Zandronum 3.0-alpha-150819-2351
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- DevilHunter
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RE: Zandronum 3.0-alpha-150819-2351
Ok, I found something out that breaks everything that uses Runes... Torr, Appearnly when you built this, you forgot to include the runes in skulltag_actors. What I mean is this
[spoiler][/spoiler]
The one of the left is from 3.0-alpha-r150819-2351 that Torr built, and the one on the right is from the copy I built from the Repo just now.
This breaks Armageddon Invasion, as that mod spawns skulltag runes. Yea.....
[spoiler][/spoiler]
The one of the left is from 3.0-alpha-r150819-2351 that Torr built, and the one on the right is from the copy I built from the Repo just now.
This breaks Armageddon Invasion, as that mod spawns skulltag runes. Yea.....
- Monsterovich
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RE: Zandronum 3.0-alpha-150819-2351
No one cares since the release of zdoom 2.5.0-based gzdoom.Ivan wrote: I'm curious now, why is the renderer information breaking the save games?
I've tested and it seems fixed in gzdoom 2.*.
Last edited by Monsterovich on Mon Aug 24, 2015 6:25 pm, edited 1 time in total.
- Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351
You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.DevilHunter wrote: Ok, I found something out that breaks everything that uses Runes... Torr, Appearnly when you built this, you forgot to include the runes in skulltag_actors.
Last edited by Torr Samaho on Mon Aug 24, 2015 6:11 pm, edited 1 time in total.
RE: Zandronum 3.0-alpha-150819-2351
So it was something GZDoom did then? I was under the impression it was done solely by you to quick fix the save game issue. Just a misunderstanding then, my apologies.Blzut3 wrote:How is GZDoom removing the option to switch the software renderer through the menu a big "F-U" to OpenGL users? If anything it's the opposite. In any case the whole point was GZDoom removed it intentionally for one reason or another and Zandronum should restore it.Ru5tK1ng wrote: If it wasn't well known, it surely is now considering it was a big 'F-U' to OGL users when the menu option was removed. ¯\_(ツ)_/¯
Last edited by Ru5tK1ng on Mon Aug 24, 2015 7:25 pm, edited 1 time in total.
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EonDM - With Hatred as my sidekick.
RageCTF - Made 1 map and did much more.
DBAB LMS - Pack made for Last Man Standing.
EonWeapons - Improve vanilla weapons and add stuff for kicks.
Progressive Duel - Leaving the old behind.
IDL201X CTF - Maintaining since 2013.
Strife AA - Helped tested + 1 map
RE: Zandronum 3.0-alpha-150819-2351
Does this mean that the skulltag_content pk3 needs fixed, too?Torr Samaho wrote: the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed.
"For the world is hollow, and I have touched the sky."
RE: Zandronum 3.0-alpha-150819-2351
I think it's taken care of.Torr Samaho wrote: You're right, the skulltag_actors.pk3 version in the Windows archive is outdated. Needs to be fixed, but unfortunately I won't be able to update the package in the next few days. Blzut3, can take care of this? I think it should be fine if we simply replace the pk3 with the one from the Linux archive. The Windows binary itself is fine.
- DevilHunter
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RE: Zandronum 3.0-alpha-150819-2351
Yes that fixed it. Thanks a bunch.
- Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351
Yes, but I can't say yet whether 3.0 will bring further changes to skulltag_actors.pk3. So it may be necessary to update it multiple times before 3.0 is finalized.Empyre wrote: Does this mean that the skulltag_content pk3 needs fixed, too?
Thanks!Blzut3 wrote: I think it's taken care of.
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RE: Zandronum 3.0-alpha-150819-2351
Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.Torr Samaho wrote:Can you check whether it works in GZDoom 1.8.6? This way we know whether it is/was a GZDoom bug or if something went wrong during the upgrade.
This is the only bug i got so far, nothing critical:
[spoiler][/spoiler]
EDIT: Mistyped GZDoom corrected version, i tested it on 2.1.
Last edited by Zanieon on Tue Aug 25, 2015 1:19 pm, edited 1 time in total.
- Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351
Thanks! Can you open a tracker ticket and include an example wad, if there is no ticket for this issue yet? For 3.0 our code base will likely stay at GZDoom 1.8.6, but I'll backport necessary (G)ZDoom fixes. I just need tickets to keep track of which fixes we need.Revilution wrote: Yeah i gave a try right now on GZD 1.8.6, the same happens there, well, being a bug on GZDoom too, this will eventually be fixed along the time of the upgrades.
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RE: Zandronum 3.0-alpha-150819-2351
Done, the example wad i attached to the ticket will show the scale properly when this issue is fixed.
- Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351
I now added information about the renderer to the "Engine" field of the save and readded the menu option. This way saves made with a different renderer are rejected with a proper error message. IMO this solution is much better than hiding the renderer choice from the menu.Blzut3 wrote: As stated above it's due to different renderer structures being saved/loaded. Feel free to fix it if you can figure out a way to. From what I understand it's not a "just" and I really don't care enough about the OpenGL renderer to even look into it.
I backported a fix that should take care of this.Revilution wrote: Done, the example wad i attached to the ticket will show the scale properly when this issue is fixed.
Last edited by Torr Samaho on Sun Aug 30, 2015 6:29 pm, edited 1 time in total.
- fr blood
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RE: Zandronum 3.0-alpha-150819-2351
In the MENUDEF, what name shall we use to get the multiplayer option ?
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RE: Zandronum 3.0-alpha-150819-2351
For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
- Torr Samaho
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RE: Zandronum 3.0-alpha-150819-2351
Did you try "ZA_MultiplayerOptions"?fr blood wrote: In the MENUDEF, what name shall we use to get the multiplayer option ?
Did you try deleting your ini?Ultimate Freedoomer wrote: For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
- fr blood
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RE: Zandronum 3.0-alpha-150819-2351
Thanks, it works fine now.Torr Samaho wrote: Did you try "ZA_MultiplayerOptions"?
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RE: Zandronum 3.0-alpha-150819-2351
Yes.Torr Samaho wrote:Did you try "ZA_MultiplayerOptions"?fr blood wrote:In the MENUDEF, what name shall we use to get the multiplayer option ?Did you try deleting your ini?Ultimate Freedoomer wrote:For some stupid reason, my copy thinks the right mouse button is mouse1 & the left mouse button is mouse2. No, loading up the IWAD by itself without autoloads didn't fix this. I tried.
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RE: Zandronum 3.0-alpha-150819-2351
about hexen: flechettes of mage and fighter doesnot bounce player back like in vanilla. no grenade jump =(
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RE: Zandronum 3.0-alpha-150819-2351
I personally dislike the fact that you cannot bypass the 'nojump' and 'nocrouch' flags in Gameplay Options now.
RE: Zandronum 3.0-alpha-150819-2351
reported: http://zandronum.com/tracker/view.php?id=2476LolwellunTeapot wrote: I personally dislike the fact that you cannot bypass the 'nojump' and 'nocrouch' flags in Gameplay Options now.