170709-2004

#12

Post by thevarian » Mon Jul 10, 2017 9:34 pm

Understood, although before I tested on singleplayer multiple routes became impossible to progress during online play due to the terrain not shifting from voodoo dolls.

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Re: Zandronum 3.0-alpha-170709-2004

#13

Post by Empyre » Tue Jul 11, 2017 1:02 am

There is implementation for voodoo dolls in the single-player with multiplayer emulation mode. Could this be related to that?
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Re: Zandronum 3.0-alpha-170709-2004

#14

Post by Torr Samaho » Tue Jul 11, 2017 6:09 am

thevarian wrote:Maps that rely on voodoo dolls are broken when survival is enabled,they disappear.
I encountered this on Map23 of valiant and did some testing with the exact dmflags and just toggling survival with full map resets.
Voodoo dolls and ingame joining are conceptually incompatible, so Zandronum has to do some workarounds to make them work to a certain degree. There are several cvars to tune their behavior: sv_coopspawnvoodoodolls, sv_coopunassignedvoodoodolls and sv_coopunassignedvoodoodollsfornplayers. One of the limitations currently is, that the clients know nothing about the dolls, only the server does. Because of this the dolls are invisible on the clients.

For finalizing 3.0, the most important questions is whether anything voodoo doll related worked in 2.1.2, but does not anymore in 3.0. So, does 2.1.2 work any better for you in this regard?

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Re: Zandronum 3.0-alpha-170709-2004

#15

Post by Combinebobnt » Tue Jul 11, 2017 6:21 am

thevarian wrote:I used the flags on the tspg SNS server. I just disconnect via console and tested map23 like that.
obviously the above stuff from the devs but careful next time. I just kind of laundry list checked some compat flags to get a little closer to boom. I plan to do full rigorous flag setup whenever I get to it. voodoo dolls have worked pretty well in this port though so the default settings must be good.

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Re: Zandronum 3.0-alpha-170709-2004

#16

Post by thevarian » Tue Jul 11, 2017 6:04 pm

Torr Samaho wrote: For finalizing 3.0, the most important questions is whether anything voodoo doll related worked in 2.1.2, but does not anymore in 3.0. So, does 2.1.2 work any better for you in this regard?
I tested valiant online using zan 2.1.2:

-default dmflags, voodoo dolls works

-dmflags matching as close as possible tspg sns server, voodoo dolls works

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Re: Zandronum 3.0-alpha-170709-2004

#17

Post by Torr Samaho » Tue Jul 11, 2017 6:14 pm

thevarian wrote:I tested valiant online using zan 2.1.2:

-default dmflags, voodoo dolls works

-dmflags matching as close as possible tspg sns server, voodoo dolls works
And if you do exactly the same (in particular with your own local server if you did that with 2.1.2) with the latest 3.0 beta the voodoo dolls do not work?

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Re: Zandronum 3.0-alpha-170709-2004

#18

Post by thevarian » Tue Jul 11, 2017 6:30 pm

:redface: I apologize for this goose chase i just noticed the sns server is version 170625-1906 and when i tested the default dmflags and exact dmflags the voodoo dolls work on 170709-2004.

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Re: Zandronum 3.0-alpha-170709-2004

#19

Post by Torr Samaho » Tue Jul 11, 2017 6:42 pm

No, problem. I'm happy to hear that 3.0 works as it should!

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Re: Zandronum 3.0-alpha-170709-2004

#20

Post by grrfield » Wed Jul 12, 2017 12:11 pm

(Running some servers on a raspberry pi3 - I'm discussion issues I have now and did not have to that extent with 2.1.2)

°°° Please Ignore °°°
Last edited by grrfield on Thu Jul 13, 2017 7:24 pm, edited 1 time in total.

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