Builds for previous versions go here
Moderator: Developers
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Torr Samaho
- Lead Developer
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- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#1
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by Torr Samaho » Mon Jul 28, 2014 1:13 pm
This build should take care of all issues that were reported regarding the last 1.3 beta build. There were only very few reports though, so I'm still not sure whether the build is already stable enough or just nobody is testing it.
Code: Select all
changeset: 3823:c18d9147038a
user: Torr Samaho
- Added new ACS functions SortDBEntries, CountDBResults, FreeDBResults, GetDBResultKeyString, GetDBResultValueString, GetDBResultValue and GetDBEntryRank.
- Added new CVAR database_maxpagecount (defaults to 32768) that controls the maximal allowed size in pages of the database.
changeset: 3824:f6d1284e93d6
user: Santeri Piippo <crimsondusk64@gmail.com>
- fixed non-interacting actors like map spots would have their TIDs reset
changeset: 3825:40a0151c71fe
user: Torr Samaho
Fixed some problems with sv_forcerandomclass. Furthermore, the value of the CVAR is not archived anymore.
changeset: 3826:946ba47862f7
user: Torr Samaho
The server now prints warnings when getting commands from the authentication server that are referring to an unknown username.
changeset: 3827:7781fb36ee01
user: Torr Samaho
The server now ignores client ping packets that don't make sense.
changeset: 3828:c0f2c30b8d80
user: Torr Samaho
added another clang warning fix based on Edward-san's patch
changeset: 3829:bcff39103979
user: Torr Samaho
Extended the client<->server part of the authentication protocol to allow the client to use the username stored on the authentication server. This fixes problems if the client tries to use a username that is not all lowercase.
changeset: 3830:20311f4d1a7a
tag: tip
user: Teemu Piippo <crimsondusk64@gmail.com>
- replaced the client-to-server ACS execution mechanism with a RequestScriptPuke function over compatibility issues
Downloads:
Last edited by
Blzut3 on Wed Jul 30, 2014 4:33 am, edited 1 time in total.
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Monsterovich
- Forum Regular
- Posts: 343
- Joined: Sun Jun 17, 2012 5:46 pm
#2
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by Monsterovich » Mon Jul 28, 2014 2:24 pm
Torr Samaho wrote:
just nobody is testing it.
The best way to test is a release.
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Frits
- Forum Regular
- Posts: 298
- Joined: Fri Jun 01, 2012 9:04 pm
#3
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by Frits » Mon Jul 28, 2014 2:57 pm
What if we would do a testing session this week?
Last edited by
Frits on Mon Jul 28, 2014 2:58 pm, edited 1 time in total.
Code: Select all
Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible
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Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#4
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by Torr Samaho » Mon Jul 28, 2014 3:44 pm
Monsterovich wrote:
The best way to test is a release.
Most people hate buggy releases.
Frits wrote:
What if we would do a testing session this week?
That would be great. Can you organize something?
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Kara Kurt
- Frequent Poster Miles card holder
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#5
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by Kara Kurt » Mon Jul 28, 2014 4:17 pm
That'd be cool. It would be nicer even to start from PvP testing.
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Arco
- Retired Staff / Community Team Member
- Posts: 69
- Joined: Thu Jun 28, 2012 6:42 pm
- Location: New York
#6
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by Arco » Mon Jul 28, 2014 5:04 pm
Torr Samaho wrote:
Frits wrote:
What if we would do a testing session this week?
That would be great. Can you organize something?
The problem is getting enough people to actually test. I could start a series of testing sessions for 1.3 but it's that one glaring problem that always seems to halt any progress.
When the weather changes, we will be lost. And no one will know who anyone is anymore.
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Leonard
- Developer
- Posts: 166
- Joined: Sat Mar 30, 2013 8:09 pm
#7
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by Leonard » Mon Jul 28, 2014 8:03 pm
Frits wrote:
What if we would do a testing session this week?
I did suggest the
exact same thing for the previous release but nobody even responded so I'm guessing torr is right and nobody wants to test the builds..
[spoiler]
Code: Select all
<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over
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<Kokiri> capo whos your fav pony?
<capo> i like them all
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cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]
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DevilHunter
- Zandronum Tester
- Posts: 635
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- Location: Alaska, USA
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Contact:
#8
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by DevilHunter » Mon Jul 28, 2014 11:25 pm
We used to have a pretty good commited testing team back in Skulltag, but Times Change. People always too busy or something else in RL that interferes with any free time.
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Blzut3
- Developer
- Posts: 306
- Joined: Thu May 24, 2012 9:37 pm
#9
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by Blzut3 » Tue Jul 29, 2014 6:13 am
We had similar problems with Skulltag. A release gets as much testing attention as there are new features. From what I recall the Skulltag testing team was most active around the time Heretic support got added for instance.
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mifu
- Retired Staff / Community Team Member
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- Location: Aussie Land
- Clan: Demon RiderZ
#10
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by mifu » Tue Jul 29, 2014 6:25 am
Say can anyone confirm if the Testing group is still active?
I kinda have my weekends free now so I can test stuff if need be.
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Frits
- Forum Regular
- Posts: 298
- Joined: Fri Jun 01, 2012 9:04 pm
#11
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by Frits » Tue Jul 29, 2014 9:32 am
I'll just keep highlighting people in #zatesting untill we get a session going then.
Maybe we could even have a similar event like fnf/sns for testing?
Last edited by
Frits on Tue Jul 29, 2014 9:33 am, edited 1 time in total.
Code: Select all
Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible
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Dark-Assassin
- Maintenence Crew
- Posts: 968
- Joined: Fri May 25, 2012 4:25 am
#12
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by Dark-Assassin » Tue Jul 29, 2014 9:44 am
I would if time permitted, but recently also if my Internet connection/speed also wasn't abysmal.
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bond
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#13
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by bond » Tue Aug 12, 2014 12:10 pm
I noticed some problems with 1.3+ servers: sometimes launcher gets corrupted packets from the server, ie the contents of these packets do not conform to server-launcher protocol. I caught a few of these packets: first 4 bytes are correct (SERVER_LAUNCHER_CHALLENGE), but next bytes (launcher 'time' - value launcher use to calc ping) are incorrect, and sometimes next protocol unit - server version string - is corrupted, at least at the beginning. All this leads to a de-synchronization analysis packet and the inability to show server info usually.
This occurs only with 1.3 and 2.0 testing servers, not very often. For example right now there are 5 such servers in the list: if i refresh them every 15 sec, I get one such event in 2-3 minutes
Last edited by
bond on Tue Aug 12, 2014 12:12 pm, edited 1 time in total.
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Konar6
- Retired Staff / Community Team Member
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#14
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by Konar6 » Tue Aug 12, 2014 1:42 pm
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.
<BlueCool> you guys IQ is the same as my IP, Dynamic
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bond
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#15
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by bond » Tue Aug 12, 2014 3:29 pm
ah, huffman..
i already suggested to remove huffman compression from launcher protocol - it is completely useless there