<![CDATA[Zandronum]]> https://zandronum.com/forum 2025-11-28T03:28:13+00:00 Smartfeed Extension for phpBB 3.1 <![CDATA[Doomseeker 1.5.2]]> 2025-11-11T11:51:22+00:00 2025-11-11T11:51:22+00:00 https://zandronum.com/forum/viewtopic.php?f=8&t=11501&p=119334#p119334 Image Doomseeker 1.5.2 is a bugfix release.

Highlights:
  • Fixes several problems in Wadseeker with processing the downloaded files and getting them saved on disk.
  • Will display customized game mode names for Zandronum servers.
  • Also, fixes a bug where it was impossible to refresh Zandronum servers that were running a customized game mode that changed if the game mode has player teams or not.

Code: Select all

## [1.5.2]
### Added
- Wadseeker: will now verify file checksums when extracting them from
archives and when checksums are available.
- Zandronum: honor the game mode name presented by the game servers. (#4107)

### Changed
- Wadseeker: upgrade the LZMA SDK to version 25.01.

### Fixed
- Wadseeker: files weren't sometimes installed despite being downloaded
correctly because their filenames were compared case-sensitively, e.g.
`SHOTGUN.WAD` would be considered different from `shotgun.wad`.
- Wadseeker: try to recognize if the seek process begins with a direct
download URL and treat it as such instead of treating it like a HTML
webcrawl. Such URLs should no longer fail with the "No interesting content"
error message. (#4468)
- Wadseeker: consider the attachment name from HTTP `Content-Disposition` header
when matching if the download belongs to any of the seeked files. This allows
direct download URLs to be considered as "interesting content" when they are
done via the `Content-Disposition` method. (#4468)
- Odamex, Q-Zandronum, Zandronum: Fixed string decoding issues in Qt6. (#4442)
- Q-Zandronum, Zandronum: fix detection of game modes where the use of player
teams has been changed by a game mod. This fixes a case where servers hosting
such mods would resolve as `<ERROR>` after players joined the game. (#4571)

Doomseeker 1.5.2 can be downloaded from the official website, and, on Windows, also from the auto-updater's stable channel.]]>
Image Doomseeker 1.5.2 is a bugfix release.

Highlights:
  • Fixes several problems in Wadseeker with processing the downloaded files and getting them saved on disk.
  • Will display customized game mode names for Zandronum servers.
  • Also, fixes a bug where it was impossible to refresh Zandronum servers that were running a customized game mode that changed if the game mode has player teams or not.

Code: Select all

## [1.5.2]
### Added
- Wadseeker: will now verify file checksums when extracting them from
archives and when checksums are available.
- Zandronum: honor the game mode name presented by the game servers. (#4107)

### Changed
- Wadseeker: upgrade the LZMA SDK to version 25.01.

### Fixed
- Wadseeker: files weren't sometimes installed despite being downloaded
correctly because their filenames were compared case-sensitively, e.g.
`SHOTGUN.WAD` would be considered different from `shotgun.wad`.
- Wadseeker: try to recognize if the seek process begins with a direct
download URL and treat it as such instead of treating it like a HTML
webcrawl. Such URLs should no longer fail with the "No interesting content"
error message. (#4468)
- Wadseeker: consider the attachment name from HTTP `Content-Disposition` header
when matching if the download belongs to any of the seeked files. This allows
direct download URLs to be considered as "interesting content" when they are
done via the `Content-Disposition` method. (#4468)
- Odamex, Q-Zandronum, Zandronum: Fixed string decoding issues in Qt6. (#4442)
- Q-Zandronum, Zandronum: fix detection of game modes where the use of player
teams has been changed by a game mod. This fixes a case where servers hosting
such mods would resolve as `<ERROR>` after players joined the game. (#4571)

Doomseeker 1.5.2 can be downloaded from the official website, and, on Windows, also from the auto-updater's stable channel.]]>
<![CDATA[Re: Doomseeker 1.5.2 :: Reply]]> 2025-11-13T08:07:55+00:00 2025-11-13T08:07:55+00:00 https://zandronum.com/forum/viewtopic.php?f=8&t=11501&p=119338#p119338 <![CDATA[Re: Doomseeker 1.5.2 :: Reply]]> 2025-11-24T13:11:58+00:00 2025-11-24T13:11:58+00:00 https://zandronum.com/forum/viewtopic.php?f=8&t=11501&p=119356#p119356 <![CDATA[Re: I feel like wads should have some field for an url to their official page :: Reply]]> 2025-11-03T09:51:49+00:00 2025-11-03T09:51:49+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11495&p=119322#p119322

Until then, see if this list helps to at least categorize some of the common mods:
https://drive.google.com/file/d/1UBoo-7 ... drive_link
(It also includes hyperlinks to most of the appropriate project pages so you can check things out and download right there.)

