Zandronum 3.0-alpha-170416-0710

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-170416-0710

#1

Post by Torr Samaho » Sun Apr 16, 2017 7:46 am

Here is a new 3.0 beta build with a bunch of fixes and some ZDoom fix backports. It also contains a few ZDoom feature backports necessary to allow mod makers to account for some changes ZDoom made, like this issue. By now, we are getting close to the point where all known 3.0 regressions are fixed. There are still some open tickets on the tracker where we can't do anything without additional feedback. If there is no further feedback on those issues, these things will just stay like they are now for the final release of 3.0. So, if there are still some issues with 3.0 that you'd like to see fixed, now is the time to speak up.

Happy Easter and happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9900:beba217547ea
user:        Torr Samaho
Fixed: Skins didn't work online anymore (addresses 3004).

changeset:   9901:dcd1ab7a711e
user:        Torr Samaho
Restored Logitech G15 support as cmake option USE_G15 (default off).

changeset:   9902:11b53935de11
user:        Torr Samaho
Fixed a copy and past error reported by ZzZombo.

changeset:   9903:745be4b4ffba
user:        Teemu Piippo <teemu@hecknology.net>
Fixed missing C++11 support in the masterserver CMakeLists.

changeset:   9904:78e6746890e6
user:        Torr Samaho
Fixed: The server didn't fully notify the clients about water splashes.

changeset:   9905:663f556d288a
user:        Torr Samaho
Fixed problems with unmorphing on the client (addresses 3024).

changeset:   9906:8b366b29bb77
user:        Torr Samaho
Changed: If Zandronum is started with "-connect", pwads specified for auto-loading in GAMEINFO will be ignored. The server advertises those as normal pwads to the launcher, so we can rely on the launcher to take care of this (addresses 3016).

changeset:   9907:833cb9aafaeb
user:        Torr Samaho
Fixed: The player trail spawned by PowerSpeed ignored the scaling of the player's skin (addresses 3030).

changeset:   9908:523e437b46e1
user:        Torr Samaho
Fixed a potential client crash related to the firing sound of a railgun (addresses 3014).

changeset:   9909:97354c080c6a
user:        Torr Samaho
The server doesn't enforce the SR50 turn lock anymore if sv_cheats is true. This way turbo 103+ works properly on the clients (addresses 2672).

changeset:   9910:bfd224ff63e4
user:        Ru5tK1ng
Custom obituaries were being ignored when using railattack (Fixes 2846).

changeset:   9911:5bdd80804bbc
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
- Fixed a missing cmake include in masterserver.
This fixes a configure error regression with changeset 745be4b4ffba6d43db199e906527fdbeff8d61a4 .

changeset:   9912:b63485819ffe
user:        Torr Samaho
Fixed: CLIENT_SpawnThing didn't call BeginPlay on the spawned actor for "level things" (addresses the regression part of 2625).

changeset:   9913:aee607444663
user:        Torr Samaho
Fixed: In DECORATE, ACS_NamedExecuteWithResult, ACS_NamedExecute, ACS_NamedExecuteAlways, ACS_NamedLockedExecute and ACS_NamedLockedExecuteDoor executed the script on client and server instead of only on the server (addresses 3012).

changeset:   9914:3fb9b28e33ff
user:        Torr Samaho
fixed a compiler warning

changeset:   9915:163edfd342dd
user:        Torr Samaho
Fixed: Blood splatter caused unnecessary network traffic (partially addresses 2655).

changeset:   9916:d66c2f09d1f2
user:        Torr Samaho
Fixed: A_FiredSpawnRock and A_FiredSplotch caused unnecessary network traffic (partially addresses 2655).

changeset:   9917:16ef985b4dad
user:        Torr Samaho
The CVAR gl_mask_threshold is now restricted to beta builds (fixes 3035).

changeset:   9918:3dc3179a77a5
user:        Torr Samaho
Fixed: Angle arguments in DECORATE didn't work properly on ARM devices like the Raspberry Pi (adapted from the corresponding ZDoom fix, fixes 2773).

changeset:   9919:47fe8282f9db
user:        Torr Samaho
Fixed: The server informed the clients about the position of the other players during intermission, which generated unnecessary network traffic.

changeset:   9920:ec017d4e4c83
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
- Fixed: the server erroneously told clients that some slamming actors changed their state to the Spawn state instead of the Idle state (fixes 2969).

changeset:   9921:97d4c9f93078
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
- Fixed: The MinotaurFriend was not handled properly online (fixes 2382).

