Zandronum 1.3-alpha-140703-1806

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Catastrophe
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RE: Zandronum 1.3-alpha-140703-1806

#21

Post by Catastrophe » Sat Jul 05, 2014 6:12 am

I got the login server to work on windows, if anyone needs help feel free to pm me.

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#22

Post by Torr Samaho » Sat Jul 05, 2014 10:46 am

Cruduxy wrote: Tested it on Hexen deathkings and a wad with both custom blood and monster randomizers. One of two things happen :
A)Level ends with object code error (0) and am returned to console and title screen.
B) Game crashes and generates an error report.
One of the error reports : https://www.sendspace.com/file/8bvy68

Tested it on GZdoom and zdoom, neither crashed.

note : the wad I tested with "hexen-monspeed0.2" has an identical version on bestever although labelled 0.1.
Then this is likely a different crash from the one that was fixed. Please open a bug report at the tracker and add all relevant information there.

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haxmurderer
 
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RE: Zandronum 1.3-alpha-140703-1806

#23

Post by haxmurderer » Wed Jul 09, 2014 5:12 am

Hey Torr, is the database server-side when in multiplayer? (Can I use it for persistent inventory storage?)

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#24

Post by Torr Samaho » Wed Jul 09, 2014 7:02 am

It's comparable to ACS variables. Each client and the server has its own database and there is no automatic synchronization.

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RE: Zandronum 1.3-alpha-140703-1806

#25

Post by DracoRazgriz » Wed Jul 09, 2014 5:13 pm

Suicide Slim wrote: Well, so much for waiting for 2.0 to fix stuff and get a better ZDoom build.. This'll do momentarily I guess, since the account system is finally live and couple new ACS functions (finally).

Also, MDK works online now... After how long? Three years? Prepare your keyboards because, I personally forgot it existed. :/
Account system is live? so it will save Player's status? (like ammo,health and so one) in the cooperative?

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#26

Post by Torr Samaho » Wed Jul 09, 2014 6:57 pm

DracoRazgriz wrote: Account system is live? so it will save Player's status? (like ammo,health and so one) in the cooperative?
The account system is ready to be tested now on a limited scale. It's solely designed for authentication though. Zandronum itself will not track any kind of stats with it, but with the persistent storage mods could make use of it to track these stats.

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RE: Zandronum 1.3-alpha-140703-1806

#27

Post by DracoRazgriz » Wed Jul 09, 2014 7:06 pm

Torr Samaho wrote:
DracoRazgriz wrote: Account system is live? so it will save Player's status? (like ammo,health and so one) in the cooperative?
The account system is ready to be tested now on a limited scale. It's solely designed for authentication though. Zandronum itself will not track any kind of stats with it, but with the persistent storage mods could make use of it to track these stats.
Sweet ^^

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#28

Post by Torr Samaho » Fri Jul 11, 2014 5:14 pm

So, I don't see any 1.3 related issues showing up in the tracker. Does this mean that the current beta is already stable enough or is just nobody testing? ;)

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Hypnotoad
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RE: Zandronum 1.3-alpha-140703-1806

#29

Post by Hypnotoad » Fri Jul 11, 2014 5:40 pm

Torr Samaho wrote: So, I don't see any 1.3 related issues showing up in the tracker. Does this mean that the current beta is already stable enough or is just nobody testing? ;)
For me it's the latter because of this: http://zandronum.com/tracker/view.php?id=1831#c9933

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Leonard
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RE: Zandronum 1.3-alpha-140703-1806

#30

Post by Leonard » Fri Jul 11, 2014 8:16 pm

We should do a testing session like before
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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Monsterovich
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RE: Zandronum 1.3-alpha-140703-1806

#31

Post by Monsterovich » Fri Jul 11, 2014 9:39 pm

Torr Samaho wrote: So, I don't see any 1.3 related issues showing up in the tracker. Does this mean that the current beta is already stable enough or is just nobody testing? ;)
http://zandronum.com/tracker/view.php?id=1275
When this will be fixed?
Last edited by Monsterovich on Fri Jul 11, 2014 9:40 pm, edited 1 time in total.

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RE: Zandronum 1.3-alpha-140703-1806

#32

Post by haxmurderer » Sun Jul 13, 2014 6:15 am

AlexMax wrote: HOW TO USE THE AUTHENTICATION SERVER FOR AUTHENTICATION TESTING FOR GREAT GOOD

This application is
  1. Not finished. There's stuff that's still kinda broken, and I cannot even guarantee that the database schema won't change between now and the 1.0 release of charonauth.
  2. Not really designed to be easy for end users to run on their own. It's aimed at server administrators who can do the legwork of deploying it.
That said, if you're serious about toying around with it locally, maybe so you can work on a modification that relies on accounts, here's how you do it. Note that installing this on windows is a pain in the butt and should not be used for production systems - I only support it because I like working on my desktop PC with Windows installed.

