1.1 testing
1.1 testing
There's quite a pile of tickets needing testing again. For those who don't know yet, the tracker has a roadmap feature that shows which tickets are to be resolved for Zandronum v1.1.
See open tickets here: http://zandronum.com/tracker/roadmap_page.php
You know the drill, read what's fixed/added in each ticket and confirm if it works or report if it doesn't or if there's any side effects.
Please post reports about specific issues in their corresponding tracker tickets linked by the roadmap.
IRC channel: [url=irc://irc.zandronum.com:6667/zatesting]#zatesting[/url]
See open tickets here: http://zandronum.com/tracker/roadmap_page.php
You know the drill, read what's fixed/added in each ticket and confirm if it works or report if it doesn't or if there's any side effects.
Please post reports about specific issues in their corresponding tracker tickets linked by the roadmap.
IRC channel: [url=irc://irc.zandronum.com:6667/zatesting]#zatesting[/url]
Last edited by Dusk on Fri Feb 15, 2013 12:42 pm, edited 1 time in total.
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- Zandrone
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RE: 1.1 testing
Confirmed fixed:
- 0001228: [Bug] Demo_SkipTics with a negative number crashes the client (Torr Samaho) - needs testing.
* Tested on various demos, all work without crashing now
- 0001025: [Bug] Doors don't respond after pressing +use online (Torr Samaho) - needs testing.
* Confirmed fixed after months of using it in wbuild online, never had the issue ever again
Are not, or probably aren't fixed based on lots of testing:
- 0001222: [Bug] Players who jitter due to a bad connection can void collision detection - needs testing.
* Still notice collision detection errors rarely
- 0001228: [Bug] Demo_SkipTics with a negative number crashes the client (Torr Samaho) - needs testing.
* Tested on various demos, all work without crashing now
- 0001025: [Bug] Doors don't respond after pressing +use online (Torr Samaho) - needs testing.
* Confirmed fixed after months of using it in wbuild online, never had the issue ever again
Are not, or probably aren't fixed based on lots of testing:
- 0001222: [Bug] Players who jitter due to a bad connection can void collision detection - needs testing.
* Still notice collision detection errors rarely
Last edited by Watermelon on Mon Jan 21, 2013 4:16 pm, edited 1 time in total.
RE: 1.1 testing
Forgot to mention, discussion on individual tickets including replies on whether stuff works or doesn't should be taken to individual ticket threads because organization. Marked the two fixed anyhow.
- DevilHunter
- Zandronum Tester
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RE: 1.1 testing
I'm sorry if this is the wrong section but.. I'm not allowed to make a new thread.. Anyhow, just wondering if there is gonna be anymore Testing Runs soon, seeing as well, there hasn't been that much Progress so far.
- Torr Samaho
- Lead Developer
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RE: 1.1 testing
Would be great to have the testing runs back. Any volunteer to organize them?
- StrikerMan780
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RE: 1.1 testing
Made a code submission in hopes it could possibly be brought in for 1.1 - http://zandronum.com/tracker/view.php?id=699
Last edited by StrikerMan780 on Fri Feb 01, 2013 4:24 pm, edited 1 time in total.
- DevilHunter
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RE: 1.1 testing
I would love to but.. I don't think I can be here all the time, what with RL stuff going on and when My modem seems to do its FREAKING OUT thing... Where out of nowhere the ping will just shoot up, and Skip then Disconnect.Torr Samaho wrote: Would be great to have the testing runs back. Any volunteer to organize them?
I would nominate Wartorn, but I doubt he would do it again, hence the last few runs, it was just me and a few others that came.
- DevilHunter
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RE: 1.1 testing
If anything, I have a server set up on Armada, running the Newest Alpha Build from the Download Section of the Site. Should be able to find it, but just incase..
Ip Address: 64.71.152.93:10686
Name: <<Armada Servers>> Hellspawn: Zandronum 1.1 Testing Server
Just running Stock doom2, as I dunno what wad to put up there.