And welcome back to Zandronum!]]>


Until then, see if this list helps to at least categorize some of the common mods:
https://drive.google.com/file/d/1UBoo-7 ... drive_link
(It also includes hyperlinks to most of the appropriate project pages so you can check things out and download right there.)

And welcome back to Zandronum!]]>
<![CDATA[Re: I feel like wads should have some field for an url to their official page :: Reply]]> 2025-11-04T16:02:25+00:00 2025-11-04T16:02:25+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11495&p=119329#p119329
Me, and some of the Zandronum community members did a Wiki page about the multiple mods they're being used right now. It's being updated constantly, so if you need to search for mods, look up here!

https://wiki.zandronum.com/List_of_mods]]>

Me, and some of the Zandronum community members did a Wiki page about the multiple mods they're being used right now. It's being updated constantly, so if you need to search for mods, look up here!

https://wiki.zandronum.com/List_of_mods]]>
<![CDATA[Re: I feel like wads should have some field for an url to their official page :: Reply]]> 2025-11-04T21:30:43+00:00 2025-11-04T21:30:43+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11495&p=119330#p119330
Samuzero15tlh wrote:
Tue Nov 04, 2025 4:02 pm
Welcome back to Zandronum!

Me, and some of the Zandronum community members did a Wiki page about the multiple mods they're being used right now. It's being updated constantly, so if you need to search for mods, look up here!

https://wiki.zandronum.com/List_of_mods
It seems the game alphatius2 doesn't work in Zandronum and requires a fork of q-Zandronum. This is what it says when I launch it:

Execution could not continue.

Script error, "alphatius2-qz-012.pk3:gamemode.txt" line 13:
'sv_disablewallfriction' is not a CVar.]]>
Samuzero15tlh wrote:
Tue Nov 04, 2025 4:02 pm
Welcome back to Zandronum!

Me, and some of the Zandronum community members did a Wiki page about the multiple mods they're being used right now. It's being updated constantly, so if you need to search for mods, look up here!

https://wiki.zandronum.com/List_of_mods
It seems the game alphatius2 doesn't work in Zandronum and requires a fork of q-Zandronum. This is what it says when I launch it:

Execution could not continue.

Script error, "alphatius2-qz-012.pk3:gamemode.txt" line 13:
'sv_disablewallfriction' is not a CVar.]]>
<![CDATA[Re: Where is Zandronum Going? (Follow-up to the Mapping Standards Thread) :: Reply]]> 2025-11-03T03:16:19+00:00 2025-11-03T03:16:19+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11395&p=119320#p119320 https://www.doomworld.com/forum/topic/1 ... ouncement/

After what happened with GZDoom and UZDoom, I completely agree with others here that Zandronum should ditch both and do its own thing. It's ridiculous trying to chase either of them now. I don't know if I somehow predicted the future and timed this thread perfectly but the writing is on the wall. The era of chasing other ports isn't the move and it never will be.]]>
https://www.doomworld.com/forum/topic/1 ... ouncement/

After what happened with GZDoom and UZDoom, I completely agree with others here that Zandronum should ditch both and do its own thing. It's ridiculous trying to chase either of them now. I don't know if I somehow predicted the future and timed this thread perfectly but the writing is on the wall. The era of chasing other ports isn't the move and it never will be.]]>
<![CDATA[Re: Where is Zandronum Going? (Follow-up to the Mapping Standards Thread) :: Reply]]> 2025-11-03T09:09:43+00:00 2025-11-03T23:37:02+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11395&p=119321#p119321
Catastrophe wrote:
Mon Nov 03, 2025 3:16 am
https://www.doomworld.com/forum/topic/1 ... ouncement/

After what happened with GZDoom and UZDoom, I completely agree with others here that Zandronum should ditch both and do its own thing. It's ridiculous trying to chase either of them now. I don't know if I somehow predicted the future and timed this thread perfectly but the writing is on the wall. The era of chasing other ports isn't the move and it never will be.
Agreed, the GZDoom event was the perfect catalyst for starting a new chapter here at Zan.
Catastrophe wrote:
Tue Jun 03, 2025 5:29 pm
If you need a data-point I sincerely think freeing up this license is in everyone's best interest and should be the primary goal.

Community events, socials, updating the website does not benefit the project as much as freeing up the license does. If we free up the license people can just make standalone games of their own mods, run their own communities, upload their game on popular platforms, and breathe life into this wasteland more than any of that stuff ever could.
I know this is an old post from the old thread but I just wanted to echo this here.

