Zandronum 3.0-alpha-161030-2038

All released Zandronum builds

Moderator: Developers

User avatar
Pooria
New User
Offline
Posts: 2
Joined: Wed Nov 16, 2016 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#21 by Pooria » Wed Nov 16, 2016 6:24 pm

Hey devs and everyone, Performance of this version is increased compared to the previous dev build not to mention the last stable build, and I get much smoother gameplay, I hope it keeps improving more and more. BTW I've come across a very annoying bug in multiplayer (tested with latest stable version and some 3.0 previous dev build, not with current dev build though) and that's projectiles of some weapons (like Rocket launcher, plasma gun ...) halting in the middle of the air, it's happened numerous times for me that ball of energy shot by BFG halts in the air and from then on it kills anyone in its vicinity, is this related to Zandronum?

User avatar
Edward-san
Developer
Offline
Posts: 247
Joined: Fri May 25, 2012 8:14 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#22 by Edward-san » Wed Nov 16, 2016 7:54 pm

Welcome to the forum!

Pooria wrote:Hey devs and everyone, Performance of this version is increased compared to the previous dev build not to mention the last stable build, and I get much smoother gameplay, I hope it keeps improving more and more.


That's a surprise! Nice! :biggrin:

Pooria wrote:BTW I've come across a very annoying bug in multiplayer (tested with latest stable version and some 3.0 previous dev build, not with current dev build though) and that's projectiles of some weapons (like Rocket launcher, plasma gun ...) halting in the middle of the air, it's happened numerous times for me that ball of energy shot by BFG halts in the air and from then on it kills anyone in its vicinity, is this related to Zandronum?


If it still happens in latest 3.0 build, can you make a new report in the bug tracker? That's the best place for reports like this.

User avatar
Pooria
New User
Offline
Posts: 2
Joined: Wed Nov 16, 2016 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#23 by Pooria » Thu Nov 17, 2016 5:51 pm

Edward-san wrote:Welcome to the forum!


thanks :)
Edward-san wrote:
Pooria wrote:BTW I've come across a very annoying bug in multiplayer (tested with latest stable version and some 3.0 previous dev build, not with current dev build though) and that's projectiles of some weapons (like Rocket launcher, plasma gun ...) halting in the middle of the air, it's happened numerous times for me that ball of energy shot by BFG halts in the air and from then on it kills anyone in its vicinity, is this related to Zandronum?


If it still happens in latest 3.0 build, can you make a new report in the bug tracker? That's the best place for reports like this.

Sure I'll do so.

User avatar
swat37
New User
Offline
Posts: 2
Joined: Sun Sep 18, 2016 11:42 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#24 by swat37 » Sun Nov 27, 2016 4:51 pm

Will Zandronum 3.0 have better mouse input? Like Source engine mouse input.

User avatar
Lollipop
Frequent Poster Miles card holder
Offline
Posts: 964
Joined: Tue Jul 24, 2012 10:34 am

Re: Zandronum 3.0-alpha-161030-2038

Post#25 by Lollipop » Sun Nov 27, 2016 5:04 pm

No, it won't. Zandronum is built on top of ZDoom, whose developers believe that ACS should not have direct input systems.
Keyboard input and mouse input has to be simulated through one means or another, which is mostly doable. For a mouse you can have a look at ACSUtils, for keyboard input you can use the button input ACS function, which is based on what "game key" the user is pressing (attack, walk forward, ect.), rather than the actual keycodes those commands are bound to.
We don't have the luxuries of direct input from the user, but we can work around it, so the ZDoom devs will have it that way till the end of time.

User avatar
swat37
New User
Offline
Posts: 2
Joined: Sun Sep 18, 2016 11:42 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#26 by swat37 » Mon Nov 28, 2016 8:17 am

I see, they don't want me to frag more.

User avatar
Lollipop
Frequent Poster Miles card holder
Offline
Posts: 964
Joined: Tue Jul 24, 2012 10:34 am

Re: Zandronum 3.0-alpha-161030-2038

Post#27 by Lollipop » Mon Nov 28, 2016 10:42 am

Ah, I think I misunderstood your question. I thought you were asking somrthing else.
Mouse input implementation for the engine itself is another matter, but wether or not you will get that also depends on zdoom.

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1429
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#28 by Torr Samaho » Mon Nov 28, 2016 6:51 pm

swat37 wrote:Will Zandronum 3.0 have better mouse input? Like Source engine mouse input.

Can you elaborate which kind of improvements you have in mind?

User avatar
Zombie
New User
Offline
Posts: 2
Joined: Mon Dec 12, 2016 10:01 am

Re: Zandronum 3.0-alpha-161030-2038

Post#29 by Zombie » Mon Dec 12, 2016 10:05 am

Strife crashes Zandronum servers in multiplayer cooperative mode. This works with Vanilla Strife. All you have to do is enter and exit a level three times, and the server will quit with a Segmentation fault under Linux.

