Zandronum 3.0-alpha-170709-2004

All released Zandronum builds

Moderator: Developers

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1405
Joined: Fri May 25, 2012 6:03 pm

Zandronum 3.0-alpha-170709-2004

Post#1 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


Download

User avatar
Sean
Zandronum Tester
Offline
Posts: 632
Joined: Thu Jan 16, 2014 9:09 pm
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#2 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
Shame on us
Doomed from the start
May God have mercy
On our dirty little hearts
Shame on us
For all we've done
And all we ever were
Just zeros and ones




Code: Select all

<Nour> eh
<Nour> just ignore them
<Nour> they're not worth it anyways.
<Gustavo6046> but Nour, I can't, I have autism!!!

User avatar
jdagenet
Forum Regular
Offline
Posts: 126
Joined: Tue Jun 05, 2012 8:08 am
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#3 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

User avatar
The Toxic Avenger
Forum Staff
Offline
Posts: 1057
Joined: Fri May 25, 2012 1:12 am
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#4 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

User avatar
Empyre
Posts a lot
Offline
Posts: 736
Joined: Sun Jul 08, 2012 6:41 am

Re: Zandronum 3.0-alpha-170709-2004

Post#5 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.
"For the world is hollow, and I have touched the sky."

User avatar
Sean
Zandronum Tester
Offline
Posts: 632
Joined: Thu Jan 16, 2014 9:09 pm
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#6 by Sean » Mon Jul 10, 2017 4:02 pm

Oh yeah this is on TSPG since this mroning
Shame on us
Doomed from the start
May God have mercy
On our dirty little hearts
Shame on us
For all we've done
And all we ever were
Just zeros and ones




Code: Select all

<Nour> eh
<Nour> just ignore them
<Nour> they're not worth it anyways.
<Gustavo6046> but Nour, I can't, I have autism!!!

User avatar
Sean
Zandronum Tester
Offline
Posts: 632
Joined: Thu Jan 16, 2014 9:09 pm
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#7 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.
Shame on us
Doomed from the start
May God have mercy
On our dirty little hearts
Shame on us
For all we've done
And all we ever were
Just zeros and ones




Code: Select all

<Nour> eh
<Nour> just ignore them
<Nour> they're not worth it anyways.
<Gustavo6046> but Nour, I can't, I have autism!!!

User avatar
thevarian
 
Offline
Posts: 45
Joined: Thu Jun 07, 2012 5:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#8 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/

User avatar
Zalewa
Developer
Offline
Posts: 285
Joined: Wed May 30, 2012 3:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#9 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?

User avatar
thevarian
 
Offline
Posts: 45
Joined: Thu Jun 07, 2012 5:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#10 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.

User avatar
Zalewa
Developer
Offline
Posts: 285
Joined: Wed May 30, 2012 3:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#11 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

User avatar
thevarian
 
Offline
Posts: 45
Joined: Thu Jun 07, 2012 5:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#12 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.

User avatar
Empyre
Posts a lot
Offline
Posts: 736
Joined: Sun Jul 08, 2012 6:41 am

Re: Zandronum 3.0-alpha-170709-2004

Post#13 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?
"For the world is hollow, and I have touched the sky."

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1405
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#14 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?

User avatar
Combinebobnt
SNS Team
Offline
Posts: 1660
Joined: Mon Jun 04, 2012 3:37 am
Contact:

Re: Zandronum 3.0-alpha-170709-2004

Post#15 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.

User avatar
thevarian
 
Offline
Posts: 45
Joined: Thu Jun 07, 2012 5:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#16 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

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1405
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#17 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?

User avatar
thevarian
 
Offline
Posts: 45
Joined: Thu Jun 07, 2012 5:28 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#18 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.

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1405
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-170709-2004

Post#19 by Torr Samaho » Tue Jul 11, 2017 6:42 pm

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

User avatar
grrfield
 
Offline
Posts: 21
Joined: Thu May 05, 2016 7:52 am

Re: Zandronum 3.0-alpha-170709-2004

Post#20 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.


Return to “Zandronum Builds”



Who is online

Users browsing this forum: No registered users and 1 guest