You need to install:
  • git.
  • Python 2.x.
  • A recent version of Node.js. You want a version of node.js that's 0.10.something. If you're on debian, backports has it. If you're on CentOS, EPEL has it.
  • A C++ compiler, either gcc on linux, clang on OSX or Visual C++ Express for Desktop on Windows.
  • OpenSSL development packages. If you're on linux, install openssl-dev or whatever it's called. If you're on OSX, install a recent OpenSSL via homebrew. If you're on Windows, you need one of these packages. Get the non-lite version, and get the version that is the same architecture (32/64) as your Node.js installation. If you try and install it and it gives you a warning about missing a Visual C++ redistributable, heed the warning and download the Visual C++ 2008 redistributable for the same architecture (32/64). See, I told you that Windows was a pain in the butt.
Once you have everything installed, this is how you install the login server itself.
  • Create an empty directory
  • Either git clone or download my repository as a ZIP file and extract to the directory. Here is my repository.
  • Open a command prompt in the charonauth directory and npm install
  • Next, npm install sqlite3. I haven't tested it with other databases, and since you're only testing it locally it should be more than adequate.
  • Copy the charonauth-default.ini file to charonauth.ini and fill it out.
  • Run npm test at the command prompt. All of the tests should pass. If they don't, you're probably using an incompatible version of Node.js or OpenSSL.
  • Finally, at the command prompt, ./bin/charonauth on Linux/OSX or node .\bin\charonauth on Windows.
If all goes well, the server should be up and running. You should see something like:

Code: Select all

PS C:\Users\Alex\Workspace\charonauth> node .\bin\charonauth
info: Starting up...
info: Forking 1 web worker processes.
warn: Authentication forced to single process due to nodejs limitation.
info: Authentication worker 6340 starting...
info: Web worker 6212 starting...
info: Authentication worker 6340 started.
info: Web worker 6212 started.
The warning only appears on Windows and it simply says that the authentication subprocess must run by itself, without splitting work among multiple workers.

Open a web browser and hit localhost:<web_port_you_configured> and you should see a web interface. Some of the links don't work, but Register and Login should, so you can add an account.

All you have to do now is configure the Zandronum server to point at your login server. The cvar should be authhostname and should take an ip:port representation.
AlexMax and Torr Samaho:
How about we set up a public or private auth server for testing? One that devs can use with the beta. We could save everyone the hassle of compiling it themselves, right?

(also on that note, when I read that it requires Python, Node JS, and a C++ compiler, it makes me wonder...)

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#33

Post by Torr Samaho » Sun Jul 13, 2014 8:58 am

Monsterovich wrote:
Torr Samaho wrote: So, I don't see any 1.3 related issues showing up in the tracker. Does this mean that the current beta is already stable enough or is just nobody testing? ;)
http://zandronum.com/tracker/view.php?id=1275
When this will be fixed?
I don't see how this relates to my question you quoted. Anyway, Dusk's proposed fix for the issue requires some changes to the basic game reset mechanism that I don't want to add to 1.3 since we are very close to the release already.
haxmurderer wrote: AlexMax and Torr Samaho:
How about we set up a public or private auth server for testing? One that devs can use with the beta. We could save everyone the hassle of compiling it themselves, right?
If somebody volunteers to host a test auth server, that would be great. Since the protocol may still change with each new beta, it may be necessary to regularly update the test server.

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RE: Zandronum 1.3-alpha-140703-1806

#34

Post by haxmurderer » Mon Jul 14, 2014 9:22 pm

Hey Torr, I'd be more than happy to host a server for it. Can you and AlexMax send me your SSH public keys?

Thanks,
Hax

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RE: Zandronum 1.3-alpha-140703-1806

#35

Post by haxmurderer » Tue Jul 15, 2014 1:23 pm

Ok, testing charonauth server is up at:
http://zandroauthtest.oscillicious.com:8080

Everything is running on the default ports. The server updates itself from the master branch on git and restarts once an hour. If you guys need access, just shoot me your public keys. If you want it to pull from a different branch, I can do that too or reconfigure it any way you like.

Cheers!
Hax
Last edited by haxmurderer on Tue Jul 15, 2014 1:24 pm, edited 1 time in total.

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Torr Samaho
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RE: Zandronum 1.3-alpha-140703-1806

#36

Post by Torr Samaho » Tue Jul 15, 2014 5:50 pm

haxmurderer wrote: Hey Torr, I'd be more than happy to host a server for it. Can you and AlexMax send me your SSH public keys?
Sure, should be in your inbox now.
haxmurderer wrote: Ok, testing charonauth server is up at:
http://zandroauthtest.oscillicious.com:8080

Everything is running on the default ports. The server updates itself from the master branch on git and restarts once an hour. If you guys need access, just shoot me your public keys. If you want it to pull from a different branch, I can do that too or reconfigure it any way you like.
I didn't have a chance to test it yet, but sounds great. Thanks a lot!

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RE: Zandronum 1.3-alpha-140703-1806

#37

Post by Danzoa » Tue Jul 15, 2014 7:38 pm

1000mhz polling rate supported?
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RE: Zandronum 1.3-alpha-140703-1806

#38

Post by uggi121 » Fri Jul 18, 2014 10:47 am

Danzoa wrote: 1000mhz polling rate supported?
^
It was p annoying to always lower the polling rate
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RE: Zandronum 1.3-alpha-140703-1806

#39

Post by Kara Kurt » Fri Jul 18, 2014 11:22 am

Especially when you're playing on different ports.

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RE: Zandronum 1.3-alpha-140703-1806

#40

Post by Hypnotoad » Sun Jul 20, 2014 3:10 pm

So will there be a new beta soon?

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