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				Zandronum 2.0 Testing: Sundays 12 noon EST
				Posted: Sun Dec 29, 2013 1:37 am
				by Qent
				2014-02-02
AFTSDM TLMS
Server:  109.74.206.218:17004
 
Gamemode: Team Last Man Standing
Spoiler: Old posts (Open)
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 2:49 am
				by ibm5155
				What time it'll be at gmt-3? (too tired to search bb)
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 4:21 am
				by Qent
				12:00 GMT-5, 14:00 GMT-3, 17:00 GMT.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 4:33 am
				by Dark-Assassin
				Wow, that's going to be like 2:30-3:00AM for me.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 5:06 am
				by *ProjectAngel*
				Noon EST?
I might be going out for a friend's birthday, so I won't make the testing session.  We'll see.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 6:58 am
				by -Jes-
				18:00 for me, seems easy enough.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 10:03 am
				by mr fiat
				-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.
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 10:20 am
				by Frits
				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.
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 10:41 am
				by Konar6
				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.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 10:45 am
				by ibm5155
				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?
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 4:13 pm
				by ibm5155
				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
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 4:15 pm
				by Torr Samaho
				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!
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.
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 6:25 pm
				by Qent
				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:
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 6:29 pm
				by mr fiat
				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 :)
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 6:43 pm
				by ibm5155
				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
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 8:38 pm
				by mr fiat
				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.
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 9:26 pm
				by ibm5155
				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
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Sun Dec 29, 2013 10:13 pm
				by jwaffe
				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.
 
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Mon Dec 30, 2013 4:28 pm
				by Hypnotoad
				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.
			 
			
					
				RE: Zandronum 2.0 Testing; let's do this!
				Posted: Mon Dec 30, 2013 4:31 pm
				by SpaceMarine
				Some people were having problems with skins, everyone appeared green.