Zandronum 1.0-alpha-120602-1356

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Bloax
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RE: Zandronum 1.0-alpha-120602-1356

#61

Post by Bloax » Fri Jun 22, 2012 10:18 pm

By the way, there's a bug with additive rendering:
[spoiler]Image[/spoiler]
Greens add up to a maximum of pure green (thus RGB(0,255,0)), which is NOT normal behavior.

I haven't tested the blues, but the reds add up to a fiery orange.
The greens, as seen in the screenshot - only add up to a maximal green, instead of further going into whites.

It's not a critical bug, since it can be fixed by tinting the greens - but it's still a pretty damn bad looking issue.

And here's a test .pk3, summon "Testshot" for a green projectile, and "Testshot2" for a red one.
Note the huge difference in their looks. The former one uses a pure green range, the latter a pure red one.

I probably should've posted this elsewhere, but I can't really find a topic/forum more relevant to the subject.

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RE: Zandronum 1.0-alpha-120602-1356

#62

Post by Qent » Fri Jun 22, 2012 10:58 pm


4avenger5
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RE: Zandronum 1.0-alpha-120602-1356

#63

Post by 4avenger5 » Sat Jun 23, 2012 2:30 am

can you please remove telefragging in zandronum

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RE: Zandronum 1.0-alpha-120602-1356

#64

Post by Zanieon » Sat Jun 23, 2012 2:32 am

Telefrag makes part of the Troll section of the engine and it will not be removed, any game that have teleporters, have telefrags.

I know its annoying for the victim but anyway, you must deal with it.

Also, the improved code of Railgun attacks from Xaser is already implemented or will be planned to be or nothing done? i didnt saw that in the changelog.
Last edited by Zanieon on Sat Jun 23, 2012 2:35 am, edited 1 time in total.
Image

Qent
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RE: Zandronum 1.0-alpha-120602-1356

#65

Post by Qent » Sat Jun 23, 2012 2:47 am

4avenger5 wrote: can you please remove telefragging in zandronum
Already done: sv_unblockplayers also prevents friendly telefrags.
Last edited by Qent on Sat Jun 23, 2012 2:49 am, edited 1 time in total.

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RE: Zandronum 1.0-alpha-120602-1356

#66

Post by Archvile78 » Sat Jun 23, 2012 6:20 am

4avenger5 wrote: can you please remove telefragging in zandronum
If you play with friends, do what i do wait to be the last and F12 on whoever enter first so you don't telefrag him/her.

If you play moreso with random then, i guess you'll have to deal with it.
Last edited by Archvile78 on Sat Jun 23, 2012 6:20 am, edited 1 time in total.

Ijon Tichy
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RE: Zandronum 1.0-alpha-120602-1356

#67

Post by Ijon Tichy » Sat Jun 23, 2012 6:26 am

ibm5155 wrote: wut? are you going to change the api?
but hell yeah, sorry for that but i hate SDL, it can easy crash or get some onknow bug, last time he wasn´t even running a printf lol
at least the menu for selecting the iwads in sdl is working \o/ just need a way to select the mods ¬¬
Since when was SDL an API? Pretty sure it's actually a graphics library. :V
Also, unless you can give us a better cross-platform graphics library, SDL is here to stay. There are people here who use Unix-based OS's, you know. *glares*

Edit: On the telefrag deal, it's either telefragging, sv_unblockplayers, just having the players get stuck and screw them (DamageFactor "Telefrag", 0), or just don't teleport if something's in the way (-TELESTOMP). Basically, make a simple mod for it if you don't like it (or turn sv_unblockplayers on).
Last edited by Ijon Tichy on Sat Jun 23, 2012 6:30 am, edited 1 time in total.

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RE: Zandronum 1.0-alpha-120602-1356

#68

Post by President People » Sat Jun 23, 2012 6:28 am

Revilution wrote: Telefrag makes part of the Troll section of the engine and it will not be removed, any game that have teleporters, have telefrags.
Marathon does not have telefrags. Image
Last edited by President People on Sat Jun 23, 2012 5:42 pm, edited 1 time in total.
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***MARATHON SKINS PACK V1.0.7***

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RE: Zandronum 1.0-alpha-120602-1356

#69

Post by mistamontiel » Sat Jun 23, 2012 10:06 am

Telefrags freaking rock. Some FNFragfest ago.. I think it was a full house playing.. all of a sudden EVERYONE TELEFRAGGED THE SAME RESPAWN POINT NONSTOP about 10-15 full seconds

The gibs was extremely extreme.. best DM moment ever.. and then the match just ended by glitch I guess LOL

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RE: Zandronum 1.0-alpha-120602-1356

#70

Post by Torr Samaho » Sat Jun 23, 2012 3:59 pm

ibm5155 wrote: Just a curiosity, what the first oficial release will have? all the zdoom/gzdoom features? or this´ll have in another release?
1.0 is pretty much feature complete, so don't expect it to have noticeably more features than the current beta builds have.
Bloax wrote: I probably should've posted this elsewhere, but I can't really find a topic/forum more relevant to the subject.
Please post bug reports on the tracker, Qent posted the link.

