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Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 7:22 am
by Torr Samaho
After a too long time of no new official 2.0 beta builds, here is fresh one including all the latest changes. Many things have changed since the last build, so I'll just post a full list of changes this build has compared to 1.3:

Code: Select all

*+	- Updated Zandronum's (G)ZDoom base to ZDoom SVN revision 2560 / GZDoom SVN revision 900 [Torr Samaho]
*+	- Added quad-buffered stereo / 3D Vision support to the GL renderer (minimal invasive implementation based on biospud's GZ3Doom). [Torr Samaho]
+	- Added the OS used to the version string the server sends to the launchers (adapted form Konar6's kpatch). [Torr Samaho]
+	- When a banned client is prevented from connecting, the ban reason (if specified in the banlist) is logged to the server console (adapted form Konar6's kpatch). [Torr Samaho]
+	- Added a new compatflags cvar: compat_silentwestspawns, emulates Vanilla compatibility by not performing any spawnfog/sounds for west angled spawns. [Water]
+	- Added compat_maxbloodscalar which will enforce vanilla red screen damage as if the blood_fade_scalar was 1.0. [Water]
+	- Ported CVARINFO lump support and the ACS functions SetCVar, GetCVarString and SetCVarString from ZDoom. This includes support for CVars that are automatically synced between server and clients. User CVars are not support for now though. [Torr Samaho]
-	- Fixed problems when boss monsters were replaced by Randomspawners in game modes that use map resets, e.g. survival. [Torr Samaho]
-	- Fixed: Radius_Quake didn't work properly online if the duration was longer than 128 tics. [Torr Samaho]
!	- Renamed compatflags2 to zacompatflags and moved all Zandronum/Skulltag exclusive compatflags from compatflags to zacompatflags to resolve compatibility problems with ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] 
!	- Renamed dmflags3 to zadmflags, moved all Zandronum/Skulltag exclusive dmflags2 from dmflags2 to zadmflags and changed the remaining dmflags2 values to match the ZDoom values to resolve compatibility problems with future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] 
!	- Since ZDoom 2.5.0 (and thus Zandronum) doesn't support script numbers higher than 999, Zandronum now gracefully errors out when encountering a script with an invalid number instead of crashing randomly. [Torr Samaho] 
+	- Added CVAR sv_limitcommands which can be set to false to disable various flooding limits (allow constant suiciding, team changing, disable command flood auto-kick, etc). Should not be set to false in public servers. [Dusk]
+	- Added a Network Options menu which will contain all new network options. [Water, Torr Samaho]
+	- The authentication mechanism for non-map related lumps now allows Freedoom 0.9/Doom clients to join Doom/Freedoom 0.9 servers. [Torr Samaho] 
+	- Significantly bandwidth-optimized server-to-client ACS_Execute (and friends) calls. Such a call now uses 9 to 21 bytes of bandwidth per client per call (depending on the size of arguments), instead of 22 to 29 bytes. [Dusk]
+	- Added cl_showspawns, which creates a particle fountain at active spawns. [Water, Torr Samaho]
+	- Added a decorate flag DONTIDENTIFYTARGET which prevents player identification from being done to the actor. [Water]
+	- Added CVAR compat_autoaim which restores vanilla autoaim, as there was a switch to autoaim filling in the gaps due to limited number of tracers from vanilla. [Water]
+	- Added CVAR cl_clientflags which controls both cl_unlagged and cl_respawnonfire to save bandwidth and make future booleans easier to transmit over the network. [Water, Torr Samaho]
+	- Added a menu entry to for the GZDoom HUD, i.e. CVAR hud_althud. [Torr Samaho]
+	- Added a CVAR (wi_autoscreenshot) to allow screenshots to automatically be taken upon entering the intermission screen. [Water, Torr Samaho]
+	- Added CVAR cl_clientsidepuffs which allows clients to predict puffs, which makes bullet puffs from hitscan weapons appear instantly. [Water, Torr Samaho]
-	- Fixed: No longer can pick up team items in CTF or Skulltag after the round ends. [Water]
-	- Fixed: Monsters near the bottom of a ledge on a raising sector sometimes appeared as teleporting up on clients online. [Torr Samaho]
-	- Fixed: Light effects created by scripts weren't removed during a map reset. [Torr Samaho]
-	- Fixed: MAPINFO lumps were not protected. [Dusk]
-	- Fixed: Instant light fading was not updated on the client's side. [Water]
-	- Fixed: Frozen corpses were not properly cleaned up during the countdown phase, leading to unexpected behavior with player viewpoints. [Water, Torr Samaho]
-	- Trying to generate bot nodes on very large maps caused the game to crash. This should now be fixed at least on extremely large maps. Bots are disabled in this case. [Torr Samaho]
-	- Fixed: The crouched sprite wasn't displayed for skins enforced through Weapon.PreferredSkin if the player class had +NOSKIN. [Esum, Torr Samaho]
-	- Fixed: Player spawn height now is on the ground so any player starts in the air will not result in team telefragging unless all spawns are full. [Water, Torr Samaho]
-	- Fixed: Missiles with the +NOEXPLODEFLOOR flag desynced online. [Dusk]
-	- Fixed: A voodoo doll exiting the level would print a bogus " exited the level" message. [Dusk]
!	- Changed intermission proceeding to not rely on spectators if there is active players. [Water]
!	- The login server selected with authhostname needs to support version 2 of the login protocol. [Torr Samaho] 
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RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 11:33 am
by Arco
This release is very much appreciated. Thanks Torr.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 11:34 am
by Kara Kurt
Amazing, thanks for the update. Been waiting for this actually!!
+ - When a banned client is prevented from connecting, the ban reason (if specified in the banlist) is logged to the server console (adapted form Konar6's kpatch). [Torr Samaho]
Gonna have a laugh with this :lol:

