Zandronum source repository
Posted: Thu May 31, 2012 9:14 pm
I finished most of the necessary renaming in the binary and made the source repo public: https://bitbucket.org/Torr_Samaho/zandronum
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
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SetDlgItemText( g_hDlg_NoIWAD_Redirect, IDC_REDIRECTING2, "After downloading, simply extract doom2.wad into the " GAMENAME "directory." );
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// [BB] This loads zandronum.pk3. skulltag_data.pk3 will be loaded by D_FindIWAD.
I added the service, didn't check yet if it works properly though.Blzut3 wrote: I created a cia.vc page so you can go ahead and set up a cia service which points to the Zandronum project.
You are right, fixed.Dusk wrote: win32/i_system.cpp:991Whitespace missing there after GAMENAME?Code: Select all
SetDlgItemText( g_hDlg_NoIWAD_Redirect, IDC_REDIRECTING2, "After downloading, simply extract doom2.wad into the " GAMENAME "directory." );
I intentionally kept skulltag_data.pk3 everywhere since Zandronum is still loading skulltag_data.pk3 and since we don't plan to autoload the official map pack. I still have to get rid of the skulltag_data.pk3 autoloading of course.Dusk wrote:
Also, you missed a skulltag in d_main:1971:Code: Select all
// [BB] This loads zandronum.pk3. skulltag_data.pk3 will be loaded by D_FindIWAD.
Done.Dusk wrote: Also, STVER_STRING has not been renamed.
I was hesitant to just do a search and replace in README.md. It's probably better if we rewrite this completely. Any volunteers?Dusk wrote: Oh, and the description on the repo page also needs to be updated.
master.zandronum.comTorr Samaho wrote: BTW: What's going to be the master address?
Thanks! Source updated accordingly.Blzut3 wrote: master.zandronum.com
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// [BB] Name of the testing binary archive found in http://skulltag.net/
I believe this will be handled by the older-versions-are-ignored rule the master already has.-=Dark-Assassin=- wrote: Also, would the master binary be updated to reject queries from skulltag?
Fixed.Dusk wrote: In sv_master:95:Code: Select all
// [BB] Name of the testing binary archive found in http://skulltag.net/
The master has a mechanism to ignore old versions, but so far it only ignores binaries that don't support the latest launcher protocol. Till we have a stable public release I'd say the Zandronum master should still show the Skulltag servers.Dusk wrote:I believe this will be handled by the older-versions-are-ignored rule the master already has.-=Dark-Assassin=- wrote: Also, would the master binary be updated to reject queries from skulltag?
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browser.cpp:917: // [BB] MD5 sum of the main data file (skulltag.wad / skulltag_data.pk3).
d_iwad.cpp:598: // [BB] We already loaded skulltag.pk3. Now potentially load skulltag_data.pk3.
d_main.cpp:1985: // [BC/BB] Also load skulltag_data.pk3 / skulltag.wad.
d_main.cpp:1986: wad = BaseFileSearch( "skulltag_data.pk3", NULL, true );
[...] more matches in related code
m_options.cpp:733: { 1.0, "Skulltag" }, // ED: Related to respawn invul effect
network.cpp:108:// [BB] MD5Sum of skulltag.wad / skulltag_data.pk3
network.cpp:111:// [BB] Actual filename of skulltag.wad / skulltag_data.pk3 currently in use.
network.cpp:390: // [BB] To facilitate testing changes to skulltag.wad, show its MD5 sum on startup.
network.cpp:391: Printf("MD5 sum of skulltag.wad is %s\n", g_SkulltagDataFileMD5Sum.GetChars());
network.cpp:1079: // Skip the IWAD, skulltag.wad/pk3, files that were automatically loaded from subdirectories (such as skin files), and WADs loaded automatically within pk3 files.
win32/serverconsole/serverconsole.rc:108: LTEXT "Banning (st) skulltag...", IDC_BANDESCRIPTION, 17, 11, 188, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:126: LTEXT "Banning (st) skulltag for 6 months.", IDC_BANDESCRIPTION, 15, 11, 152, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:162: LTEXT "Fine-tune your Skulltag server.", IDC_STATIC, 10, 26, 100, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:600:IDI_ICOSETTINGS ICON "../skulltag_xp.ico"
win32/serverconsole/serverconsole.cpp:453: I_RunProgram( "http://" DOMAIN_NAME "/wiki/
How_to_use_the_Skulltag_Server" );
win32/zdoom.rc:58:IDI_ICONST ICON DISCARDABLE "skulltag_xp.ico"
w_wad.cpp:40:// [BB] Allocate and initialize FWadCollection::IWAD_FILENUM, assuming skulltag_data.pk3 is loaded.
w_wad.h:174: // [BB] In Skulltag, IWAD_FILENUM is 1 or 2 depending on whether we load skulltag_data.pk3 or not.
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CMakeLists.txt:921: # [BB] Due to licensing issues, Skulltag doesn't use timidity.
Many of the Skulltag references should stay (they refer to how Skulltag handles things and should stay the same way we keep ZDoom references).Dusk wrote: Grep says there's a huge ton of comments with Skulltag still in. What shall we do about them?
Most of them are for skulltag_data.pk3 and will removed when I take care of the auto loading (I'm almost done with this in my checkout, just still need to repair some things that break when the file is not loaded in Doom games). I will go through the other ones once I'm done with this.Dusk wrote: A bunch of matches I'd suggest checking out though:
Good finding! I can't remember reactivating timidity since we opened the source. Since this has to do with our ZDoom base, I'll take care of this.Dusk wrote: Also stumbled upon this:Old comment I guess?Code: Select all
CMakeLists.txt:921: # [BB] Due to licensing issues, Skulltag doesn't use timidity.
infurnus wrote:Ask your doctor if Zandronum is right for you.
I like that one :). Unfortunately it's a little too wide (just tested how it looks in game).infurnus wrote: Ask your doctor if Zandronum is right for you.