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RE: Zandronum 1.0-alpha-120602-1356

#71

Post by ibm5155 » Sun Jun 24, 2012 1:39 am

Could use C for graphical library, and then another library that works in all of the S.O (java xD)

Bloax
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RE: Zandronum 1.0-alpha-120602-1356

#72

Post by Bloax » Sun Jun 24, 2012 3:11 pm

Torr Samaho wrote:
Bloax wrote:omfg additive rendering has a bug
Please post bug reports on the tracker, Qent posted the link.
There you go!

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RE: Zandronum 1.0-alpha-120602-1356

#73

Post by Cerebus » Thu Jun 28, 2012 3:29 am

Any idea when the next alpha/beta will be released?
On the charge of playing the Sega Saturn port of Doom, I find myself guilty as charged LOL

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RE: Zandronum 1.0-alpha-120602-1356

#74

Post by DevilHunter » Thu Jun 28, 2012 2:41 pm

Cerebus wrote: Any idea when the next alpha/beta will be released?
I'm sure it will be awhile.. I mean, with the huge move and all, I bet Torr is still working on killing some more bugs, and junk. We do need a STABLE release of Zandronum before we can think about moar Beta's

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Torr Samaho
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RE: Zandronum 1.0-alpha-120602-1356

#75

Post by Torr Samaho » Thu Jun 28, 2012 7:27 pm

Cerebus wrote: Any idea when the next alpha/beta will be released?
I plan to release a new beta build on the weekend, no guarantees though ;).

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RE: Zandronum 1.0-alpha-120602-1356

#76

Post by Watermelon » Thu Jun 28, 2012 9:09 pm

I hope we can get Zandronum out ASAP and finally remove skulltag forever. All these new features and fixes make me drool. Its been too long coming :)

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RE: Zandronum 1.0-alpha-120602-1356

#77

Post by VGA » Sat Jul 14, 2012 2:43 am

Watermelon wrote: All these new features and fixes
:question: :question: :question:

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RE: Zandronum 1.0-alpha-120602-1356

#78

Post by ibm5155 » Sun Jul 15, 2012 7:39 pm

Someone tested zandronum on windows 8?
because i ´ve tested skulltag and both software and opengl crashed in fullscreen mode, i didn´t test zan, but i think im going to get the same result, and other i can´t know if my test is 100% true because im testing it on a virtual machine =/ (well quake 2 worked at full screen :D)

EDIT: i tested that build and windows smart screen blocked it to run speaking if i run it my computer are going to be vulnerable

EDIT2:i got how to remove this block :D but i got the same result =/, the good news, it worked on xp sp3 compatibility mode =D

EDIT3:only software render worked at full screen =/ and it was crashed/buged (like with some missing walls textures, and some bugs on weapon sprites...

I hope that´s because i´m using a virtual machine and the real installed windows 8 don´t have it, if someone have installed the windows 8, can you pleas test zandronum to see if still working?
Last edited by ibm5155 on Sun Jul 15, 2012 7:49 pm, edited 1 time in total.

Edward-san
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RE: Zandronum 1.0-alpha-120602-1356

#79

Post by Edward-san » Sun Jul 15, 2012 8:29 pm

does the virtual machine have enough memory?
Last edited by Edward-san on Sun Jul 15, 2012 8:29 pm, edited 1 time in total.

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RE: Zandronum 1.0-alpha-120602-1356

#80

Post by ibm5155 » Sun Jul 15, 2012 11:07 pm

the virtual machine have 3GB of ram,128mb of vram, 2 processors core, and 2D/3D hardware aceleration actived

EDIT:left 4 dead isn´t working too =/ maybe is the driver, but i don´t know how quake 2 worked o_o, i´m going to test doom 3, if it works ill edit here =D
Last edited by ibm5155 on Mon Jul 16, 2012 1:58 pm, edited 1 time in total.

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