Zandronum 3.0-alpha-151004-2012

Builds for previous versions go here

Moderator: Developers

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Zandronum 3.0-alpha-151004-2012

#1

Post by Torr Samaho » Sun Oct 04, 2015 9:12 pm

Here is the third 3.0 beta build, which fixes many of the issues found in the first two beta builds.

Note that new Doomseeker beta has an option to filter testing servers, so you can conveniently have the testing servers at the top of the list or you can hide them completely. It would be great if everybody testing 3.0 switches to the Doomseeker beta channel. This way we can make sure that the new Doomseeker versions work alongside 3.0.

Happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9322:9ecc6864e781
user:        Torr Samaho
Clients don't error out anymore when encountering a division by zero in a DECORATE expression. Instead, a one time warning is printed on the first occasion and the result is assumed to be zero. This is necessary since clients can encounter this in valid DECORATE code due to Zandronum's jump handling (addresses 2426).

changeset:   9323:eb439948c1af
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: server chat crashed all clients (fixes 2407)

changeset:   9324:815c49a3cd98
user:        Teemu Piippo <crimsondusk64@gmail.com>
Remove tautological checks pointed out by clang (fixes 2432)

changeset:   9325:91c63d10ac3a
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: resurrect cheat didn't work online (fixes 2388)

changeset:   9326:b232959db3c8
user:        Randy Heit <rheit@users.noreply.github.com>
Revert "Move C_ExecCmdLineParams() call slightly later in the startup process."
This reverts commit 3c376aa342994971e0e3f578476e8085d346cdf1.
- I was wrong. It breaks pullin and complete logging (at the very least).

changeset:   9327:412924ca2413
user:        Randy Heit <rheit@users.noreply.github.com>
Retry setting unknown cvars after CVARINFOs are processed.
- Fixed: Using +set cvarname and +cvarname on the command line would not
  work if cvarname was defined in CVARINFO. This should be the proper way to fix
  it. Rather than move all command line execution after loading CVARINFO,
  keep command line execution before wads are loaded. If an attempt is
  made to set an unknown cvar or to run an unknown command (which could
  potentially be shorthand for setting an unknown cvar), save it and try
  running it again after all CVARINFOs have been handled.

changeset:   9328:5a0ecfb1f7f0
user:        Randy Heit <rheit@users.noreply.github.com>
Remove memcpy from "Unknown command" error printing

changeset:   9329:b2a69c76c03e
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- replace all \0 characters in Dehacked patches with spaces.
This is needed to make some old and broken patches in some WolfenDoom mods load.

changeset:   9330:432be0473005
user:        Randy Heit <rheit@users.noreply.github.com>
Try to sanitize the exec+pullin mess
- Old mess:
  * Execute autoexec files right away.
  * Execute -exec files right away.
  * Execute command line commands right away.
    - If, during any of the above, an unknown command or a set of an
      unknown variable is encountered, store it for later.
    - Pullin commands are directly executed and add to the list of files
      to load.
  * Do a little setup, including parsing CVARINFOs.
  * Retry saved commands in case CVARINFO added a cvar they refer to.
- New, less messy, mess:
  * Parse autoexec files into an array.
  * Parse -exec files.
  * Parse command line commands.
    - During all of the above, exec commands are also parsed into the
      array immediately rather than being saved for execution later.
    - Pullin commands are parsed into a different array. The pullin
      command doesn't actually do anything directly anymore.
  * Add all the pullin files to the list of files to load.
  * Do a little setup, including parsing CVARINFOs.
  * Execute every command that was parsed in the preceding steps.

changeset:   9331:e2fd925cc08d
user:        Edoardo Prezioso <edo88@email.it>
- Rework 9ecc6864e781 by removing a really unneeded use of 'goto'.

changeset:   9332:8e9a77b5b2e8
user:        Torr Samaho
Quad-buffered stereo / 3D Vision support can now be toggled with the new CVAR gl_quadbufferedstereo (default false).
Note: Keeping gl_quadbufferedstereo off on hardware that doesn't support it addresses 2436.

