[WIP] ZandroNet

killall -9

Moderator: Developers

FLYBAT
 
Posts: 21
Joined: Sat Jul 21, 2012 1:20 pm

RE: [WIP] ZandroNet

#41

Post by FLYBAT » Mon Jul 30, 2012 12:08 am

If it is for players that NEVER TOUCHED DOOM BEFORE, then I think you should write "Game" instead of "IWAD" and "Mods" instead of "PWADS".

User avatar
Balrog
Forum Regular
Posts: 215
Joined: Fri Aug 10, 2012 11:16 am

RE: [WIP] ZandroNet

#42

Post by Balrog » Fri Aug 10, 2012 11:54 am

FLYBAT wrote: If it is for players that NEVER TOUCHED DOOM BEFORE, then I think you should write "Game" instead of "IWAD" and "Mods" instead of "PWADS".
In that case, add a "use newbie descriptions" checkbox to the options so that those of us who know what they're doing aren't being constantly being hit with the no-idea-what-you're-doing stick.

Also, would it be possible to make the featured content system work on some sort of standard?

X360TM
 
Posts: 19
Joined: Wed Jul 25, 2012 6:08 pm
Location: In ?
Contact:

RE: [WIP] ZandroNet

#43

Post by X360TM » Fri Aug 10, 2012 4:13 pm

Looks Good , Where The Flags Location ?

User avatar
[D_A]Kherr
 
Posts: 29
Joined: Mon Jul 23, 2012 3:37 am
Location: Detroit, MI
Contact:

RE: [WIP] ZandroNet

#44

Post by [D_A]Kherr » Fri Aug 10, 2012 8:34 pm

I like the Linux feel to this program. Can't wait until a stable finished version is released. *tips hat*
Hey look, a signature!

User avatar
Balrog
Forum Regular
Posts: 215
Joined: Fri Aug 10, 2012 11:16 am

RE: [WIP] ZandroNet

#45

Post by Balrog » Fri Aug 10, 2012 9:42 pm

[D_A]Kherr wrote: I like the Linux feel to this program. Can't wait until a stable finished version is released. *tips hat*
Linux feel? WTF are you talking about? It looks like he used the Metro GUI style templates. And yes, I can't wait for this to be stabilized. Would it be possible for MM8BDM to get its own fork? The game needs a better launcher than the AutoHotkey hackjob it's currently saddled with. (They're going to be moving to Zandronum at some point anyway.)

Krispy
 
Posts: 88
Joined: Tue Jun 05, 2012 9:37 pm
Location: Michigan

RE: [WIP] ZandroNet

#46

Post by Krispy » Mon Aug 13, 2012 11:22 pm

So if I'm correct then there is currently no doomseeker replacement yet and I'm not missing any action. Right? And why is doomseeker covered up in all the posts?
Last edited by Krispy on Mon Aug 13, 2012 11:23 pm, edited 1 time in total.

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: [WIP] ZandroNet

#47

Post by Torr Samaho » Tue Aug 14, 2012 5:24 am

Krispy wrote: So if I'm correct then there is currently no doomseeker replacement yet and I'm not missing any action. Right?
Doomseeker is fully Zandronum compatible, so there is no need for a replacement. ZandroNet is a separate project by TIHan meant as alternative for Doomseeker.

User avatar
[D_A]Kherr
 
Posts: 29
Joined: Mon Jul 23, 2012 3:37 am
Location: Detroit, MI
Contact:

RE: [WIP] ZandroNet

#48

Post by [D_A]Kherr » Wed Aug 15, 2012 5:41 am

Balrog wrote:
[D_A]Kherr wrote: I like the Linux feel to this program. Can't wait until a stable finished version is released. *tips hat*
Linux feel? WTF are you talking about? It looks like he used the Metro GUI style templates. And yes, I can't wait for this to be stabilized. Would it be possible for MM8BDM to get its own fork? The game needs a better launcher than the AutoHotkey hackjob it's currently saddled with. (They're going to be moving to Zandronum at some point anyway.)
It looks like one of themes from Fedora back in the day. Just sayin'. :3
Hey look, a signature!

