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Zandronum 3.1-alpha-180520-0650

Posted: Sun May 20, 2018 7:00 am
by Torr Samaho
Here is a fresh beta that should take care of the stuttering issues and a client crash. Since the stuttering issue is rather severe, we decided that we shouldn't wait for more fixes for this beta.

Here is the full Mercurial changelog:

Code: Select all

changeset:   10103:e617f35443e8
user:        Leonard <hobbax3@gmail.com>
Fixed: use the correct values for TicStart and TicNext with the windows polling timer (fixes 3418).

changeset:   10104:5d7f366676ee
user:        Torr Samaho
Fixed a client side crash shown in a crash log.

changeset:   10105:e34b38769e7d
user:        Torr Samaho
Reduced code duplication.

changeset:   10106:b781a04b509a
tag:         tip
user:        Torr Samaho
Removed some unformatted terminating color codes (addresses 1564).
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Re: Zandronum 3.1-alpha-180520-0650

Posted: Sun May 20, 2018 11:47 pm
by mifu
Thanks for the fix Torr and Leonard!

I'll test this out as soon as I can :)

Re: Zandronum 3.1-alpha-180520-0650

Posted: Mon May 21, 2018 4:14 am
by Matiu
Interesing update... seems great and Hope this grows all the fixes even posible and updates to the engine!

Re: Zandronum 3.1-alpha-180520-0650

Posted: Thu Jun 21, 2018 12:07 am
by Ultimate Freedoomer
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?

Re: Zandronum 3.1-alpha-180520-0650

Posted: Thu Jun 21, 2018 11:32 am
by Zanieon
Torr, may i ask why these tickets are completely ignored for so long time?
https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146

Re: Zandronum 3.1-alpha-180520-0650

Posted: Fri Jun 22, 2018 6:14 am
by Torr Samaho
Ultimate Freedoomer wrote:
Thu Jun 21, 2018 12:07 am
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?
We didn't change our GZDoom base in 3.1-alpha compared to 3.0, so it's still at GZDoom 1.8.6.
Zanieon wrote:
Thu Jun 21, 2018 11:32 am
Torr, may i ask why these tickets are completely ignored for so long time?
https://zandronum.com/tracker/view.php?id=3145
https://zandronum.com/tracker/view.php?id=3146
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.

Re: Zandronum 3.1-alpha-180520-0650

Posted: Fri Jun 22, 2018 11:52 pm
by Zanieon
Torr Samaho wrote:
Fri Jun 22, 2018 6:14 am
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.
I honestly don't request out-of-order backports because i imagine it can cause troubles in the future as well, and seems for what i posted in these tickets the problem was me testing the features with a wrong version of GZdoom by the age, i was using GZDoom 1.8.9 instead of 1.8.6 to ensure the flags was there, that being the case i think it's better close them for now.

Re: Zandronum 3.1-alpha-180520-0650

Posted: Sat Jun 23, 2018 12:48 am
by Combinebobnt
doesn't look like dontthrust was vital anyway. seems like u said it yourself that you can just change actor mass to approximate it.

Re: Zandronum 3.1-alpha-180520-0650

Posted: Sat Jun 23, 2018 4:32 am
by Zanieon
Not necessarily that way, changing the actor mass to 0x7FFFFFF can be done only via ACS with the current state of Zandronum, so to change the mass of some actors you need to make some hacky stuff to get the same effect of simply changing that flag on/off.

In the case of my mod, whenever the Life Binder item there saves the player from death, it makes the player totally immune to damage and immobile to any external force while it executes the saving animation, in GZDoom it works as intended because all i need to do is switch the flag in the player's actor, in Zandronum i need to save the actual actor mass into a variable inside the script it uses to then set the actor property to 0x7FFFFFFF to after finishing the animation, retrieve the original mass value from that variable.