changeset:   9333:31e011a94403
user:        Teemu Piippo <crimsondusk64@gmail.com>
Warp cheat now works online and can be used by spectators in non-cheat servers (addresses 2389)

changeset:   9334:60586f9adda8
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: turbo cheat didn't work online (fixes 2390)

changeset:   9335:9b63d506cbc5
user:        Teemu Piippo <crimsondusk64@gmail.com>
Being banned from the server now shows contact information, being masterbanned now directs the banned user to the forums (resolves 4)

changeset:   9336:084fe3f3df16
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fix typo GAME_RequestMapRest (fixes 1675)

changeset:   9337:3a1458b77681
user:        arezey <arezey@gmail.com>
Fix compilation with CMake on Windows when some other building tool than
msbuild is used.

changeset:   9338:3f54623c6364
user:        arezey <arezey@gmail.com>
Fixed the way mt.exe is invoked

changeset:   9339:7947459e67b6
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: light levels greater than 255 overflowed when transmitted to clients (fixes 2460)

changeset:   9340:26c786bad658
user:        Teemu Piippo <crimsondusk64@gmail.com>
Moved protocol enums from network.h and cl_auth.h into network_enums.h and made it only be included by files that actually need the protocol enums.

changeset:   9341:c0a7580d1866
parent:      9300:87764999d195
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: thing arguments were transmitted as 1 byte each instead of 4 bytes.

changeset:   9342:33b7d035acaa
user:        Edoardo Prezioso <edo88@email.it>
- Fixed inconsistent 'spectating' text draw when a dead spectator coop spies another player (addresses 2384).

changeset:   9343:721ff8fbb948
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: Online clients trying to run an offline skirmish were not disconnected properly (addresses 2320).

changeset:   9344:06614bbe680e
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: A_SpawnFly's customized BrainFire-like fog actor parameter reproduced the wrong sound online (addresses 2455).

changeset:   9345:7654910ba2d0
parent:      9340:26c786bad658
parent:      9344:06614bbe680e
user:        Torr Samaho
Merged with stable repository.

changeset:   9346:2ee17639ab27
parent:      9344:06614bbe680e
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: A_FadeTo did not work properly online (addresses 2437).

changeset:   9347:9fc395706781
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: clients were not updated about the successful gauntlet lifesteal attacks from a player.

changeset:   9348:154c6b42835d
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: clients ignored the customized sound argument of A_VileAttack (addresses 2453).

changeset:   9349:052aad41a722
parent:      9345:7654910ba2d0
parent:      9348:154c6b42835d
user:        Torr Samaho
Merged with stable repository.

changeset:   9350:96424bbacf07
user:        Torr Samaho
Fixed: The server would crash when trying to set the cursor (fixes 2456).

changeset:   9351:980c6a90031c
user:        ZzZombo <null@ZzZombo.com>
-Fixed PCD_DROP affecting script result value.

changeset:   9352:7a2836d4d328
parent:      9348:154c6b42835d
user:        Torr Samaho
Fixed display problems of the MOTD on the clients when the server sent an invalid string (addresses 2462).

changeset:   9353:1c5540134aba
parent:      9351:980c6a90031c
parent:      9352:7a2836d4d328
user:        Torr Samaho
Merged with stable repository.

changeset:   9354:a4d796fbb8a2
user:        Torr Samaho
Fixed: The server got stuck in an error loop when nextmap was "EndTitle" (fixes 2471).

changeset:   9355:1c0b9bcccb11
user:        Torr Samaho
Fixed: Hidden skins were always shown in the player setup menu (fixes 2457).

changeset:   9356:966c4d9d1239
user:        alexey.lysiuk <alexey.lysiuk@gmail.com>
Fixed missing transparency on upscaled textures
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue
http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315

changeset:   9357:2ef60b0f503b
user:        Christoph Oelckers <coelckers@zdoom.fake>
- reinstated the far superior assembly HQnX version for Visual C++.

changeset:   9358:0e9e7603d54d
user:        Torr Samaho
adapted the VC++ project file to the backported HQnX changes

changeset:   9359:5d64d5879b61
user:        Edward Richardson <Edward850@crantime.org>
Correct the mastermind's radius

changeset:   9360:7c829fcd2143
tag:         tip
user:        Torr Samaho
Changed the dmflags values to match the ZDoom values to resolve compatibility problems with the updated ZDoom base and future ZDoom updates. Launchers and config files need to be updated to account for this change (fixes 2476).
Download

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Zandronum 3.0-alpha-151004-2012

#2

Post by Ænima » Sun Oct 04, 2015 9:28 pm

Clients don't error out anymore when encountering a division by zero in a DECORATE expression. Instead, a one time warning is printed on the first occasion and the result is assumed to be zero. This is necessary since clients can encounter this in valid DECORATE code due to Zandronum's jump handling (addresses 2426).