I know the licenses are a thorny issue and I don't pretend to know as much as the devs in terms of exactly how many hours of work this would entail. But this is not something we can keep on the "back burner" forever. Are there freelance programmers who specialize in this sort of thing? I'll chip in just to see Zandronum not die. Hell, I'd chip in even more to finally see Zandronum on Steam! Besides FMODex and snippets of Build’s software rendering code, how much else is on the to-do list to bring us in line with GPL3?

The dev team doesn't have enough time or people to do everything at once. But is there a compromise? Once we get to a solid milestone, like Zan 4.0 etc, can we shift development priorities away from new engine features and go all-in on the licenses? New features for modders mean absolutely nothing when there are no players around to experience them. We're already "behind" the late great GZDoom, what's 6 more months matter? I'd honestly be willing to wait even longer for those features if it meant a return to the good ol' days of having a decent selection of well-populated servers to play on. Other modders may not share this opinion and I might get shot for it but whatever.

I understand that resolved licenses =/= instantly more players, but come on. You know listing Zandronum on Steam will bring at least a few dozen new players, maybe even more over time. Imagine how less dead this place would be if we had listed on Steam like 6 years ago (if it were possible). Steam is, overwhelmingly, the method by which people discover games they haven't played before. It also features community pages for games so that players can talk about the game and share mods without, you know, having to make an account on a dead forum and hope that someone hears them. So it's really two missed opportunities in one. Steam offers a platform to potentially expand our community, both in terms of actual downloads as well as having a place to converse that we don't have to pay to host.

As it currently stands, it seems as if our best method of getting new players into our ecosystem is hoping that they accidentally type a sequence of keys into Google that spells out "ZANDRONUM" and then finding their way here while also just so happening to have a copy of Doom2.wad on their hard drive. There are probably Doom players out there, both newbies and old-timers alike, who would have loved to have a moddable multiplayer Doom experience like Zandronum but just simply never heard of us and never will, and who probably think that Nightdive's KEX port on Steam is the only possible way to play Doom online.

Go ahead and google "Doom multiplayer". You have to go to the second page of results before you simply see "zandronum.com" with no text or description below it. So even people who do go out of their way to find us could still miss it. Even if you click the Doom Wiki link below it, Zandro isn't even mentioned until a single sentence about 3/4 of the way down the page.
Image

iunno i guess i'm done ranting for now. It's just frustrating that I can't do more to contribute to solving this problem otherwise I would.]]>
Catastrophe wrote:
Mon Nov 03, 2025 3:16 am
https://www.doomworld.com/forum/topic/1 ... ouncement/

After what happened with GZDoom and UZDoom, I completely agree with others here that Zandronum should ditch both and do its own thing. It's ridiculous trying to chase either of them now. I don't know if I somehow predicted the future and timed this thread perfectly but the writing is on the wall. The era of chasing other ports isn't the move and it never will be.
Agreed, the GZDoom event was the perfect catalyst for starting a new chapter here at Zan.
Catastrophe wrote:
Tue Jun 03, 2025 5:29 pm
If you need a data-point I sincerely think freeing up this license is in everyone's best interest and should be the primary goal.

Community events, socials, updating the website does not benefit the project as much as freeing up the license does. If we free up the license people can just make standalone games of their own mods, run their own communities, upload their game on popular platforms, and breathe life into this wasteland more than any of that stuff ever could.
I know this is an old post from the old thread but I just wanted to echo this here.

I know the licenses are a thorny issue and I don't pretend to know as much as the devs in terms of exactly how many hours of work this would entail. But this is not something we can keep on the "back burner" forever. Are there freelance programmers who specialize in this sort of thing? I'll chip in just to see Zandronum not die. Hell, I'd chip in even more to finally see Zandronum on Steam! Besides FMODex and snippets of Build’s software rendering code, how much else is on the to-do list to bring us in line with GPL3?

The dev team doesn't have enough time or people to do everything at once. But is there a compromise? Once we get to a solid milestone, like Zan 4.0 etc, can we shift development priorities away from new engine features and go all-in on the licenses? New features for modders mean absolutely nothing when there are no players around to experience them. We're already "behind" the late great GZDoom, what's 6 more months matter? I'd honestly be willing to wait even longer for those features if it meant a return to the good ol' days of having a decent selection of well-populated servers to play on. Other modders may not share this opinion and I might get shot for it but whatever.

I understand that resolved licenses =/= instantly more players, but come on. You know listing Zandronum on Steam will bring at least a few dozen new players, maybe even more over time. Imagine how less dead this place would be if we had listed on Steam like 6 years ago (if it were possible). Steam is, overwhelmingly, the method by which people discover games they haven't played before. It also features community pages for games so that players can talk about the game and share mods without, you know, having to make an account on a dead forum and hope that someone hears them. So it's really two missed opportunities in one. Steam offers a platform to potentially expand our community, both in terms of actual downloads as well as having a place to converse that we don't have to pay to host.