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 3:29 pm
by mr fiat
much apreciated, now on with the testing! :P

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 3:32 pm
by Bloax

Code: Select all

+    - Significantly bandwidth-optimized server-to-client ACS_Execute (and friends) calls. Such a call now uses 9 to 21 bytes of bandwidth per client per call (depending on the size of arguments), instead of 22 to 29 bytes. [Dusk]
!!!

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 21, 2014 7:13 pm
by TerminusEst13
Bloax wrote:

Code: Select all

+    - Significantly bandwidth-optimized server-to-client ACS_Execute (and friends) calls. Such a call now uses 9 to 21 bytes of bandwidth per client per call (depending on the size of arguments), instead of 22 to 29 bytes. [Dusk]
!!!
!!!!!!

RE: Zandronum 2.0-alpha-141117-2018

Posted: Sun Nov 23, 2014 8:00 pm
by Quaker540
YESSIR, I'll grab this babe right now! I'll of course report anything that seems unstable or buggy :3

RE: Zandronum 2.0-alpha-141117-2018

Posted: Mon Nov 24, 2014 2:21 am
by doomero
I will take a look Torr thanks!

RE: Zandronum 2.0-alpha-141117-2018

Posted: Tue Nov 25, 2014 9:17 pm
by Drakeman1234
Oooooohhhh.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 28, 2014 5:22 am
by doomjoshuaboy
I could see some textures bugs when I'm playing the latest dev

RE: Zandronum 2.0-alpha-141117-2018

Posted: Fri Nov 28, 2014 3:34 pm
by Watermelon
doomjoshuaboy wrote: I could see some textures bugs when I'm playing the latest dev
- Screenshots?
- Hardware? Software?
- Does it happen in ZDoom 2.5.0?
- Anything else?

RE: Zandronum 2.0-alpha-141117-2018

Posted: Sat Nov 29, 2014 1:29 am
by doomjoshuaboy
Watermelon wrote:
doomjoshuaboy wrote: I could see some textures bugs when I'm playing the latest dev
- Screenshots?
- Hardware? Software?
- Does it happen in ZDoom 2.5.0?
- Anything else?
i was playing in opengl using skulltag data with invasion.
i don't remember when it happens in zdoom 2.5.0.
Screenshots: (my apologies i don't have any of the best image uploading online so its as links )
from this when i was moving

to this the texture are moved whenever i moved

RE: Zandronum 2.0-alpha-141117-2018

Posted: Sat Nov 29, 2014 7:43 am
by Torr Samaho
doomjoshuaboy wrote: i was playing in opengl using skulltag data with invasion.
i don't remember when it happens in zdoom 2.5.0.
Screenshots: (my apologies i don't have any of the best image uploading online so its as links )
from this when i was moving

to this the texture are moved whenever i moved
Thanks for the info! Please make a tracker ticket for this including the information at which position of which map you observed the problem.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Sun Dec 14, 2014 10:19 pm
by Drakeman1234
So, I understand that the authentification server won't track game stats at the moment. Any idea when it will?

RE: Zandronum 2.0-alpha-141117-2018

Posted: Mon Dec 15, 2014 7:14 am
by Torr Samaho
Drakeman1234 wrote: So, I understand that the authentification server won't track game stats at the moment. Any idea when it will?
I have no plans to have the official Zandronum binaries track any stats on their own. Instead, we are providing the necessary hooks to allow mods that track stats persistently. Whether or not a server uses such mods is up to the server admins.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Mon Dec 15, 2014 9:10 pm
by Drakeman1234
Torr Samaho wrote:
Drakeman1234 wrote: So, I understand that the authentification server won't track game stats at the moment. Any idea when it will?
I have no plans to have the official Zandronum binaries track any stats on their own. Instead, we are providing the necessary hooks to allow mods that track stats persistently. Whether or not a server uses such mods is up to the server admins.
Ohhh. Have the hooks been fully introduced, then?

And more like, up to the mod-makers to integrate these hooks.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Mon Dec 15, 2014 9:10 pm
by Watermelon
Drakeman1234 wrote:
Torr Samaho wrote:
Drakeman1234 wrote: So, I understand that the authentification server won't track game stats at the moment. Any idea when it will?
I have no plans to have the official Zandronum binaries track any stats on their own. Instead, we are providing the necessary hooks to allow mods that track stats persistently. Whether or not a server uses such mods is up to the server admins.
Ohhh. Have the hooks been fully introduced, then?
I think so. People are already doing it now with mods.

RE: Zandronum 2.0-alpha-141117-2018

Posted: Tue Dec 16, 2014 2:37 am
by Drakeman1234
Okay. I guess i'll have to bring this up again with Thetis, since I haven't gotten an actual answer out of him regarding WoC.... : P