Ip Address: 64.71.152.93:10686
Name: <<Armada Servers>> Hellspawn: Zandronum 1.1 Testing Server
Just running Stock doom2, as I dunno what wad to put up there.
RE: 1.1 testing
Hi, I've compiled "v1.1-alpha (2.3.1-1551) 0" under Ubuntu 12.04 x86_64, and it's kinda working First run haven't enabled OpenGL, although I've set it in options. Only after I've exited, and then started again, the picture became smooth, hardware-rendered. I've already sent a message to Torr about "Torr_Samaho-zandronum-05b5a7cc3293" sources: it has minor flaw, causing compilation error, but I've fixed it already. What do testers do most of the time?))
- Torr Samaho
- Lead Developer
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RE: 1.1 testing
Thanks! I got your message. The problem seems to be that you are using a different FMOD Ex version than I am. I'm using 4.24.x, while you are using 4.26.x. That's why you needed to change the FMOD syntax to make it work.Anthrax wrote: I've already sent a message to Torr about "Torr_Samaho-zandronum-05b5a7cc3293" sources: it has minor flaw, causing compilation error, but I've fixed it already. What do testers do most of the time?))
Is that the only change necessary to compile Zandronum with FMOD Ex 4.26.x?
RE: 1.1 testing
Yes, it's the only change I've done. I've been using THIS tutorial to build the port.Torr Samaho wrote: Thanks! I got your message. The problem seems to be that you are using a different FMOD Ex version than I am. I'm using 4.24.x, while you are using 4.26.x. That's why you needed to change the FMOD syntax to make it work.
Is that the only change necessary to compile Zandronum with FMOD Ex 4.26.x?
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- Retired Staff / Community Team Member
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RE: 1.1 testing
I've been off for a while due to some network complications, so I'm sorry if I missed anything important. I should have some time to savage through some of the tickets during the weekend. If anyone wants help me with testing along other things (or vice versa) , that would be greatly appreciated.
RE: 1.1 testing
I'll be on #zatesting and can host a quick server if need be.
RE: 1.1 testing
Experienced game crash:
Log attached.Picked up a stimpack.
Picked up a health bonus.
Picked up an armor bonus.
Picked up a clip.
Picked up a stimpack.
You got the Assault Rifle!
anthrax got his face splattered on the wall by a Zombie Sergeant.
E1M2 - Nuclear Plant
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x100162f650
Generating zandronum-crash.log and killing process 5814, please wait... sh: 1: gxmessage: not found
Killed
You do not have the required permissions to view the files attached to this post.
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- Retired Staff / Community Team Member
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RE: 1.1 testing
Pwad-related crashes are usually directed towards the author, and not the excutable itself.
RE: 1.1 testing
Hi, you think that one of those causes the crash?Arco wrote: Pwad-related crashes are usually directed towards the author, and not the excutable itself.
Wad 2: DoomMetalVol3.wad
Wad 3: zdoom-dhtp-20121229.pk3
Wad 4: brutalv018a.pk3
Wad 5: brutalv018a.pk3:terrain.wad
- StrikerMan780
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RE: 1.1 testing
I'm hoping this can be squeezed in just before the full release of 1.1: http://zandronum.com/tracker/view.php?id=1285
Last edited by StrikerMan780 on Fri Feb 22, 2013 2:40 am, edited 1 time in total.
- DevilHunter
- Zandronum Tester
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RE: 1.1 testing
Ok so... After having a Normal Doom2 1.1 server up for some time.. I find something odd
Every now and then I see people doing... was kicked from the server! Reason: Tried to switch to unknown weapon type.
I looked at every other server log, and Almost never see this. What does this error mean? I never had such an issue.
Every now and then I see people doing... was kicked from the server! Reason: Tried to switch to unknown weapon type.
I looked at every other server log, and Almost never see this. What does this error mean? I never had such an issue.
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- Retired Staff / Community Team Member
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RE: 1.1 testing
V1.1 has been already released, so this thread is no longer needed.