Zandronum 1.0-alpha-120602-1356
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RE: Zandronum 1.0-alpha-120602-1356
By the way, there's a bug with additive rendering:
[spoiler][/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.
[spoiler][/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.
RE: Zandronum 1.0-alpha-120602-1356
can you please remove telefragging in zandronum
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RE: Zandronum 1.0-alpha-120602-1356
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.
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.
RE: Zandronum 1.0-alpha-120602-1356
Already done: sv_unblockplayers also prevents friendly telefrags.4avenger5 wrote: can you please remove telefragging in zandronum
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
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.4avenger5 wrote: can you please remove telefragging in zandronum
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.
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RE: Zandronum 1.0-alpha-120602-1356
Since when was SDL an API? Pretty sure it's actually a graphics library. :Vibm5155 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 ¬¬
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
Marathon does not have telefrags.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.
Last edited by President People on Sat Jun 23, 2012 5:42 pm, edited 1 time in total.
***MARATHON SKINS PACK V1.0.7***
I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.
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RE: Zandronum 1.0-alpha-120602-1356
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
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
1.0 is pretty much feature complete, so don't expect it to have noticeably more features than the current beta builds have.ibm5155 wrote: Just a curiosity, what the first oficial release will have? all the zdoom/gzdoom features? or this´ll have in another release?
Please post bug reports on the tracker, Qent posted the link.Bloax wrote: 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
Could use C for graphical library, and then another library that works in all of the S.O (java xD)
RE: Zandronum 1.0-alpha-120602-1356
There you go!Torr Samaho wrote:Please post bug reports on the tracker, Qent posted the link.Bloax wrote:omfg additive rendering has a bug
RE: Zandronum 1.0-alpha-120602-1356
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
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'sCerebus wrote: Any idea when the next alpha/beta will be released?
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RE: Zandronum 1.0-alpha-120602-1356
I plan to release a new beta build on the weekend, no guarantees though ;).Cerebus wrote: Any idea when the next alpha/beta will be released?
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RE: Zandronum 1.0-alpha-120602-1356
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 :)
RE: Zandronum 1.0-alpha-120602-1356
Watermelon wrote: All these new features and fixes
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RE: Zandronum 1.0-alpha-120602-1356
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?
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.
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RE: Zandronum 1.0-alpha-120602-1356
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
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
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.