Zandronum 1.0

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Qent
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RE: Zandronum 1.0

#121

Post by Qent » Sat Sep 01, 2012 2:32 am

You also need to make sure that IDE/Doomseeker is pointed to "zandronum.exe."

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RE: Zandronum 1.0

#122

Post by Mysyk » Sat Sep 01, 2012 6:50 pm

Yeah. It is a great thing. I will update my servers. How can I make Linux servers?
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RE: Zandronum 1.0

#123

Post by HeX9109 » Sun Sep 02, 2012 1:25 pm

Torr if its not too much trouble, could I get a FreeBSD build?
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RE: Zandronum 1.0

#124

Post by Torr Samaho » Sun Sep 02, 2012 2:35 pm

32 or 64 bit?

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RE: Zandronum 1.0

#125

Post by Mysyk » Sun Sep 02, 2012 2:54 pm

One of my FreeBSD is 64 bit. Other are CentOS and Debian are 32 bit.
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RE: Zandronum 1.0

#126

Post by Torr Samaho » Sun Sep 02, 2012 3:39 pm

Mysyk wrote: One of my FreeBSD is 64 bit. Other are CentOS and Debian are 32 bit.
Sorry, I was asking Hex if I should build 32 or 64 bit FreeBSD binaries. Regarding your question about how to make Linux servers, it should work the same way it did with Skulltag.

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RE: Zandronum 1.0

#127

Post by Mysyk » Sun Sep 02, 2012 3:50 pm

Ok. I will make it.
The battle has begun. Enemy Titan's shield taking damage.
They are missiling our Titan's shield. Re-activate on Silos.

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RE: Zandronum 1.0

#128

Post by HeX9109 » Sun Sep 02, 2012 5:25 pm

64-bit kind sir.
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RE: Zandronum 1.0

#129

Post by Torr Samaho » Sun Sep 02, 2012 8:12 pm

HeX9109 wrote: 64-bit kind sir.
Here you go. Please let me know if it works properly.

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RE: Zandronum 1.0

#130

Post by HeX9109 » Mon Sep 03, 2012 1:31 am

It appears to work great thank you :)
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RE: Zandronum 1.0

#131

Post by Wad'a'Holic » Thu Sep 06, 2012 12:55 am

Great stuff! As usual.

From the previous thread:
Torr Samaho wrote: - Added A_JumpIfTargetInSight(state) action function.
Was wondering if A_JumpIfInTargetLOS was getting ported over any time soon?

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RE: Zandronum 1.0

#132

Post by cannonfodder » Thu Sep 06, 2012 4:47 pm

Congrats on the new 1.0 release! I guess there still isn't a Mac PPC version, but that doesn't really matter as much any more.

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RE: Zandronum 1.0

#133

Post by Torr Samaho » Thu Sep 06, 2012 7:42 pm

Wad wrote: Was wondering if A_JumpIfInTargetLOS was getting ported over any time soon?
At least ZDoom's first incarnation of this (the one from revision 1656) is definitely on the list of things that should be in the next major release. I have no ETA for this though.

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RE: Zandronum 1.0

#134

Post by Wad'a'Holic » Thu Sep 06, 2012 11:36 pm

Torr Samaho wrote:
Wad wrote: Was wondering if A_JumpIfInTargetLOS was getting ported over any time soon?
At least ZDoom's first incarnation of this (the one from revision 1656) is definitely on the list of things that should be in the next major release. I have no ETA for this though.
Sounds good, thanks for the info :)

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RE: Zandronum 1.0

#135

Post by Konar6 » Mon Sep 24, 2012 3:28 pm

Going back to the trouble with finding the config file - I just discovered a little "trick" to put an end to "Where is my ini file located?"

Simply type whereisini into the console.
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RE: Zandronum 1.0

#136

Post by Mysyk » Mon Sep 24, 2012 7:01 pm

Konar6 wrote: Going back to the trouble with finding the config file - I just discovered a little "trick" to put an end to "Where is my ini file located?"

Simply type whereisini into the console.

Code: Select all

whereisini
/root/.zandronum/zandronum.ini
The battle has begun. Enemy Titan's shield taking damage.
They are missiling our Titan's shield. Re-activate on Silos.

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RE: Zandronum 1.0

#137

Post by Nubcakes » Tue Sep 25, 2012 3:24 pm

What a wonderful surprize! I had to stop gaming entirely to grind out some college research papers/exams. The first thing I notice when I come back is that Zandronum has an actual webpage now! The next thing I notice is that you are out of the Alpha stage. I am trying this shit out now! kthxbrb...
Last edited by Nubcakes on Tue Sep 25, 2012 3:24 pm, edited 1 time in total.

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RE: Zandronum 1.0

#138

Post by Eggtooth » Mon Nov 26, 2012 7:22 pm

Real Guns Advanced II error:


Execution could not continue.

Script error, "rga2_nr6_bcoding2.wad:W_INTERV" line 1:
Replaced type 'Railgun' not found in Intervention

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RE: Zandronum 1.0

#139

Post by TerminusEst13 » Mon Nov 26, 2012 7:29 pm

Eggtooth wrote: Real Guns Advanced II error:


Execution could not continue.

Script error, "rga2_nr6_bcoding2.wad:W_INTERV" line 1:
Replaced type 'Railgun' not found in Intervention
Load it with skulltag_actors.
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RE: Zandronum 1.0

#140

Post by Eggtooth » Mon Nov 26, 2012 7:51 pm

TerminusEst13 wrote:
Eggtooth wrote: Real Guns Advanced II error:


Execution could not continue.

Script error, "rga2_nr6_bcoding2.wad:W_INTERV" line 1:
Replaced type 'Railgun' not found in Intervention
Load it with skulltag_actors.
Still doesn't work. I put the skulltag_actors.pk3 in Additional WAD files window, but still execution failed.

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