Zandronum 2.0 Testing: Sundays 12 noon EST

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Qent
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Zandronum 2.0 Testing: Sundays 12 noon EST

#1

Post by Qent » Sun Dec 29, 2013 1:37 am

2014-02-02
AFTSDM TLMS

Server: 109.74.206.218:17004


Gamemode: Team Last Man Standing


Spoiler: Old posts (Open)
2014-01-26
SamsaraHold

Server: 109.74.206.218:17004


Gamemode: Cooperative
2014-01-19
IDL2013 CTF


IWAD: doom2.wad

WADs:
IDL2013
GV patches
OdaFlags
ZandroSpree
NewTextColours
connect sound

Server: 109.74.206.218:17004


Gamemode: Capture the Flag
2014-01-12
Samsara Invasion


IWAD: doom2.wad

WADs:
skulltag_actors.pk3 (included in the core archive; it should be the same as skulltag_actors_1-1-1.pk3)
ST data
Samsara
Alpha/Delta Invasion
music
NewTextColours
connect sound

Server: 66.228.33.44:60089


Gamemode: Invasion

2014-01-05

UDM3 testing, server is ZANDRONUM 2.0 TESTING! (66.228.33.44:60089).
http://zandronum.com/forum/showthread.php?tid=4164 is the build we will use. Make sure that you use the same zandronum.pk3 as in the Windows archive.

We have a public beta build to test now. Arco's MIA so I'll be leading this. Let's schedule a testing session tomorrow (Sunday) at 12:00 noon EST. Sorry for the short notice, but this is mainly to get the ball rolling. It is tentatively planned to be Doom 2 co-op.

http://zandronum.com/forum/showthread.php?tid=4114 is the build we will use.
Last edited by Qent on Sun Feb 02, 2014 5:20 pm, edited 1 time in total.

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RE: Zandronum 2.0 Testing; let's do this!

#2

Post by ibm5155 » Sun Dec 29, 2013 2:49 am

What time it'll be at gmt-3? (too tired to search bb)
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RE: Zandronum 2.0 Testing; let's do this!

#3

Post by Qent » Sun Dec 29, 2013 4:21 am

12:00 GMT-5, 14:00 GMT-3, 17:00 GMT.

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Dark-Assassin
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RE: Zandronum 2.0 Testing; let's do this!

#4

Post by Dark-Assassin » Sun Dec 29, 2013 4:33 am

Wow, that's going to be like 2:30-3:00AM for me.

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RE: Zandronum 2.0 Testing; let's do this!

#5

Post by *ProjectAngel* » Sun Dec 29, 2013 5:06 am

Noon EST?

I might be going out for a friend's birthday, so I won't make the testing session. We'll see.

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RE: Zandronum 2.0 Testing; let's do this!

#6

Post by -Jes- » Sun Dec 29, 2013 6:58 am

18:00 for me, seems easy enough.

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RE: Zandronum 2.0 Testing; let's do this!

#7

Post by mr fiat » Sun Dec 29, 2013 10:03 am

-Jes- wrote: 18:00 for me, seems easy enough.
same here, i think? im not very familiar with timezones i did a quick google search so i asume its this.

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RE: Zandronum 2.0 Testing; let's do this!

#8

Post by Frits » Sun Dec 29, 2013 10:20 am

mr fiat wrote:
-Jes- wrote: 18:00 for me, seems easy enough.
same here, i think? im not very familiar with timezones i did a quick google search so i asume its this.
yes, it is.

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RE: Zandronum 2.0 Testing; let's do this!

#9

Post by Konar6 » Sun Dec 29, 2013 10:41 am

As a little trick, you can obtain the current universal (GMT) time by typing /time on IRC.
From there you can work out what the difference to your local time is, or count down the remaining time to 17:00 when this event starts, as announced by Qent.
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

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RE: Zandronum 2.0 Testing; let's do this!

#10

Post by ibm5155 » Sun Dec 29, 2013 10:45 am

Thanks, well, it looks like I'll be able to test :D, I'l just make a special folder for it :)
after wouldn't be a good idea to test the new features to check if they're working online?
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RE: Zandronum 2.0 Testing; let's do this!

#11

Post by ibm5155 » Sun Dec 29, 2013 4:13 pm

Well I tried to enter, but I only get "please make sure you are using the exact same wad(s) as the server, and try again." '='

EDIT:pirate doom problem...
anyway, i went to my old hd and get the original doom back to life :D
Last edited by ibm5155 on Sun Dec 29, 2013 6:29 pm, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zandronum 2.0 Testing; let's do this!