User avatar
StrikerMan780
Forum Regular
Posts: 279
Joined: Tue May 29, 2012 9:16 pm
Clan: Shadow Mavericks
Clan Tag: [SM]

RE: [WIP] ZandroNet

#49

Post by StrikerMan780 » Mon Jan 14, 2013 11:20 am

I do like the clean, simple, but stylish look of the interface. Mind if I make a request for being able to use it to launch singleplayer games as well? (Like an all-in-one launcher.)
FLYBAT wrote: If it is for players that NEVER TOUCHED DOOM BEFORE, then I think you should write "Game" instead of "IWAD" and "Mods" instead of "PWADS".
Why not just add it in brackets next to the option title/descriptor?

Ie:

IWADs (Games):

PWADs (Mods):
Last edited by StrikerMan780 on Mon Jan 14, 2013 11:21 am, edited 1 time in total.

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: [WIP] ZandroNet

#50

Post by Qent » Tue Jan 15, 2013 4:14 am

Just FYI, as far as I know, TIHan's been absent recently.

SpaceMarine
Forum Regular
Posts: 269
Joined: Fri Oct 19, 2012 4:15 pm
Location: Behind you

RE: [WIP] ZandroNet

#51

Post by SpaceMarine » Wed Jan 16, 2013 10:14 am

Please don't feature multiple wad downloading at the same time. It slows down download speed
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

RE: [WIP] ZandroNet

#52

Post by ZzZombo » Wed Jan 16, 2013 11:11 am

Yeah, but I think better make it configurable as DS did.

And multithreaded download can be very handy.

Blzut3
Developer
Posts: 306
Joined: Thu May 24, 2012 9:37 pm

RE: [WIP] ZandroNet

#53

Post by Blzut3 » Wed Jan 16, 2013 1:21 pm

SpaceMarine wrote: Please don't feature multiple wad downloading at the same time. It slows down download speed
For most people it speeds things up, and I honestly can't think of why there would be an exception to the rule. Remember to look at the combined download speed, in theory multiple streams should result in a number closer to your ISP's promised speed.

User avatar
infurnus
Retired Staff / Community Team Member
Posts: 601
Joined: Tue May 29, 2012 9:40 pm
Location: Dusty SEGA Tapes
Clan: Unidoom
Clan Tag: UD
Contact:

RE: [WIP] ZandroNet

#54

Post by infurnus » Sun Jan 20, 2013 3:43 am

For slower (DSL?) connections you could have a "max simultaneous downloads" setting, like how most "download manager" software do.

Blzut3
Developer
Posts: 306
Joined: Thu May 24, 2012 9:37 pm

RE: [WIP] ZandroNet

#55

Post by Blzut3 » Sun Jan 20, 2013 4:24 am

infurnus wrote: For slower (DSL?) connections
Multiple download should still reach the max transfer speed even on slow connections. In fact, back when I had a 56k connection I recall using download managers to split the download into multiple connections in order to saturate the connection more often.

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

RE: [WIP] ZandroNet

#56

Post by ZzZombo » Sun Jan 20, 2013 9:56 am

You forget about instable connections there downloads can stuck and won't receive any data forever. Multiple downloads at one time increase the chance of that.

Dancso
New User
Posts: 7
Joined: Sun Mar 24, 2013 7:42 pm

RE: [WIP] ZandroNet

#57

Post by Dancso » Mon Mar 25, 2013 1:54 pm

Looks pretty clean, I like it.

In regard to helping new players (and old ones aswell), this might be of interest as a feature suggestion:
http://zandronum.com/forum/showthread.php?tid=2400
Kind of like a "looking for group" system in MMOs.

Bloax
Forum Regular
Posts: 411
Joined: Mon Jun 04, 2012 5:11 pm

RE: [WIP] ZandroNet

#58

Post by Bloax » Mon Mar 25, 2013 6:31 pm

Downloading multiple files would be a godsend for those times when you download off different servers. (Which isn't that infrequent!)
[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.

We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.

Have a nice day.[/quote]

Post Reply