<![CDATA[Zandronum]]> https://zandronum.com:443/forum 2018-07-18T12:37:16+00:00 Smartfeed Extension for phpBB 3.1 <![CDATA[Re: Zandronum 3.0 :: Reply]]> 2018-06-29T14:46:52+00:00 2018-06-29T14:46:52+00:00 https://zandronum.com:443/forum/viewtopic.php?f=8&t=8500&p=112498#p112498 Thanks for the answer]]> Thanks for the answer]]> <![CDATA[Re: Zandronum 3.0 :: Reply]]> 2018-07-01T01:25:08+00:00 2018-07-01T01:25:08+00:00 https://zandronum.com:443/forum/viewtopic.php?f=8&t=8500&p=112510#p112510
skorphil wrote:
Fri Jun 29, 2018 2:46 pm
Hi, just downloaded zandronum 3.0 and i see mouse cursor with a look of a bunny when in the doom menu. It looks like a bug... is there a way to fix it and use just ordinary cursor instead?
Thanks for the answer
That's intended behaviour. You can set it to any of the game-specific and ordinary cursors in Mouse Options -> Cursor.]]>
skorphil wrote:
Fri Jun 29, 2018 2:46 pm
Hi, just downloaded zandronum 3.0 and i see mouse cursor with a look of a bunny when in the doom menu. It looks like a bug... is there a way to fix it and use just ordinary cursor instead?
Thanks for the answer
That's intended behaviour. You can set it to any of the game-specific and ordinary cursors in Mouse Options -> Cursor.]]>
<![CDATA[Getting final score for a match]]> 2018-07-14T02:28:46+00:00 2018-07-14T02:28:46+00:00 https://zandronum.com:443/forum/viewtopic.php?f=4&t=9257&p=112589#p112589 I'm working on implementing matchmaking features for Zandronum+Doomseeker and as part of it I'm developing a player rating system.
For the rating system I need to catch the moment when a duel/deathmatch match is finished and extract final score for that match. A match considered finished when a limit is hit or number of currently joined players is not enough anymore.

I'm not sure which methods I need to change, so I need help. My current work in progress for duels is here, check src/g_game.cpp file - https://github.com/TarCV/zandronum/comp ... bda411c18d
It would be really cool if it's not needed to change different code for each gamemode, but may be I ask too much :happyface:

PS: I'm open for advices on implementing server-side demos in my other topic.]]>
I'm working on implementing matchmaking features for Zandronum+Doomseeker and as part of it I'm developing a player rating system.
For the rating system I need to catch the moment when a duel/deathmatch match is finished and extract final score for that match. A match considered finished when a limit is hit or number of currently joined players is not enough anymore.

I'm not sure which methods I need to change, so I need help. My current work in progress for duels is here, check src/g_game.cpp file - https://github.com/TarCV/zandronum/comp ... bda411c18d
It would be really cool if it's not needed to change different code for each gamemode, but may be I ask too much :happyface:

PS: I'm open for advices on implementing server-side demos in my other topic.]]>
<![CDATA[Re: Getting final score for a match :: Reply]]> 2018-07-15T08:51:33+00:00 2018-07-15T08:51:33+00:00 https://zandronum.com:443/forum/viewtopic.php?f=4&t=9257&p=112599#p112599 <![CDATA[Re: Getting final score for a match :: Reply]]> 2018-07-15T20:10:04+00:00 2018-07-15T20:10:04+00:00 https://zandronum.com:443/forum/viewtopic.php?f=4&t=9257&p=112601#p112601
Const wrote:
Sat Jul 14, 2018 2:28 am
I'm working on implementing matchmaking features for Zandronum+Doomseeker and as part of it I'm developing a player rating system.
Sounds interesting.
Const wrote:
Sat Jul 14, 2018 2:28 am
For the rating system I need to catch the moment when a duel/deathmatch match is finished and extract final score for that match. A match considered finished when a limit is hit or number of currently joined players is not enough anymore.
Unfortunately, the handling of the different limits is not centralized. The fraglimit is handled in AActor::Die in p_interaction.cpp. Search for "// [RH] Implement fraglimit" to find the place.