#12

Post by Torr Samaho » Sun Dec 29, 2013 4:15 pm

Qent wrote: We have a public beta build to test now. Arco's MIA so I'll be leading this. Let's schedule a testing session tomorrow (Sunday) at 12:00 noon EST. Sorry for the short notice, but this is mainly to get the ball rolling. It is tentatively planned to be Doom 2 co-op.
Thanks for starting this!
Qent wrote: http://zandronum.com/forum/showthread.php?tid=4114 is the build we will use.
This report revealed a rather serious crash bug of the server involving spectators. So, if a server using this build crashes, try not to have spectators in the server.

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RE: Zandronum 2.0 Testing; let's do this!

#13

Post by Qent » Sun Dec 29, 2013 6:25 pm

The testing session is going well so far. The server is <[IFOC] Server> Zandronum 2.0 testing (12/23/2013 build), 24.192.41.216:10667. There is now a Greenwar testing server up as well. Thank you for the servers, 75; and thanks to all are participating! Here are some notes:
Last edited by Qent on Sun Dec 29, 2013 6:35 pm, edited 1 time in total.

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RE: Zandronum 2.0 Testing; let's do this!

#14

Post by mr fiat » Sun Dec 29, 2013 6:29 pm

Qent wrote: The testing session is going well so far. The server is <[IFOC] Server> Zandronum 2.0 testing (12/23/2013 build), 24.192.41.216:10667. There is now a Greenwar testing server up as well. Thank you for the servers, 75; and thanks to all are participating! Here are some notes:
  • Using shared keys, keys should be "acquired" not "located."
  • Keys could have nicer names than "RedCard."
  • Colors are broken online.
  • Some menus like Player Setup are not centered.
  • Alt-tabbing seems to be more difficult for some people than in Zan 1.2.
indeed, testing was otherwise fun tho :)

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RE: Zandronum 2.0 Testing; let's do this!

#15

Post by ibm5155 » Sun Dec 29, 2013 6:43 pm

alt tab for me it's the same as the previous one, useless since you would be stucked on a frame and would not see other windows "windows"

EDIT:weird bug?
Somehow when I tried cursed maze online, i could shot and kill enemies with zero bullets of pistol and super shotgun.
This bug only happened online.
Also the ravishing ending is weird he looks like much more faster than he was O_o
Download mod
Downloar Rec to see the bug...

This was a zdoom only mod/game that I made, the only thing I changed was a_facemaster to targer, deleted gameinfo and deleted the targetinlos decorate from scp... (so only one player spawn spot
Last edited by ibm5155 on Sun Dec 29, 2013 8:13 pm, edited 1 time in total.
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RE: Zandronum 2.0 Testing; let's do this!

#16

Post by mr fiat » Sun Dec 29, 2013 8:38 pm

ibm5155 wrote: alt tab for me it's the same as the previous one, useless since you would be stucked on a frame and would not see other windows "windows"
i wonder if its somewhat related to operating system i use windows 8.1 and i had no problem alt-tabbing.

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RE: Zandronum 2.0 Testing; let's do this!

#17

Post by ibm5155 » Sun Dec 29, 2013 9:26 pm

mr fiat wrote:
ibm5155 wrote: alt tab for me it's the same as the previous one, useless since you would be stucked on a frame and would not see other windows "windows"
i wonder if its somewhat related to operating system i use windows 8.1 and i had no problem alt-tabbing.
I use 8.1 too... But i think its more gpu related
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RE: Zandronum 2.0 Testing; let's do this!

#18

Post by jwaffe » Sun Dec 29, 2013 10:13 pm

mr fiat wrote:
ibm5155 wrote: alt tab for me it's the same as the previous one, useless since you would be stucked on a frame and would not see other windows "windows"
i wonder if its somewhat related to operating system i use windows 8.1 and i had no problem alt-tabbing.
I have the same problem on windows 7 pro with a GTX 470; though it mostly seemed to happen when I started to run the rott TC for some reason.
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RE: Zandronum 2.0 Testing; let's do this!

#19

Post by Hypnotoad » Mon Dec 30, 2013 4:28 pm

Okay I hosted a bunch of jumpmaze wads on Union servers with 2.0 and a major issue was found:

If you jump onto a lower platform and hold jump before hitting the ground, you will "bunny hop", similar to how you can bunny hop on sprites/bridges/things/actors before, which increases your momentum each time allowing you to reach very fast speeds. This will completely break jumpmaze, and probably a bunch of other wads that use platforming.

edit: same thing also happens on slopes

Other issues found:
Linux users seem to report movement jitter/lag issues that make the game unplayable. Edward-san and Positron who are both linux users had this problem, when Edward tested on an equivalent server for 1.2 the issue was not present for him.
One user reported that their mouse cursor was stuck on the screen.
You can shoot while the console is open.
Last edited by Hypnotoad on Mon Dec 30, 2013 4:47 pm, edited 1 time in total.

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RE: Zandronum 2.0 Testing; let's do this!

#20

Post by SpaceMarine » Mon Dec 30, 2013 4:31 pm

Some people were having problems with skins, everyone appeared green.
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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