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Moderator: Developers
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Empyre
- Zandrone
- Posts: 1316
- Joined: Sun Jul 08, 2012 6:41 am
- Location: Garland, TX, USA
#21
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by Empyre » Mon Oct 19, 2015 6:13 pm
AntonioQuirino wrote:
Zandronum Will Have the Ressurect or Revive command?
I think Zandronum already does have at least one of those, but of course it only works in single-player or (presumably) with sv_cheats.
EDIT: Ninja'd!
Last edited by
Empyre on Mon Oct 19, 2015 6:14 pm, edited 1 time in total.
"For the world is hollow, and I have touched the sky."
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haxmurderer
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- Posts: 50
- Joined: Wed Nov 28, 2012 2:13 pm
#22
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by haxmurderer » Tue Oct 20, 2015 1:33 am
I have a problem where players can clip through various walls in a very big map. Also, the collision detection with actors totally breaks near the edges of the map, but the map worked perfectly in Zandronum 2.0 and is smaller than the recommended limits (9400 x 9400). Should I file a bug? Did the collision change in 3.0?
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Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#23
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by Torr Samaho » Tue Oct 20, 2015 6:02 am
AntonioQuirino wrote:
Zandronum Will Have the Ressurect or Revive command?
Resurrect has always been supported in single player, but 3.0 also make it available in multiplayer.
haxmurderer wrote:
I have a problem where players can clip through various walls in a very big map. Also, the collision detection with actors totally breaks near the edges of the map, but the map worked perfectly in Zandronum 2.0 and is smaller than the recommended limits (9400 x 9400). Should I file a bug? Did the collision change in 3.0?
Sounds like a bug that could be related to all the ZDoom changes. Please open a tracker ticket.
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Blzut3
- Developer
- Posts: 306
- Joined: Thu May 24, 2012 9:37 pm
#24
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by Blzut3 » Mon Nov 02, 2015 2:00 am
OS X build finally uploaded. Still having issues with the compilers on 10.11, but it's good enough I think.
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LolwellunTeapot
- New User
- Posts: 12
- Joined: Fri Oct 02, 2015 12:10 pm
- Location: Trapped in Smashworld, Left to die.
#26
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by LolwellunTeapot » Mon Nov 02, 2015 11:51 pm
So is a_quakeex and ZDoom development version 45b0062's version A_RailAttack coming to Zandronum alpha anytime soon? I need them for my new gameplay mod.
Last edited by
LolwellunTeapot on Mon Nov 02, 2015 11:57 pm, edited 1 time in total.
I do stuff. That's it. Just stuff. So explore my poorly developed stuff now.
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fr blood
- Frequent Poster Miles card holder
- Posts: 992
- Joined: Wed Mar 06, 2013 4:04 pm
- Location: France
#27
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by fr blood » Wed Nov 04, 2015 8:28 pm
Still have tons of desync with the custom zombies when I test my project After Doom online.
Here is the ticket:
http://zandronum.com/tracker/view.php?id=2338
I can also send you the current version if you want, hopping that desync problem will be fixed with 3.0
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Mr. Satan
- New User
- Posts: 10
- Joined: Thu Oct 15, 2015 7:28 am
#28
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by Mr. Satan » Tue Dec 01, 2015 5:33 pm
Something I would like to see implemented is console text getting text scaling applied to it. I play on a 42" TV and the default text size for the console window is unreadable.
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LolwellunTeapot
- New User
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- Joined: Fri Oct 02, 2015 12:10 pm
- Location: Trapped in Smashworld, Left to die.
#29
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by LolwellunTeapot » Tue Dec 01, 2015 8:31 pm
Mr. Satan wrote:
Something I would like to see implemented is console text getting text scaling applied to it. I play on a 42" TV and the default text size for the console window is unreadable.
While you wait for it (if it ever does happen, but I dobut it will happen), play on lower resolutions.
Last edited by
LolwellunTeapot on Tue Dec 01, 2015 8:32 pm, edited 1 time in total.
I do stuff. That's it. Just stuff. So explore my poorly developed stuff now.
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Mr. Satan
- New User
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#30
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by Mr. Satan » Wed Dec 02, 2015 7:44 am
Ugh I forgot how horrible low resolution doom looks. I honestly don't know how I used to play it on 800x600. There isn't any resolution that doesn't cut part of the screen off, even with force aspect ratio set to 16:9 except 1176x664. Any resolution below 720p the text becomes unreadable. Is it just me or does 1176x664 make enemies look like cardboard cut outs.
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Empyre
- Zandrone
- Posts: 1316
- Joined: Sun Jul 08, 2012 6:41 am
- Location: Garland, TX, USA
#31
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by Empyre » Wed Dec 02, 2015 4:26 pm
Open a ticket on the Tracker (link on top of the page) or it will never happen. That is where the devs look for feature requests and bug reports.
"For the world is hollow, and I have touched the sky."
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Polsom
- New User
- Posts: 13
- Joined: Wed Nov 26, 2014 10:44 am
#32
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by Polsom » Fri Dec 11, 2015 1:15 pm
Not that it's needed, but I will certainly agree with Mr. Satan. The text is horribly sized, the resize options are abysmal and the fonts (especially the ones in the HD font WAD) are more than capable of being stretched larger. Its kind of a struggle setting them up and getting used to it, and even once that's done you still end up going back to the console to read messages because you spend too long trying to read the text. Hopefully something is added in the next version.
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Sean
- IRC Operator
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- Location: United Kingdom
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Contact:
#33
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by Sean » Fri Dec 11, 2015 3:23 pm
Something tells me this is more suited for a ZDoom feature request.
<capodecima> i dont say any more word without my loyer jenova