Weekly unofficial dev builds

All released Zandronum builds

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doomjoshuaboy
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Weekly unofficial dev builds

#1

Post by doomjoshuaboy » Sun May 30, 2021 11:38 pm

Hello Everyone

Since we don't have Official dev builds of Zandronum available, as the others devs are inactive. So I went ahead and help them out with Unofficial dev builds as we required a lot of help on the testing to check for problems:
Weekly unofficial dev builds

Latest change logs are provided here:
https://osdn.net/projects/zandronum/scm ... um-stable/

What's being ported:
Linux:
(x86 will be available later)
x64
ARM64 (Server Only)
ARMHF (Server Only)

Windows:
x64
x86

Mac:
x64 (Client only till I build the server one Later)
(ARM versions will be in the future unless I figure out how to do it)

Keep in mind this is unofficial and can break compatibility so USE THEM AT YOUR OWN RISK!
if you see issues, Please use the tracker and submit reports there.
Last edited by doomjoshuaboy on Wed Jul 28, 2021 10:10 pm, edited 3 times in total.

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Re: Weekly unofficial dev builds

#2

Post by doomjoshuaboy » Sun Jun 06, 2021 11:42 pm

Unofficial dev version 210602-1107 is available.

DMwadReviwer
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Re: Weekly unofficial dev builds

#3

Post by DMwadReviwer » Mon Jun 07, 2021 4:58 pm

Seems a little late for this. Sad times when both zdaemon and odamex have more active development and better future prospects than zandronum.

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Re: Weekly unofficial dev builds

#4

Post by Zakken » Tue Jun 08, 2021 4:01 am

DMwadReviwer wrote:
Mon Jun 07, 2021 4:58 pm
Seems a little late for this. Sad times when both zdaemon and odamex have more active development and better future prospects than zandronum.
I agree, Mr. Aliaser! Unbelievable how some people still haven't gotten the memo that Doom is dead! It is simply beyond me how anybody would rather spend their precious time updating the most popular and advanced port that's had an unlucky streak of developers retiring or being too busy with other things to keep the ball rolling, instead of crying and pissing their pants until ZD and Odamex eventually surpass Zandronum in functionality and features!
♕RoSK1ng♕ wrote:dastan is too smart for you just stop trying to comprehend water

doomjoshuaboy
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Re: Weekly unofficial dev builds

#5

Post by doomjoshuaboy » Wed Jun 16, 2021 1:06 am

Unofficial dev version 210613-0258 is available.
Changes:

Code: Select all

A lot of patches have been added in, mostly cleanup-related.
Colour codes are now omitted from the length of player names, allowing for more complex name colour schemes, especially if using the new text colours.
The custom weapon bobbing, swaying, and pitch offsetting from ZCC have been backported to the official Zandronum.
Sector_SetColor and Sector_SetFade now work inside CLIENTSIDE ACS scripts.

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Re: Weekly unofficial dev builds

#6

Post by EpicTyphlosion » Sun Jun 27, 2021 4:24 am

DMwadReviwer wrote:
Mon Jun 07, 2021 4:58 pm
Seems a little late for this. Sad times when both zdaemon and odamex have more active development and better future prospects than zandronum.
Zakken wrote:
Tue Jun 08, 2021 4:01 am
I agree, Mr. Aliaser! Unbelievable how some people still haven't gotten the memo that Doom is dead! It is simply beyond me how anybody would rather spend their precious time updating the most popular and advanced port that's had an unlucky streak of developers retiring or being too busy with other things to keep the ball rolling, instead of crying and pissing their pants until ZD and Odamex eventually surpass Zandronum in functionality and features!
#Learntocode

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Re: Weekly unofficial dev builds

#7

Post by The Toxic Avenger » Sun Jun 27, 2021 12:48 pm

So what about you then?

doomjoshuaboy
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Re: Weekly unofficial dev builds

#8

Post by doomjoshuaboy » Mon Jul 12, 2021 1:55 am

for the past few weeks there were no builds until now.

Unofficial dev version 210711-2009 is available.

Changelog:

Code: Select all

Added the CVar "sv_smoothplayers" to improve the movement of lagging players. (Skip Correction) [Kaminsky]
Fixed dormant sounds from still playing upon resetting the map. [Kaminsky]
Added the server command: "StopAllSoundsOnThing" which stops all sounds an actor is playing on the client's end [Kaminsky]
Externalized all default game mode properties to the GAMEMODE lump, also adding new supported keywords like "name", "shortname", and "f1texture" for more customization. [Kaminsky]
Added a check to S_StopAllSoundsFromActor. [Kaminsky]
Fixed excessively long player names not being truncated properly if they didn't use any color codes.  [Kaminsky]
Added the function S_StopAllUnattachedSounds to stop all positioned or unattached sounds that are still playing  [Kaminsky]
Removed DUEL_CountActiveDuelers and replaced it with GAME_CountActivePlayers. [Kaminsky]
Added a method to the MoveThingData structure that sets the stored data to a given actor. [Kaminsky]
Made a small change in P_Ticker.  [Kaminsky]

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Re: Weekly unofficial dev builds

#9

Post by doomjoshuaboy » Sat Jul 24, 2021 1:29 am

Unofficial dev version 210717-1450 is available.

Changelog:

Code: Select all

Changed the default binds of some commands again. [Kaminsky]
Fixed S_StopAllSoundsFromActor not stopping all of an actor's sound channels properly. [Kaminsky]
Skip correction fixes. [Kaminsky]
Moved the definitions of the ClientMoveCommand and ClientWeaponSelectCommand classes into sv_main.h. [Kaminsky]
Don't display dynamic lights on spectators. [Kaminsky]

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Re: Weekly unofficial dev builds

#10

Post by doomjoshuaboy » Mon Jul 26, 2021 1:05 am

Unofficial dev version 210725-2324 is available.

Changelog:

Code: Select all

Fixed dead spectators not spawning where they died if sv_samespawnspot is enabled. [Kaminsky]
Fixed a player's old body from being frozen and not finishing their animation when they become a dead spectator. [Kaminsky]
More but tiny Skip correction fixes. [Kaminsky]
Fixed a crash when assigning a random player class to a spectator in singleplayer games. [Kaminsky]
Added the GAMEMODE flag DONTPRINTPLAYERSLEFT to prevent printing the "waiting for players" or "x allies/opponents left" message at the bottom of the screen. [Kaminsky]
Added the function HUD_GetNumSpectators. [Kaminsky]
Fixed the indentation of the function prototypes in st_hud.h. [Kaminsky]
Changed some rules on how players are respawned if sv_samespotspawn is enabled. Particularly, players won't spawn where they died if it's in a damaging sector or crusher, or if there's not enough room to respawn in the first place. [Kaminsky]

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