If only this were around when most of us were DECORATE newbies ...


Awesome work!
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: Zandronum 3.0-alpha-151004-2012

#3

Post by Catastrophe » Sun Oct 04, 2015 9:36 pm

Great work as usual

TerminusEst13
Retired Staff / Community Team Member
Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

RE: Zandronum 3.0-alpha-151004-2012

#4

Post by TerminusEst13 » Sun Oct 04, 2015 9:53 pm

Magnificent, thank you.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

FascistCat
 
Posts: 98
Joined: Mon Jul 20, 2015 12:51 pm

RE: Zandronum 3.0-alpha-151004-2012

#5

Post by FascistCat » Mon Oct 05, 2015 2:34 am

Testing. Tyvm!

darklord42
 
Posts: 24
Joined: Fri Jul 18, 2014 5:36 pm

RE: Zandronum 3.0-alpha-151004-2012

#6

Post by darklord42 » Mon Oct 05, 2015 3:52 am

Shame it's difficult to compile for OSX from linux... A quick search and I came across this if someone is interested https://github.com/tpoechtrager/osxcross though you would still need an sdk. If someone is interested let me know. I still have a 10.7 sdk floating around.

[Edit] Actually i already have it on dropbox
https://dl.dropboxusercontent.com/u/504 ... 0.7.sdk.7z
Last edited by darklord42 on Mon Oct 05, 2015 3:54 am, edited 1 time in total.

Doom_user
New User
Posts: 3
Joined: Mon Feb 09, 2015 3:58 am

RE: Zandronum 3.0-alpha-151004-2012

#7

Post by Doom_user » Mon Oct 05, 2015 8:40 am

Awesome. This release fixed the multisampling issue I described here and here. The gl_vid_multisample setting works perfectly again.

azrael1982
New User
Posts: 2
Joined: Mon Oct 05, 2015 11:04 am

RE: Zandronum 3.0-alpha-151004-2012

#8

Post by azrael1982 » Mon Oct 05, 2015 11:08 am

Hello !

I'm using this build with Doomseeker (1.0-150322-1931) and when I host a multiplayer game, I cannot use mouse freelook, even though it's active (according to the options and configuration file). When I try a single player game, everything's alright - freelook works just fine...
Last edited by azrael1982 on Mon Oct 05, 2015 11:08 am, edited 1 time in total.

User avatar
Sean
IRC Operator
Posts: 951
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Contact:

RE: Zandronum 3.0-alpha-151004-2012

#9

Post by Sean » Mon Oct 05, 2015 2:25 pm

azrael1982 wrote: Hello !

I'm using this build with Doomseeker (1.0-150322-1931) and when I host a multiplayer game, I cannot use mouse freelook, even though it's active (according to the options and configuration file). When I try a single player game, everything's alright - freelook works just fine...
Does the server DMFlags disable mouse look?
<capodecima> i dont say any more word without my loyer jenova

azrael1982
New User
Posts: 2
Joined: Mon Oct 05, 2015 11:04 am

RE: Zandronum 3.0-alpha-151004-2012

#10

Post by azrael1982 » Mon Oct 05, 2015 6:40 pm

Sean wrote:
azrael1982 wrote: Hello !

I'm using this build with Doomseeker (1.0-150322-1931) and when I host a multiplayer game, I cannot use mouse freelook, even though it's active (according to the options and configuration file). When I try a single player game, everything's alright - freelook works just fine...
Does the server DMFlags disable mouse look?
Nope. I have no problems with the build Zandronum 3.0-alpha-150831-1814 though.
Last edited by azrael1982 on Mon Oct 05, 2015 6:40 pm, edited 1 time in total.

User avatar
Zalewa
Developer
Posts: 329
Joined: Wed May 30, 2012 3:28 pm

RE: Zandronum 3.0-alpha-151004-2012

#11

Post by Zalewa » Mon Oct 05, 2015 6:42 pm

azrael1982 wrote: Hello !