changeset:   9922:ab06cd1fa419
user:        Torr Samaho
The memory required for the bot nodes is now dynamically allocated when the first bot is added and freed when the last bot is removed. Thus, the CVAR sv_disallowbots is obsolete and was removed (adapted form Konar6's kpatch).

changeset:   9923:f539b10cb38b
user:        Torr Samaho
removed some obsolete code

changeset:   9924:df7db7d1c599
user:        Torr Samaho
Backported ZDoom's ACS function GetActorFloorTexture (partially addresses 2979).

changeset:   9925:26a565b197f6
user:        Torr Samaho
Fixed: Offline, the memory required for the bot nodes was always allocated (fixes 2269).

changeset:   9926:efd6fcde6593
user:        Torr Samaho
Only tick the outgoing packet buffer for valid clients (addresses 2931).

changeset:   9927:fa7998ab3d28
user:        Torr Samaho
updated SQLite to 3.18.0

changeset:   9928:f05877ad09e9
user:        Torr Samaho
The SQLite3 database can now be used in WAL mode. This mode is enabled / disabled with the new CCMDs 'db_enable_wal' / 'db_disable_wal' (addresses 2844).

changeset:   9929:15f618ebfe70
user:        Torr Samaho
The CCMDs 'db_enable_wal' and and 'db_disable_wal' can't be called by ConsoleCommand anymore.

changeset:   9930:68cac6a0fd72
user:        Benjamin Moir <bennyboy.private@hotmail.com.au>
Added Warp to ACS

changeset:   9931:c20732e29edf
user:        Torr Samaho
Changed GLOOME's ACS Warp function to the corresponding ZDoom function number and made it work online. This should allow for a ZDoom compatible way to replicate the old interpolating behavior of SetActorPosition that ZDoom dropped (addresses 3028).

changeset:   9932:c2b2f510cfc8
user:        Torr Samaho
fixed some VC++ warnings

changeset:   9933:f5c94463c8e8
user:        Torr Samaho
To stay compatible with Zandronum 2.x, GetCVar again returns the consoleplayer's value if called in a non-player activated CLIENTSIDE script to get the value of a user cvar (addresses 3054).

changeset:   9934:b8535c42a4cc
user:        Torr Samaho
Fixed: AFastProjectile was missing the trail on the clients and used more net traffic than necessary (addresses 2987).

changeset:   9935:bf98ea82878e
user:        Torr Samaho
Fixed: Thing_Remove didn't update the total number of monsters on the clients (addresses 3052).

changeset:   9936:2ae3d9685031
user:        Christoph Oelckers <c.oelckers@zdoom.fake>
- fixed NULL pointer access in SetAmmoCapacity.

changeset:   9937:fcd894ce063b
user:        Torr Samaho
Added new ACS command SetDeadSpectator (int playernumber, int deadspectator). This command can turn alive players into dead spectators (deadspectator == 1) and revive dead spectators  (deadspectator == 0), addresses 2594.

changeset:   9938:df61f80660cc
tag:         tip
user:        Torr Samaho
The command "writeini" can't be called by ConsoleCommand anymore (addresses 3051).
Download

User avatar
Fused
Contributor
Posts: 658
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

Re: Zandronum 3.0-alpha-170416-0710

#2

Post by Fused » Sun Apr 16, 2017 7:56 am

Many great fixes once again. I'm definitely happy with these changes.
My mods
Image Image

My socials
Image Image

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: Zandronum 3.0-alpha-170416-0710

#3

Post by fr blood » Sun Apr 16, 2017 9:48 am

Wow that's some cool new ACS stuff we've got there.

User avatar
stradex
Forum Regular
Posts: 103
Joined: Sun Aug 09, 2015 4:36 am
Location: Argentina, Buenos Aires
Clan: IoP

Re: Zandronum 3.0-alpha-170416-0710

#4

Post by stradex » Sun Apr 16, 2017 12:30 pm

Wow, SetDeadSpectator is big stuff, seriously. That thing is going to bring a lot of awesome things.

In fact, if I understand, someone can make a mod like "TLMS" but in duel mode, I mean, 5 vs 5, but it starts with 1 vs 1, if some player die, then a teammate joins, when a team have no slots left, then it loses.

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

Re: Zandronum 3.0-alpha-170416-0710

#5

Post by Sean » Sun Apr 16, 2017 3:27 pm

Added to TSPG along with a debug build (that the bot seems to dislike for some reason...)
<capodecima> i dont say any more word without my loyer jenova

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

Re: Zandronum 3.0-alpha-170416-0710

#6

Post by FascistCat » Sun Apr 16, 2017 3:52 pm

Simply awesome stuff. Great work as always!!

