Zandronum 1.0
RE: Zandronum 1.0
So what is this GAMEMODE lump and what do I have to do to get some documentation?
			
									
									
						RE: Zandronum 1.0
I can smell some others players now?
			
									
									J... just give me the 300 dollars... i have his brain's frags*HEADSHOT*
						
RE: Zandronum 1.0
Eff yeahWatermelon wrote:Level master? :D
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				Catastrophe
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RE: Zandronum 1.0
Yes! I miss that mod!Cutman wrote:Eff yeahWatermelon wrote:Level master? :D
- HeX9109
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RE: Zandronum 1.0
Congrats on the great release guys! So far everything is looking very solid :)
			
									
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						- Torr Samaho
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RE: Zandronum 1.0
Of course! Actually I would greatly appreciate if you'd switch to 1.0 so that all players can easily play MM8BDM and everything else with one Zandronum installation.Cutman wrote: I assume I'm still cool to bundle this with the next MM8BDM (when it's ready)?
I think the only documentation I ever wrote on this died with the Skulltag forums, so I'll sketch how this works here. Would be nice if somebody adds this information to the wiki.Llewellyn wrote: So what is this GAMEMODE lump and what do I have to do to get some documentation?
The hard coded game modes internally use a bunch of flags to configure certain stuff and to share code. The GAMEMODE lump allows you to alter the flags a game mode uses so that you can combine game mode traits. The syntax for the lump is as follows
Code: Select all
GAMEMODENAME {
  removeflag FLAGNAME1
  addflag FLAGNAME2
}
Code: Select all
COOPERATIVE
SURVIVAL
INVASION
DEATHMATCH
TEAMPLAY
DUEL
TERMINATOR
LASTMANSTANDING
TEAMLMS
POSSESSION
TEAMPOSSESSION
TEAMGAME
CTF
ONEFLAGCTF
SKULLTAG
DOMINATION
Code: Select all
COOPERATIVE
DEATHMATCH
TEAMGAME
USEFLAGASTEAMITEM
PLAYERSEARNKILLS
PLAYERSEARNFRAGS
PLAYERSEARNPOINTS
PLAYERSEARNWINS
DONTSPAWNMAPTHINGS
MAPRESETS
DEADSPECTATORS
PLAYERSONTEAMS
USEMAXLIVES
USETEAMITEM
MAPRESET_RESETS_MAPTIME
Code: Select all
cooperative {
  addflag PLAYERSONTEAMS
}
Code: Select all
teamlms {
  removeflag DONTSPAWNMAPTHINGS
  addflag USEFLAGASTEAMITEM
  addflag USETEAMITEM
}
Most combinations are untested (that's why the change log calls the experimental ;)).
EDIT: Fixed the content of the flag boxes.
					Last edited by Torr Samaho on Sun Aug 26, 2012 6:21 am, edited 1 time in total.
									
			
									
						- mistamontiel
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RE: Zandronum 1.0
Does the installer add the announcer and skins ?
Everything should just be archived. I don't wish for automatic shortcuts nor unnecessary registry entries
			
													Everything should just be archived. I don't wish for automatic shortcuts nor unnecessary registry entries
					Last edited by mistamontiel on Sun Aug 26, 2012 12:18 am, edited 1 time in total.
									
			
									
						RE: Zandronum 1.0
I think you have your flags mixed up, you have some random things in Gamemode, and you have some random gamemodes in flags.Torr Samaho wrote: -Lots of flags-
RE: Zandronum 1.0
GAMEMODE lump?
HOLY SHIT THAT'S AWESOME! Now you don't have to spend 2 days writing ACS and building a custom gamemode from a hacked version of another game mode! You can just do it in 10 seconds. :D
			
									
									HOLY SHIT THAT'S AWESOME! Now you don't have to spend 2 days writing ACS and building a custom gamemode from a hacked version of another game mode! You can just do it in 10 seconds. :D
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

						Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Zandronum 1.0
Yes you did mix up flags and game modes d:Torr Samaho wrote: The possible game mode names are
PLAYERSONTEAMS
For instance, if you would like to have teams in coop, the lump needs to be
cooperative {
addflag PLAYERSONTEAMS
}
I fixed it on the wiki sir
					Last edited by Neewbie on Sun Aug 26, 2012 12:36 am, edited 1 time in total.
									
			
									
						RE: Zandronum 1.0
Congratulations on the Awesome release torr.
Zandronum's gameplay is very nice, i love it. (HELL YEAHHHH!) "lol"
Hope more people come to Zandronum to play some nice games can't wait.
			
									
									
						Zandronum's gameplay is very nice, i love it. (HELL YEAHHHH!) "lol"
Hope more people come to Zandronum to play some nice games can't wait.
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- Torr Samaho
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RE: Zandronum 1.0
It includes the announcer, but no skins so far.mistamontiel wrote: Does the installer add the announcer and skins ?
Then use the core version. It's a zip that just contains only Zandronum itself.mistamontiel wrote: Everything should just be archived. I don't wish for automatic shortcuts nor unnecessary registry entries
Oops, I mixed up the two boxes (fixed now), but everything else is correct: COOPERATIVE, DEATHMATCH and TEAMGAME are indeed also flags. For instance COOPERATIVE is a flag that distinguishes the coop modes COOPERATIVE, SURVIVAL and INVASION from the other game modes.Llewellyn wrote: I think you have your flags mixed up, you have some random things in Gamemode, and you have some random gamemodes in flags.
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- Torr Samaho
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RE: Zandronum 1.0
This is not a bug. You need to load skulltag_actors.pk3 (and possibly also skulltag_data.pk3) to use some Skulltag mods with Zandronum.
			
									
									
						- [D_A]Kherr
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RE: Zandronum 1.0
Where can I find skulltag_actors.pk3, because I don't have a hard copy on my computer anywhere.
			
									
									Hey look, a signature!
						- Torr Samaho
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RE: Zandronum 1.0
Zandronum 1.0 comes with this file, it should be in the same directory as zandronum.exe.
			
									
									
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				GhosTDoomer
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RE: Zandronum 1.0
And can a ST IDE instead specify a path to Zandronum and he wakes to work for a place in ST?
			
									
									
						- Torr Samaho
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 - Location: Germany
 
RE: Zandronum 1.0
Yes, it should.GhosTDoomer wrote: And can a ST IDE instead specify a path to Zandronum and he wakes to work for a place in ST?
RE: Zandronum 1.0
Where is the Zandronum.ini file (Configuration settings file)? I can't seem to be able to find it.
			
									
									
						