I'm using this build with Doomseeker (1.0-150322-1931) and when I host a multiplayer game, I cannot use mouse freelook, even though it's active (according to the options and configuration file). When I try a single player game, everything's alright - freelook works just fine...
Hi. Please see if "Default DMFlags" checkbox is unchecked in Doomseeker. If you check this, Zandronum might override your settings. Moreover please notice that freelook checkbox in the "Players" tab is located in a box that says "Disallow". It means that whatever you check in this area will actually be disabled in the game. That's mighty counter-intuitive, but that mirrors the Zandronum's own server flags setup box.
Doomseeker - a real answer to cross-platform server browser.
Doomseeker dev builds - unofficial Doomseeker builds for Windows.
Gamer's Proxy - a program to emulate ping and packet losses.

AntonioQuirino
New User
Posts: 14
Joined: Mon Aug 31, 2015 12:19 am

RE: Zandronum 3.0-alpha-151004-2012

#12

Post by AntonioQuirino » Mon Oct 05, 2015 11:42 pm

can someone plz explain to me why is that "log in" in the multiplayer options? u will be able now to create accounts?

Blzut3
Developer
Posts: 306
Joined: Thu May 24, 2012 9:37 pm

RE: Zandronum 3.0-alpha-151004-2012

#13

Post by Blzut3 » Tue Oct 06, 2015 2:23 am

For OS X users: With 10.11 out now all of my binaries are crashing. It might be awhile.

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Zandronum 3.0-alpha-151004-2012

#14

Post by Torr Samaho » Tue Oct 06, 2015 6:33 pm

azrael1982 wrote: Hello !

I'm using this build with Doomseeker (1.0-150322-1931) and when I host a multiplayer game, I cannot use mouse freelook, even though it's active (according to the options and configuration file). When I try a single player game, everything's alright - freelook works just fine...
The dmflag value for freelook (and other flags) has changed and Doomseeker still needs to be adapted to this:

Code: Select all

Changed the dmflags values to match the ZDoom values to resolve compatibility problems with the updated ZDoom base and future ZDoom updates. Launchers and config files need to be updated to account for this change (fixes 2476).
BTW: What if Doomseeker wouldn't calculate the dmflag numbers, but instead set the sv_* aliases, i.e. "sv_nofreelook 1"?
AntonioQuirino wrote: can someone plz explain to me why is that "log in" in the multiplayer options? u will be able now to create accounts?
See the 1.3 changelog:

Code: Select all

*+	- Added the Zandronum side of an optional account system based on authentication with the Secure Remote Password (SRP) protocol, AlexMax is working on the login server (https://github.com/AlexMax/charonauth).
		- The login server hostname can be specified with the new CVAR authhostname (masterhostname analog, port can be specified with ":port").
		- The new CCMD login allows a client to authenticate with the auth server the server has selected with its authhostname setting.
		- The new CVAR sv_forcelogintojoin (default false) can prevent unauthenticated players from joining the game (they can still connect as spectators).
		- The new ACS functions "int PlayerIsLoggedIn( int Player )" and "string GetPlayerAccountName ( int Player )" allow mods to obtain information about the account of a player. 
Last edited by Torr Samaho on Tue Oct 06, 2015 6:35 pm, edited 1 time in total.

darklord42
 
Posts: 24
Joined: Fri Jul 18, 2014 5:36 pm

RE: Zandronum 3.0-alpha-151004-2012

#15

Post by darklord42 » Wed Oct 07, 2015 12:31 am

AntonioQuirino wrote: can someone plz explain to me why is that "log in" in the multiplayer options? u will be able now to create accounts?
Really? that is interesting. If it worked for a previous OS it should work for this one. Unless rootless is an issue?

User avatar
Zalewa
Developer
Posts: 329
Joined: Wed May 30, 2012 3:28 pm

RE: Zandronum 3.0-alpha-151004-2012

#16

Post by Zalewa » Wed Oct 07, 2015 1:29 pm

Torr Samaho wrote: BTW: What if Doomseeker wouldn't calculate the dmflag numbers, but instead set the sv_* aliases, i.e. "sv_nofreelook 1"?
Command line generated to launch the game is already bloated without this. I expected dmflags values to stay more or less stable, which they do most of the time. I expected the desync when Zandronum dmflags were conflicting with the new ones that came from ZDoom, but I also thought this would be a one time exception rather than a rule. From what I see in ZDoom's repo history the latest dmflags shift was fairly pointless and done just because the code is nicer now. I can't blame them though as they have no obligation to keep any compatibility with any game launcher, especially if the game launcher doesn't even support their port directly but just a derivative. Nevertheless, if dmflags values can change, so can the names of the sv_ settings. We've had this stupidly long name for crouch dmflag once.