As it currently stands, it seems as if our best method of getting new players into our ecosystem is hoping that they accidentally type a sequence of keys into Google that spells out "ZANDRONUM" and then finding their way here while also just so happening to have a copy of Doom2.wad on their hard drive. There are probably Doom players out there, both newbies and old-timers alike, who would have loved to have a moddable multiplayer Doom experience like Zandronum but just simply never heard of us and never will, and who probably think that Nightdive's KEX port on Steam is the only possible way to play Doom online.

Go ahead and google "Doom multiplayer". You have to go to the second page of results before you simply see "zandronum.com" with no text or description below it. So even people who do go out of their way to find us could still miss it. Even if you click the Doom Wiki link below it, Zandro isn't even mentioned until a single sentence about 3/4 of the way down the page.
Image

iunno i guess i'm done ranting for now. It's just frustrating that I can't do more to contribute to solving this problem otherwise I would.]]>
<![CDATA[Re: Where is Zandronum Going? (Follow-up to the Mapping Standards Thread) :: Reply]]> 2025-11-03T10:07:52+00:00 2025-11-03T10:07:52+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11395&p=119323#p119323
Ænima wrote:
Sun Jun 22, 2025 8:04 pm
Last week, I took the liberty of converting my entire YouTube channel into the "official" showcase for Zandro mods. (since that's basically all I ever use my YT channel for nowadays anyway)
I still very much appreciate the gesture of doing this but the channel is only posting GZDoom VR mods, and nothing Zandronum. In my opinion it would be a good idea if you get access to the main Zandronum Youtube channel, give it a proper username, and upload Zandronum content on there. Then these can be posted in the Discord or the forums alongside other content creators that post Zandronum video's.]]>
Ænima wrote:
Sun Jun 22, 2025 8:04 pm
Last week, I took the liberty of converting my entire YouTube channel into the "official" showcase for Zandro mods. (since that's basically all I ever use my YT channel for nowadays anyway)
I still very much appreciate the gesture of doing this but the channel is only posting GZDoom VR mods, and nothing Zandronum. In my opinion it would be a good idea if you get access to the main Zandronum Youtube channel, give it a proper username, and upload Zandronum content on there. Then these can be posted in the Discord or the forums alongside other content creators that post Zandronum video's.]]>
<![CDATA[Re: Where is Zandronum Going? (Follow-up to the Mapping Standards Thread) :: Reply]]> 2025-11-03T13:14:59+00:00 2025-11-03T13:14:59+00:00 https://zandronum.com/forum/viewtopic.php?f=26&t=11395&p=119324#p119324
Fused wrote:
Mon Nov 03, 2025 10:07 am
Reported the blank site result to DarkAssassin on Halloween, 4 days ago, never received a response. I understand we're not obligated to a direct response, but perhaps there should be more control over with more people so it's not one one person's shoulders.
Ænima wrote:
Mon Nov 03, 2025 9:09 am
Go ahead and google "Doom multiplayer". You have to go to the second page of results before you simply see "zandronum.com" with no text or description below it. So even people who do go out of their way to find us could still miss it. Even if you click the Doom Wiki link below it, Zandro isn't even mentioned until a single sentence about 3/4 of the way down the page.

Wow you weren't kidding. I found no results directing to this website on all 13 pages
. What on Earth is going on with this website? Web issues were called out half a year ago and there's NO COMMUNICATION acknowledging or posting publicly to address website concerns at all. Solutions were offered and these problems are ongoing for more than a decade. You have players, modders, programmers, etc, on this port that have poured countless hours into what I consider the best online doom multiplayer experience and they want people to keep playing and keep it alive. The gross neglect of the website is frankly insulting to everyone involved.]]>
Fused wrote:
Mon Nov 03, 2025 10:07 am
Reported the blank site result to DarkAssassin on Halloween, 4 days ago, never received a response. I understand we're not obligated to a direct response, but perhaps there should be more control over with more people so it's not one one person's shoulders.
Ænima wrote:
Mon Nov 03, 2025 9:09 am
Go ahead and google "Doom multiplayer". You have to go to the second page of results before you simply see "zandronum.com" with no text or description below it. So even people who do go out of their way to find us could still miss it. Even if you click the Doom Wiki link below it, Zandro isn't even mentioned until a single sentence about 3/4 of the way down the page.

Wow you weren't kidding. I found no results directing to this website on all 13 pages
. What on Earth is going on with this website? Web issues were called out half a year ago and there's NO COMMUNICATION acknowledging or posting publicly to address website concerns at all. Solutions were offered and these problems are ongoing for more than a decade. You have players, modders, programmers, etc, on this port that have poured countless hours into what I consider the best online doom multiplayer experience and they want people to keep playing and keep it alive. The gross neglect of the website is frankly insulting to everyone involved.]]>