Zandronum 2.0-alpha-140104-1248

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Torr Samaho
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Zandronum 2.0-alpha-140104-1248

#1

Post by Torr Samaho » Sat Jan 04, 2014 4:55 pm

Continuing our journey to 2.0, here is the second beta build that fixes numerous issues reported since the release of the first beta build.

I'm very happy to see that a lot of testing was done since the last release and hope that the testing will continue like this :).

Code: Select all

changeset:   3935:9e86a61ff950
user:        Torr Samaho
Fixed: The values for virtual width and virtual height were not displayed properly in the text scaling menu.

changeset:   3936:e28a72152877
user:        slatenails
- fixed: sv_sharekeys announcer looked in the wrong place for the actor's tag

changeset:   3937:03430c6d24ff
user:        Torr Samaho
fixed server crashes related to spectator

changeset:   3938:3863e7d214ce
parent:      3933:2ab8ed5cc424
user:        Torr Samaho
The text scaling scaling mechanism (controlled by con_scaletext, con_virtualwidth and con_virtualheight) now can use the aspect ratio of the screen instead of 4:3. The new behavior can be activated using a new option in the text scaling menu or with the new CVAR con_scaletext_usescreenratio.

changeset:   3939:7972a92fbf00
parent:      3937:03430c6d24ff
parent:      3938:3863e7d214ce
user:        Torr Samaho
Merged with stable repository.

changeset:   3940:e8084e82b064
user:        Torr Samaho
Fixed: Portals didn't work online anymore.

changeset:   3941:8cd7aab34ce9
user:        Torr Samaho
Fixed: Using "cl_capfps 1" under Linux online on a client made the game unplayable.

changeset:   3942:b0f02e540c84
user:        Torr Samaho
Fixed menu scaling issues when using 1024x600 as resolution.

changeset:   3943:afde75fee451
user:        Torr Samaho
Fixed: Mirrors didn't work properly in OpenGL.

changeset:   3944:1c4847460d14
user:        Torr Samaho
Fixed: Custom player colors online only worked for the console player.

changeset:   3945:263c6ddc28d3
user:        Torr Samaho
Fixed code duplication in TryRunTics() that has been in there since at least Skulltag 0.97c2.

changeset:   3946:18dbb11723e7
parent:      3938:3863e7d214ce
user:        Torr Samaho
Fixed: The view was not centered in demos when the recording player released the mouse look button and lookspring was true.

changeset:   3947:9172e0d2b508
user:        Torr Samaho
Reverted the recent network traffic optimizations for GiveInventory: If a player gets an additional backpack for instance, the amount of backpacks in the player's inventory does not change, yet the clients have to be informed about the GiveInventory call since the backpack contained ammo.

changeset:   3948:8d4eb4bdc575
parent:      3945:263c6ddc28d3
parent:      3947:9172e0d2b508
user:        Torr Samaho
Merged with stable repository.

changeset:   3949:6c3a51fe6cb9
user:        Torr Samaho
Reverted the jumping behavior change from ZDoom revision 2238 since it breaks jumpmaze wads. Possibly we need to introduce a compat flag for this in the future.

changeset:   3950:2adabe99ff06
user:        Torr Samaho
Fixed: Radius_Quake didn't work properly online on the clients anymore since ZDoom changed the tremor intensity scale.

changeset:   3951:4203e407010a
user:        Torr Samaho
Fixed: Radius_Quake didn't work properly online if the duration was longer than 128 tics.

changeset:   3952:a6ca5647f7d6
user:        Torr Samaho
Fixed a crash problem in the renderer.

changeset:   3953:7aeebcf2ea3c
tag:         tip
user:        Torr Samaho
Since ZDoom 2.5.0 (and thus Zandronum) doesn't support script numbers higher than 999, Zandronum now gracefully errors out when encountering a script with an invalid number instead of crashing randomly.
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RE: Zandronum 2.0-alpha-140104-1248

#2

Post by ibm5155 » Sat Jan 04, 2014 5:53 pm

Since I can't help coding (I would but I get lost on what you guys do :s) at least I could help finding bugs and testingn builds (to again, find bugs :D)

EDIT: I hope this time I'll break my record as testing and I'll track 5 or more bugs :D
Last edited by ibm5155 on Sat Jan 04, 2014 7:13 pm, edited 1 time in total.
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RE: Zandronum 2.0-alpha-140104-1248

#3

Post by Disguise » Sat Jan 04, 2014 6:21 pm

Really nice! I'm glad people are willing to test these so we can advance faster towards a release!
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RE: Zandronum 2.0-alpha-140104-1248

#4

Post by someoneelse » Sat Jan 04, 2014 6:53 pm

I really love how seriously you treat bugs and how swiftly you fix them. It's 20 fixes in few days? I wish all developers appreciated and reacted to feedback so much! (especially after reading this "I was banned because" topic ;) )
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
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RE: Zandronum 2.0-alpha-140104-1248

#5

Post by jwaffe » Sat Jan 04, 2014 7:31 pm

Great work torr!
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RE: Zandronum 2.0-alpha-140104-1248

#6

Post by mr fiat » Sat Jan 04, 2014 11:17 pm

Wonderful job, testing of this build is
Tomorrow right?
Il make sure to be there.

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RE: Zandronum 2.0-alpha-140104-1248

#7

Post by Slim » Sun Jan 05, 2014 6:17 pm

Okay, this might be major, when I try and run this build my keyboard fails to work in it. so I have to alt+f4 out.

OS: Windows XP SP3
CPU: Intel Pentium 4 3.20 ghz
2.0 GB RAM
ATI Radeon 9600 / x1050 Series

And I moved the archive into my Zandronum folder, replacing the .exe and datas.
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RE: Zandronum 2.0-alpha-140104-1248

#8

Post by Torr Samaho » Sun Jan 05, 2014 6:23 pm

Did you try starting with a fresh ini?

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RE: Zandronum 2.0-alpha-140104-1248

#9

Post by Slim » Sun Jan 05, 2014 6:31 pm

Yes, I just did it when you posted this. It's something. Although, I moved my current .ini into the new Zan and then it worked then, might be something about moving it into my main folder.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
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5:54 PM - Lance: so? we do that all the time
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RE: Zandronum 2.0-alpha-140104-1248

#10

Post by Kara Kurt » Thu Feb 13, 2014 1:06 am

I've just tested the build and I must say that I'm gladly impressed because 1) I now can force the aspect ratio in widescreen mode and feel like having a FOV of 90, which means you have to use and point the horizontal edges of your hud to do your Strafe50, 2) polling rate at 1000 HZ seem compatible!

Thanks alot.

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