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

Re: Zandronum 3.0-alpha-170416-0710

#7

Post by ibm5155 » Sun Apr 16, 2017 8:50 pm

Wish I had more time to reimplement a new acs function that only works in clientside scripts (or offline) where it gets the your point of view coordinates (So, I could get your coordinates even if you're spectating or doing coop spy).

I did some experimental test in the pass and with that you could do some features like listing who's coop spying you, showing the spectators position to others, doing some clientside effects (like a rainfall that only rains near your position).

I tried to port it to zdoom but it got denied since zdoom will get out of sync with that (clientside functions doesn't exist there so it'll break their network logic).
EDIT: I hope I could implement that feature over zan 3.0 in time D:
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
Ninjamander
 
Posts: 66
Joined: Tue May 13, 2014 6:29 pm
Location: Canada - New-Brunswick

Re: Zandronum 3.0-alpha-170416-0710

#8

Post by Ninjamander » Mon Apr 17, 2017 1:49 am

can't wait to test it out =D

mifu
Retired Staff / Community Team Member
Posts: 1075
Joined: Tue May 29, 2012 10:34 am
Location: Aussie Land
Clan: Demon RiderZ

Re: Zandronum 3.0-alpha-170416-0710

#9

Post by mifu » Mon Apr 17, 2017 4:18 am

Would it be possible to get a linux and osx build?

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Zandronum 3.0-alpha-170416-0710

#10

Post by Empyre » Mon Apr 17, 2017 4:57 am

I've updated both my servers to this version.

Still no voodoo doll support for multiplayer emulation mode? That breaks so many maps.
"For the world is hollow, and I have touched the sky."

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

Re: Zandronum 3.0-alpha-170416-0710

#11

Post by Torr Samaho » Mon Apr 17, 2017 6:13 am

stradex wrote:In fact, if I understand, someone can make a mod like "TLMS" but in duel mode, I mean, 5 vs 5, but it starts with 1 vs 1, if some player die, then a teammate joins, when a team have no slots left, then it loses.
In principle yes, but you have to be careful about the timing. If one team has no living (or respawnable) players left at any time in TLMS, the round ends.
mifu wrote:Would it be possible to get a linux and osx build?
I think meanwhile Blzut3 uploaded these builds.
Empyre wrote:Still no voodoo doll support for multiplayer emulation mode? That breaks so many maps.
3.0 needs to be finished ASAP, so at this point I concentrate on regression fixes.

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

Re: Zandronum 3.0-alpha-170416-0710

#12

Post by Sean » Mon Apr 17, 2017 8:02 am

This build (along with some changes lazily copied over from our 2.1.2 server fork) is now default on TSPG, and 2.1.2 isn't an option anymore.
<capodecima> i dont say any more word without my loyer jenova

User avatar
jdagenet
Forum Regular
Posts: 191
Joined: Tue Jun 05, 2012 8:08 am
Clan: Cube
Clan Tag: A3
Contact:

Re: Zandronum 3.0-alpha-170416-0710

#13

Post by jdagenet » Mon Apr 17, 2017 2:45 pm

Awesome stuff.

There's still something strange going on with DamageFactors that has yet to be resolved: https://zandronum.com/tracker/view.php?id=3046

Other than that, that's about all the bugs I've come across so far.
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

User avatar
Erma
Forum Regular
Posts: 418
Joined: Wed Nov 07, 2012 11:39 pm

Re: Zandronum 3.0-alpha-170416-0710

#14

Post by Erma » Mon Apr 17, 2017 5:33 pm

The only problem I have now with 3.0 is that: whenever I try to set my video resolution higher than 1280x720, the screen gets all weird, half zoomed in and is across 2 screens at the same time.

[spoiler]Image[/spoiler]

Do note, in reality; the screen is zoomed in as well, which (for some reason) doesn't display in the screenshot. I'd have to take a photo with a camera to show you the exact result.

Funny thing is, in singleplayer/offline mode; I can pick any resolution I want. I already talked with jdagenet/jason about this, tried the vid_adapter thing in console (resulting in: vid adapter is 1). I also checked the appdata for doom explorer and the files are exactly the same as in my zandronum directory folder, so... I have no idea what's going on.
Image

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

Re: Zandronum 3.0-alpha-170416-0710

#15

Post by Torr Samaho » Mon Apr 17, 2017 5:41 pm

Sean wrote:This build (along with some changes lazily copied over from our 2.1.2 server fork) is now default on TSPG, and 2.1.2 isn't an option anymore.
Great! I hope the players will make good use of this.
jdagenet wrote:There's still something strange going on with DamageFactors that has yet to be resolved: https://zandronum.com/tracker/view.php?id=3046
According to the ticket, the behavior in GZDoom is the same as in Zandronum 3.0. Can you confirm this? If so, please report the problem at the GZDoom tracker.
Erma wrote:The only problem I have now with 3.0 is that: whenever I try to set my video resolution higher than 1280x720, the screen gets all weird, half zoomed in and is across 2 screens at the same time.
Is this any different in 2.1.2? You are using two screens?

