Gametic Unlagged Testing (Current Build: Zandronum 2.0-alpha-150118-1152)
- DevilHunter
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RE: Gametic Unlagged Testing (Windows Build Available)
Ok, so yea.. After a little mishap, here you are Zan1.4-alpha-r150112-1948
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TheCitrusKiwi
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RE: Gametic Unlagged Testing (Windows Build Available)
i don't think we have any testing session planned for now but wouldn't it be better if we wait for "the client -> server packets" fix ?
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Kara Kurt
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RE: Gametic Unlagged Testing (Windows Build Available)
Aight thanks.DevilHunter wrote: Ok, so yea.. After a little mishap, here you are Zan1.4-alpha-r150112-1948
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Uwe L. Bendoverson
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RE: Gametic Unlagged Testing (Windows Build Available)
First post updated with the new build. Servers updated too.
Last edited by Uwe L. Bendoverson on Mon Jan 12, 2015 9:09 pm, edited 1 time in total.
RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
I'll definitely jump on tomorrow (or technically later today??), this thread reads as very promising.
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
Spent time with all weapons besides BFG and plasma, all responded well. Did not notice any complaints. Can't say for certain about overcompensating delay, but it didn't seem apparent.Torr Samaho wrote: Can you elaborate the details of the testing session? I.e. number of players, play time, game modes, weapons used, etc. Where there any complaints by any of the testers? Are you sure that the code is not overcompensating? For instance, for the SSG there is a delay that shouldn't be removed by unlagged.
Yeah. No particular reason other than simple convenience and availability, and I figure it would be useful to newer players learning the ropes in PVP. Not a big deal.Torr Samaho wrote:Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?Medicris wrote: On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds
RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
It might make a cool addition to the FloatyIcon code, if it were included.Medicris wrote:Yeah. No particular reason other than simple convenience and availability, and I figure it would be useful to newer players learning the ropes in PVP. Not a big deal.Torr Samaho wrote:Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?Medicris wrote: On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds
It's probably just easier to keep it as a mod though.
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Kara Kurt
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
---Medicris wrote:
On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds simply for the competitive applications and things like duel spectating.
Actually having it as a feature would be cool because it will be a wad less to load in servers and therefore less resource to use.Ænima wrote:It might make a cool addition to the FloatyIcon code, if it were included.Torr Samaho wrote:
Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?
It's probably just easier to keep it as a mod though.
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
The other small issue should also be fixed now. The gametic_unlagged bookmark updated accordingly. Happy testing :).Torr Samaho wrote: There may be another small problem with packets in the wrong order (this part affects only the client -> server packets), but I don't have time to take care of this today. If you do more testing in the mean time, please use the latest version of the gametic_unlagged bookmark, which I updated today.
- DevilHunter
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
Posted Build upon request Zandronum1.4-alpha-r150113-1948.7z
EDIT: sorry, uploaded wrong build. Redownload if you downloaded a few mins ago.
EDIT: sorry, uploaded wrong build. Redownload if you downloaded a few mins ago.
Last edited by DevilHunter on Tue Jan 13, 2015 11:21 pm, edited 1 time in total.
- ibm5155
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
OFF:dafuk is aenima doing here, I thinked he rq from it... anyway
ON:I'm ready to test it on my windows 98 :D (and 8.1 ofc, plus xp if I still have his vm)
EDIT: zandronum no longer works on my windows 98 :( (no more 3dfx logo when start it ;--; )
EDIT2:actually, zandronum may work, but libeay32.dll doesn't want to run under 98 :(
EDIT3: replaced Libeay32 with an older version, now I get a missing MSVCR71.dll >.>
EDIT4: holly work, found msvcr and it worked \o/... Now I'm waiting for a proper glide driver :)
EDIT5:I can only see 3dfx logo and a black screen in opengl :(
Well, I may deal with the good and old software render then
FINAL EDIT: it worked in gl with 1fps, and, hmm, 39fps at software render O_o (common voodoo 3 3000, I know u can do better than that)
ON:I'm ready to test it on my windows 98 :D (and 8.1 ofc, plus xp if I still have his vm)
EDIT: zandronum no longer works on my windows 98 :( (no more 3dfx logo when start it ;--; )
EDIT2:actually, zandronum may work, but libeay32.dll doesn't want to run under 98 :(
EDIT3: replaced Libeay32 with an older version, now I get a missing MSVCR71.dll >.>
EDIT4: holly work, found msvcr and it worked \o/... Now I'm waiting for a proper glide driver :)
EDIT5:I can only see 3dfx logo and a black screen in opengl :(
Well, I may deal with the good and old software render then
FINAL EDIT: it worked in gl with 1fps, and, hmm, 39fps at software render O_o (common voodoo 3 3000, I know u can do better than that)
Last edited by ibm5155 on Tue Jan 13, 2015 11:44 pm, edited 1 time in total.
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Kara Kurt
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
But you should really be there then and show up when we need people for testing!ibm5155 wrote: ON:I'm ready to test it on my windows 98 :D (and 8.1 ofc, plus xp if I still have his vm)
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
Now at 21:13 (from 17:00 to 23:00) I could test it :D, if not , job time :(
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Kara Kurt
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
Hm, where are you from? If you wish to test CTF, I think it won't happen, or if so, very late...
- ibm5155
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)
I'm from Brazil, It may be GMT -3 or +3. heh, that's the problem living far away from servers :S
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Uwe L. Bendoverson
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)
My servers have been updated.
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Kara Kurt
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)
Thanks.
Ah, knew it!ibm5155 wrote: I'm from Brazil, It may be GMT -3 or +3. heh, that's the problem living far away from servers :S
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)
ehm, I got a fatal error and I saved the crash report, would this help with something? (it was took on the windows 98 xD)...
Idk why this render is so heavy for voodoo 3, maybe because in gl mode, gzdoom/zan use alot more cpu than in software mode and then my gpu cant deal with it ? :S (specs: pentium mmx 233MHz, 128mb ram and a voodoo 3 3000)...
Well, since I crashed the older machine I'm gonna test zandronum on a real hardware
Idk why this render is so heavy for voodoo 3, maybe because in gl mode, gzdoom/zan use alot more cpu than in software mode and then my gpu cant deal with it ? :S (specs: pentium mmx 233MHz, 128mb ram and a voodoo 3 3000)...
Well, since I crashed the older machine I'm gonna test zandronum on a real hardware
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Kara Kurt
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)
The [video] tag is deprecated, please use the [media] tag
Please take a look.- Torr Samaho
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)
Thanks for the detailed video!
Some questions / suggestions:
Some questions / suggestions:
- Do you have "cl_clientsidepuffs 1"? If so, please turn if off. As long as it's on, you can't trust puffs as hit indicator.
- To understand how the server is repositioning the players for the reconciliation, you can set "sv_unlagged_debugactors 1". For this you also need to define UnlaggedDebugActor in DECORATE, which is used as actor to visualizes the reconciled positions.
- Can you double check whether the original testing version from Sunday behaved any differently?
