RE: Zandronum's Advanced Binary
Posted: Wed Jun 03, 2015 6:54 pm
What about penguins?
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
Please do, then this thing would be perfect.Leonard wrote: I'll probably implement it the next time I update the binary.
The last time I tried to setup OpenSSL, the latest build (at the time) was released with a bug that prevented any one with a Windows platform to compile it. The fix was to manually edit several files and precompile it before attaching it to the Zandronum source in VS IDE. I think that was the final straw that I gave up.Leonard wrote: This needs to be said though: compiling OpenSSL is a MAJOR pain in the ass..
http://slproweb.com/products/Win32OpenSSL.htmlTiger wrote:The last time I tried to setup OpenSSL, the latest build (at the time) was released with a bug that prevented any one with a Windows platform to compile it. The fix was to manually edit several files and precompile it before attaching it to the Zandronum source in VS IDE. I think that was the final straw that I gave up.Leonard wrote: This needs to be said though: compiling OpenSSL is a MAJOR pain in the ass..
In other words, I agree with you.
Another thing that's missing would be the Quake 1 style weapon bob. I also limited the hudpitchoffset to 32 as anything higher was just silly for my method. And the last thing was that I made it so if you move slower, the bob height was reduced. I tried to get it to half the speed too, but that was beyond me at the time.Leonard wrote:I'll probably implement it the next time I update the binary.Daedalus wrote:the only thing that is missing is the the always bob command that Dark-Assassins binary had, weapons continue to bob when firing/reloading (seen here) instead of centring statically.
Catastrophe wrote: http://slproweb.com/products/Win32OpenSSL.html
I used that for my client and it is 100% easier than the garbage written on the wiki. Get the latest non-lite package and just load up the includes and libs.
That's what I actually used and somehow after compiling it the exe would need the DLL and after seeing what happened to people downloading it I would rather not rely on it.Catastrophe wrote:I used that for my client and it is 100% easier than the garbage written on the wiki. Get the latest non-lite package and just load up the includes and libs.
I do know, but can standard no-clipping let you pass through ceilings and floors?DevilHunter wrote:I hope you know, Specs can Noclip already heh.
Collaborating does sound nice but I don't know if it's such a great idea considering Catastrophe and I probably have a different workflow.DevilHunter wrote:And this would be nice if you and Cata would merge together both these binarys. would be the ultimate Package :o
I know I told you on Steam but I'll say it again for anyone who uses linux:Klofkac wrote:What about penguins?
I have no idea how to do Quake 1 bobbing as I never played it and the other x/y calculations were all taken from zdoom's source.Dark-Assassin wrote:Another thing that's missing would be the Quake 1 style weapon bob. I also limited the hudpitchoffset to 32 as anything higher was just silly for my method. And the last thing was that I made it so if you move slower, the bob height was reduced. I tried to get it to half the speed too, but that was beyond me at the time.
Also, setting l_swayspeed and looking down causes the weapon sprite to pass it's edge, unless you got l_hudpitchoffset set high enough to negate that.
And finally, most modern browsers will complain when you directly download an exe file. It would be best to zip it up first.
Code: Select all
else if (cl_bobstyle == 3)
{
*x = 0;
*y = pitchoffset+FixedMul(player->bob, finesine[angle & (FINEANGLES/2-1)]);
}
Would be neat.Leonard wrote:
EDIT:I'll probably implement it the next time I update the binary.Daedalus wrote:the only thing that is missing is the the always bob command that Dark-Assassins binary had, weapons continue to bob when firing/reloading (seen here) instead of centring statically.
Care to elaborate what the problem with OpenSSL is? I wrote the description on the Wiki (at least the initial version, didn't check if somebody altered it since I added it) and it does work fine for me on two different Win 7 machines.Leonard wrote: The DLL dependency issue was caused by the fact that I used a compiled OpenSSL installation instead of following what the wiki says in this regard.
I used one of these but after compiling it would require a DLL.Torr Samaho wrote:Care to elaborate what the problem with OpenSSL is? I wrote the description on the Wiki (at least the initial version, didn't check if somebody altered it since I added it) and it does work fine for me on two different Win 7 machines.
Sure anyone is free to participate and any help is appreciated.Dark-Assassin wrote:I'll see if I can contribute to the new one.