User avatar
Erma
Forum Regular
Posts: 418
Joined: Wed Nov 07, 2012 11:39 pm

Re: Zandronum 3.0-alpha-170416-0710

#16

Post by Erma » Mon Apr 17, 2017 5:58 pm

Erma wrote:The only problem I have now with 3.0 is that: whenever I try to set my video resolution higher than 1280x720, the screen gets all weird, half zoomed in and is across 2 screens at the same time.
Is this any different in 2.1.2? You are using two screens?
In 2.1.2, it works fine and I've always used 2 screens. Well, not always, but for a while now (during 2.1.2) and that worked just fine. I get the same result (as in, the good result) in singleplayer with 3.0. Not to mention, if I unplug my second screen, it's still all zoomed in until I go back to the 1280x720 resolution.
Image

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

Re: Zandronum 3.0-alpha-170416-0710

#17

Post by Torr Samaho » Mon Apr 17, 2017 7:21 pm

Erma wrote:In 2.1.2, it works fine and I've always used 2 screens. Well, not always, but for a while now (during 2.1.2) and that worked just fine. I get the same result (as in, the good result) in singleplayer with 3.0.
I think this requires more discussion. Can you open a tracker ticket for this issue?

User avatar
Erma
Forum Regular
Posts: 418
Joined: Wed Nov 07, 2012 11:39 pm

Re: Zandronum 3.0-alpha-170416-0710

#18

Post by Erma » Mon Apr 17, 2017 9:34 pm

Torr Samaho wrote:
Erma wrote:In 2.1.2, it works fine and I've always used 2 screens. Well, not always, but for a while now (during 2.1.2) and that worked just fine. I get the same result (as in, the good result) in singleplayer with 3.0.
I think this requires more discussion. Can you open a tracker ticket for this issue?
I've submitted a report for the tracker. Somehow, there's 2 posts. One has a screenshot, the other doesn't. But it's there :)
Image

User avatar
Cutman
 
Posts: 66
Joined: Mon Jun 04, 2012 2:25 pm
Contact:

Re: Zandronum 3.0-alpha-170416-0710

#19

Post by Cutman » Tue Apr 18, 2017 3:52 pm

I was going to release the next MM8BDM version with this beta build (with permission from Torr) but I have some concerns that have come up now more people are playing the beta:

An issue where players can't connect to servers or get stuck during the intermission screen and have to reconnect. This is being discussed in this ticket: http://zandronum.com/tracker/view.php?id=3069

An issue where players get massive slowdown in OpenGL, apparently related to a Windows 10 update. I'm not sure if there's a ticket about this anywhere, but someone solved it by rolling back a certain update in Windows 10. Others haven't had as much luck figuring out what is causing it. Any extra details on this would be appreciated so I can tell people what to do if they get this problem.

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

Re: Zandronum 3.0-alpha-170416-0710

#20

Post by Torr Samaho » Tue Apr 18, 2017 6:00 pm

Erma wrote: I've submitted a report for the tracker. Somehow, there's 2 posts. One has a screenshot, the other doesn't. But it's there :)
Thanks! I closed the one without a screenshot and replied in the other one.
Cutman wrote:An issue where players can't connect to servers or get stuck during the intermission screen and have to reconnect. This is being discussed in this ticket: http://zandronum.com/tracker/view.php?id=3069
Judging from the ticket this is not a problem of 3.0, but caused by a configuration change of TSPG.
Cutman wrote: An issue where players get massive slowdown in OpenGL, apparently related to a Windows 10 update. I'm not sure if there's a ticket about this anywhere, but someone solved it by rolling back a certain update in Windows 10. Others haven't had as much luck figuring out what is causing it. Any extra details on this would be appreciated so I can tell people what to do if they get this problem.
We didn't make any OpenGL related changes to 3.0 for a quite a while now. So the current beta should behave as the older ones. Judging from the thread it sounds as if there is local change to the system that started the problems. Did anybody report that 3.0 is running worse than 2.1.2 on the same system with the same settings?

Post Reply