User avatar
Firebrand
New User
Offline
Posts: 2
Joined: Wed Dec 28, 2016 4:41 am

Re: Zandronum 3.0-alpha-161030-2038

Post#30 by Firebrand » Wed Dec 28, 2016 4:51 am

I know most people probably use the new hud style, but you should know the classic hud is bugged under the opengl renderer.
http://imgur.com/Bhf9aON

User avatar
Combinebobnt
FNF Team
Offline
Posts: 1706
Joined: Mon Jun 04, 2012 3:37 am
Contact:

Re: Zandronum 3.0-alpha-161030-2038

Post#31 by Combinebobnt » Wed Dec 28, 2016 7:54 pm

Using zandronum-3.0-r161206-2041 (newer than the one in this post), opengl bar hud worked fine for me. I'm using windows 7 and some intel processor and graphics card.

Spoiler (Open)
Image


Therefore try again in that build or something newer, and if it's still bad, time to post all your computer specs because they always ask for that.


However I noticed 3.0 adds some black bars to the side when I screenshot in windowed mode, can't wait to report this absolutely pressing issue... 69% smh...

2.1.2
Spoiler (Open)
Image

3.0a
Spoiler (Open)
Image

User avatar
Firebrand
New User
Offline
Posts: 2
Joined: Wed Dec 28, 2016 4:41 am

Re: Zandronum 3.0-alpha-161030-2038

Post#32 by Firebrand » Wed Dec 28, 2016 8:59 pm

The version of zandronum I was using was Zandronum 3.0-alpha-161030-2038 in fullscreen mode 1280x960. Also my specs is windows XP 32bit, service pack 3 with ati-radeon x1950pro., I also tested it on another windows xp machine that uses a intel graphics chip instead and the classic hud is still bugged like that in opengl mode.

User avatar
riderr3
New User
Offline
Posts: 6
Joined: Wed Sep 05, 2012 12:45 pm
Contact:

Re: Zandronum 3.0-alpha-161030-2038

Post#33 by riderr3 » Mon Jan 09, 2017 11:17 pm

When I start offline skirmish its always creating a teamplay game instead usual deathmatch (in version 3.0-161030-2038)

User avatar
doomjoshuaboy
FNF Team
Offline
Posts: 159
Joined: Thu Aug 02, 2012 5:36 am
Contact:

Re: Zandronum 3.0-alpha-161030-2038

Post#34 by doomjoshuaboy » Sat Jan 14, 2017 8:07 am

crashed when playing with hexen with mods :\
Image

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1429
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#35 by Torr Samaho » Sun Jan 15, 2017 11:32 am

riderr3 wrote:When I start offline skirmish its always creating a teamplay game instead usual deathmatch (in version 3.0-161030-2038)

Works fine for me. Did you try with a fresh ini?

doomjoshuaboy wrote:crashed when playing with hexen with mods :\

Is the crash reproducible?

User avatar
riderr3
New User
Offline
Posts: 6
Joined: Wed Sep 05, 2012 12:45 pm
Contact:

Re: Zandronum 3.0-alpha-161030-2038

Post#36 by riderr3 » Sat Jan 21, 2017 3:31 am

Torr Samaho wrote:
riderr3 wrote:When I start offline skirmish its always creating a teamplay game instead usual deathmatch (in version 3.0-161030-2038)

Works fine for me. Did you try with a fresh ini?


Yes. But this time I can not reproduce this bug.

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1429
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#37 by Torr Samaho » Sun Jan 22, 2017 6:29 pm

Thanks for checking. I assume this was caused by a corrupted ini then.

User avatar
SP_FACE1
New User
Offline
Posts: 7
Joined: Sun Mar 27, 2016 11:54 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#38 by SP_FACE1 » Mon Jan 23, 2017 3:36 pm

FWIW, I played around 15 hours of coop with this build (Ubuntu 16.04) and had no issues. (Or at least not any new issues compared to current stable :)

User avatar
Fr3ak
New User
Offline
Posts: 4
Joined: Sat Sep 24, 2016 3:27 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#39 by Fr3ak » Mon Jan 30, 2017 10:09 pm

Do we have any info on the next beta? Any ETA for 3.0 final?

User avatar
Torr Samaho
Topic author
Lead Developer
Offline
Posts: 1429
Joined: Fri May 25, 2012 6:03 pm

Re: Zandronum 3.0-alpha-161030-2038

Post#40 by Torr Samaho » Tue Jan 31, 2017 7:05 am

The next beta will be out soon, probably this weekend. For the final I don't want to give an ETA. Based on the issues that were reported, it looks like we are getting close to the final, but I'd feel much more comfortable with releasing then final if there was more testing going on.


Return to “Zandronum Builds”



Who is online

Users browsing this forum: No registered users and 1 guest