To find more places where limits are handled search for "GAME_SetEndLevelDelay". If you have more questions, just let me know.]]>
Const wrote:
Sat Jul 14, 2018 2:28 am
I'm working on implementing matchmaking features for Zandronum+Doomseeker and as part of it I'm developing a player rating system.
Sounds interesting.
Const wrote:
Sat Jul 14, 2018 2:28 am
For the rating system I need to catch the moment when a duel/deathmatch match is finished and extract final score for that match. A match considered finished when a limit is hit or number of currently joined players is not enough anymore.
Unfortunately, the handling of the different limits is not centralized. The fraglimit is handled in AActor::Die in p_interaction.cpp. Search for "// [RH] Implement fraglimit" to find the place.

To find more places where limits are handled search for "GAME_SetEndLevelDelay". If you have more questions, just let me know.]]>
<![CDATA[Re: Zandronum 3.1-alpha-180520-0650 :: Reply]]> 2018-06-21T00:07:56+00:00 2018-06-21T00:07:56+00:00 https://zandronum.com:443/forum/viewtopic.php?f=55&t=9187&p=112431#p112431 <![CDATA[Re: Zandronum 3.1-alpha-180520-0650 :: Reply]]> 2018-06-21T11:32:33+00:00 2018-06-21T11:32:33+00:00 https://zandronum.com:443/forum/viewtopic.php?f=55&t=9187&p=112434#p112434 https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146]]>
https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146]]>
<![CDATA[Re: Zandronum 3.1-alpha-180520-0650 :: Reply]]> 2018-06-22T06:14:32+00:00 2018-06-22T06:14:32+00:00 https://zandronum.com:443/forum/viewtopic.php?f=55&t=9187&p=112438#p112438
Ultimate Freedoomer wrote:
Thu Jun 21, 2018 12:07 am
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?
We didn't change our GZDoom base in 3.1-alpha compared to 3.0, so it's still at GZDoom 1.8.6.
Zanieon wrote:
Thu Jun 21, 2018 11:32 am
Torr, may i ask why these tickets are completely ignored for so long time?
https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.]]>
Ultimate Freedoomer wrote:
Thu Jun 21, 2018 12:07 am
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?
We didn't change our GZDoom base in 3.1-alpha compared to 3.0, so it's still at GZDoom 1.8.6.
Zanieon wrote:
Thu Jun 21, 2018 11:32 am
Torr, may i ask why these tickets are completely ignored for so long time?
https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.]]>
<![CDATA[Re: Zandronum 3.1-alpha-180520-0650 :: Reply]]> 2018-06-22T23:52:11+00:00 2018-06-22T23:52:11+00:00 https://zandronum.com:443/forum/viewtopic.php?f=55&t=9187&p=112443#p112443
Torr Samaho wrote:
Fri Jun 22, 2018 6:14 am
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.
I honestly don't request out-of-order backports because i imagine it can cause troubles in the future as well, and seems for what i posted in these tickets the problem was me testing the features with a wrong version of GZdoom by the age, i was using GZDoom 1.8.9 instead of 1.8.6 to ensure the flags was there, that being the case i think it's better close them for now.]]>
Torr Samaho wrote:
Fri Jun 22, 2018 6:14 am
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.
I honestly don't request out-of-order backports because i imagine it can cause troubles in the future as well, and seems for what i posted in these tickets the problem was me testing the features with a wrong version of GZdoom by the age, i was using GZDoom 1.8.9 instead of 1.8.6 to ensure the flags was there, that being the case i think it's better close them for now.]]>
<![CDATA[Re: Zandronum 3.1-alpha-180520-0650 :: Reply]]> 2018-06-23T00:48:49+00:00 2018-06-23T00:48:49+00:00 https://zandronum.com:443/forum/viewtopic.php?f=55&t=9187&p=112445#p112445