Either way, I don't want to modify the flags setup in the launcher before the official release of 3.0. This would be much too unfair for people who don't care about testing and expect the launcher to work with the current official, stable version. This statement also applies to Doomseeker's beta releases, as I want the beta releases to be functionally better than stables (instead of better but available only if you're willing to play unreleased version of the game).

Not to mention that dmflags changes will cause stealthy silent incompatibilities of Doomseeker's config files, which is my own fault and will need to be fixed by saving the settings by name rather than by dmflags sum.
Doomseeker - a real answer to cross-platform server browser.
Doomseeker dev builds - unofficial Doomseeker builds for Windows.
Gamer's Proxy - a program to emulate ping and packet losses.

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Zandronum 3.0-alpha-151004-2012

#17

Post by Torr Samaho » Wed Oct 07, 2015 5:37 pm

Zalewa wrote: Command line generated to launch the game is already bloated without this. I expected dmflags values to stay more or less stable, which they do most of the time. I expected the desync when Zandronum dmflags were conflicting with the new ones that came from ZDoom, but I also thought this would be a one time exception rather than a rule.
I hoped this too, but I didn't expect that ZDoom increases the number of restrictions on the actual flag numbers. By now, 3.0's flags are almost identical to ZDoom's (IIRC only two are inverted, everything else should be the same), so the existing ZDoom flags should stay as they are from now in Zandronum (unless ZDoom changes them.)

Something that may happen though is that ZDoom adds some of Zandronum's extra flags. Since we store them separately in zadmflags this may lead to problems.
Zalewa wrote: Either way, I don't want to modify the flags setup in the launcher before the official release of 3.0. This would be much too unfair for people who don't care about testing and expect the launcher to work with the current official, stable version.
I fully agree that Doomseeker should stay compatible with 2.x till 3.0 is released as stable. That doesn't necessarily mean though that it can be also 3.0 compatible. Since 2.1.1, the launcher can ask the Windows binary for its version. Although this was only intended for the planned automatic upgrade mechanism, Doomseeker could use this to remap the flag numbers when executing the server binary.

User avatar
Zalewa
Developer
Posts: 329
Joined: Wed May 30, 2012 3:28 pm

RE: Zandronum 3.0-alpha-151004-2012

#18

Post by Zalewa » Sun Oct 11, 2015 6:16 pm

Torr Samaho wrote: Since 2.1.1, the launcher can ask the Windows binary for its version. Although this was only intended for the planned automatic upgrade mechanism, Doomseeker could use this to remap the flag numbers when executing the server binary.
Querying game executable for version poses some problems that I haven't considered back then. What happens, for example, when user by mistake specifies executable that doesn't support the query argument? Instead of creating a Zandronum process that silently terminates in the background, Doomseeker will begin to start programs at random. This isn't something that I'd want to risk.

zandronum.exe seems to have its version embedded into the executable in the Microsoft approved way that allows this version to be extracted when inspecing details of the file. I can try to query this instead. It should be much safer. The ever wonderful Winapi seems to provide a method of extracting this.
Doomseeker - a real answer to cross-platform server browser.
Doomseeker dev builds - unofficial Doomseeker builds for Windows.
Gamer's Proxy - a program to emulate ping and packet losses.

AntonioQuirino
New User
Posts: 14
Joined: Mon Aug 31, 2015 12:19 am

RE: Zandronum 3.0-alpha-151004-2012

#19

Post by AntonioQuirino » Mon Oct 19, 2015 5:52 pm

Zandronum Will Have the Ressurect or Revive command?

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Zandronum 3.0-alpha-151004-2012

#20

Post by Ænima » Mon Oct 19, 2015 6:13 pm

AntonioQuirino wrote: Zandronum Will Have the Ressurect or Revive command?
Resurrect currently works IIRC so I don't see why they'd change it.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Post Reply