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Zandronum 1.0-alpha-120715-1139

Posted: Sun Jul 15, 2012 12:43 pm
by Torr Samaho
And another beta build that brings us closer to the first stable Zandronum version. Aside from the usual testing, I'd like feedback on two new features: The console command demo_skiptics and the ACS command PlayerIsSpectator.

Here is the full list of changes since the last official Zandronum beta build, i.e. 120701-1352:

Code: Select all

changeset:   3446:28c26080f811
user:        Torr Samaho
Fixed: The "Join server" command in the Windows server console didn't work if the server loaded wads that are not among those in FileSearch.Directories.

changeset:   3447:811914cdabee
user:        Torr Samaho
Fixed: The number of items and secrets found displayed in the alternative hud is not reset during a map reset.

changeset:   3448:d5cb124f8a50
user:        Torr Samaho
Fixed: The number of items found displayed in the alternative hud is not updated online on the clients when an item is picked up.

changeset:   3449:0918ea0d9035
user:        CrimsonDusk
Fixed: While clients shouldn't clip missile movement normally, they should still clip missiles the server has no control over.

changeset:   3450:b70a361f2bb1
user:        Torr Samaho
adapted the default value of sv_testingbinary to match the website changes

changeset:   3451:d1b8dfe062a9
user:        Torr Samaho
Fixed: If all weapons except for the ones from the default inventory were forbidden by lmsallowedweapons, clients stared online with no weapon in hand.

changeset:   3452:092b5cf5b48a
user:        Torr Samaho
Added new ACS command PlayerIsSpectator that returns true if the player is a spectator and false otherwise. It also returns false if the specified player does not exist.

changeset:   3453:1840299fd97d
user:        Torr Samaho
Added CCMD demo_skiptics that allows you to skip a specified amount of tics. For instance, "demo_skiptics 35" skips a second and "demo_skiptics 2100" skips a minute.

changeset:   3454:a63b808f8744
user:        Torr Samaho
added new function NETWORK_IsActorClientHandled (necessary for an upcoming fix)

changeset:   3455:812be39d9c4b
user:        Torr Samaho
Fixed: Clients may not explode server handled bouncing missiles on their own if they hit another actor.

changeset:   3456:6967a509798b
tag:         tip
user:        Torr Samaho
CLIENT_CanClipMovement now uses the new function NETWORK_IsActorClientHandled.
Windows
Linux x86
Linux x86_64
Mac OS X

RE: Zandronum 1.0-alpha-120715-1139

Posted: Sun Jul 15, 2012 12:51 pm
by Ænima
Yessss! I've been waiting for both of these features. :D

Will test!

RE: Zandronum 1.0-alpha-120715-1139

Posted: Sun Jul 15, 2012 3:14 pm
by katZune
cannot wait for a stable version!, ofc if we want the stable version we need test it so lets do it guys 0/

RE: Zandronum 1.0-alpha-120715-1139

Posted: Mon Jul 16, 2012 9:51 pm
by XutaWoo
Wait, that bouncing projectile fix.

Could this be the return of Cacodemon Soccer?

RE: Zandronum 1.0-alpha-120715-1139

Posted: Mon Jul 16, 2012 10:13 pm
by TerminusEst13
Fixed: Clients may not explode server handled bouncing missiles on their own if they hit another actor.
Hallelujah.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 5:27 am
by Torr Samaho
XutaWoo wrote: Could this be the return of Cacodemon Soccer?
Difficult to say without knowing what problems Cacodemon Soccer had ;). Please give it a try with this version and let us know if it works. If not, we can still see if it's fixable.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 5:47 am
by XutaWoo
Will do when I get home. Gotta say I'm actually excited about it; maybe I'll actually get off my butt and report the bug if it still doesn't work for once. :P

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 5:52 am
by The Toxic Avenger
changeset: 3453:1840299fd97d
user: Torr Samaho
Added CCMD demo_skiptics that allows you to skip a specified amount of tics. For instance, "demo_skiptics 35" skips a second and "demo_skiptics 2100" skips a minute.
I love you

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 6:12 am
by ALIENwolve
I take it reverse tics remain an incredible pain in the ass, as they do for every replay system and have no plans for the current future?

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 7:37 pm
by Torr Samaho
ALIENwolve wrote: I take it reverse tics remain an incredible pain in the ass, as they do for every replay system and have no plans for the current future?
Yes, rewinding is a whole different story and I have no plans to work on this in the foreseeable future.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Tue Jul 17, 2012 7:38 pm
by ALIENwolve
Torr Samaho wrote:
ALIENwolve wrote: I take it reverse tics remain an incredible pain in the ass, as they do for every replay system and have no plans for the current future?
Yes, rewinding is a whole different story and I have no plans to work on this in the foreseeable future.
Even triple A software shies away from it, so no complaints here.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 3:06 pm
by VGA
Why doesn't rewinding restart the demo and skip to the correct point ?

Disclaimer : There is a propability of my post being retarded, since I've never used demos.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 4:06 pm
by Qent
That would do it, but it wouldn't look like you're playing backwards. Playing backwards would be super slow, since you start at 90 seconds, go back to the beginning, play very fast to 89 seconds, go back to the beginning, play to 88 seconds, etc.. Except do that for every tic.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 4:34 pm
by Llewellyn
Is SpectatorIsPlayer() designed to report players who are dead (and now spectating) as players? Such as in LMS?

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 5:54 pm
by VGA
Qent wrote: That would do it, but it wouldn't look like you're playing backwards. Playing backwards would be super slow, since you start at 90 seconds, go back to the beginning, play very fast to 89 seconds, go back to the beginning, play to 88 seconds, etc.. Except do that for every tic.
Hmm, then only skip back 10 or 15 seconds.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 7:18 pm
by Torr Samaho
Llewellyn wrote: Is SpectatorIsPlayer() designed to report players who are dead (and now spectating) as players? Such as in LMS?
Currently PlayerIsSpectator is returning true for both, dead spectators and true spectators. We can think about changing this behavior though or I can add an additional function PlayerIsTrueSpectator if necessary.
VGA wrote: Why doesn't rewinding restart the demo and skip to the correct point ?
That could be used as a very slow and ugly hack to skip back, but it would be way to slow to play a demo backwards.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 7:41 pm
by VGA
Isn't it useless anyway to play a demo backwards ? Whereas skipping back some seconds so you can rewatch something (or enable fraps) is useful.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 8:04 pm
by ALIENwolve
I do believe Halo these days does this exact hacky method of restarting the whole demo and advancing a set amount of time.

It barely even worked in Halo 3, so I don't think it'd be quick and easy.

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 8:05 pm
by Torr Samaho
VGA wrote: Isn't it useless anyway to play a demo backwards ?
I certainly would not call it useless, but also not important either.
VGA wrote: Whereas skipping back some seconds so you can rewatch something (or enable fraps) is useful.
I can do some basic testing how bad the hack performs. Can somebody supply an interesting, long, multi-map demo recorded with the latest build?

RE: Zandronum 1.0-alpha-120715-1139

Posted: Wed Jul 18, 2012 8:12 pm
by Qent
VGA wrote: Hmm, then only skip back 10 or 15 seconds.
Wouldn't that be equivalent to restarting the map (possible?) and skipping tics manually?