Zandronum 3.1-alpha-200501-1847

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Torr Samaho
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Zandronum 3.1-alpha-200501-1847

#1

Post by Torr Samaho » Fri May 01, 2020 7:30 pm

Here is a finally new beta build that should help getting testing ramped up again. Note that the Windows binaries are now linked to OpenSSL 1.1.1g and FMOD 4.44.64. Also, nasm 2.14.02 was used to build them instead of nasm 2.11.08. If this causes any problems, please let me know.

Here is the full Mercurial changelog:

Code: Select all

changeset:   10153:ffddd8bf6f5f
user:        alexey.lysiuk <alexey.lysiuk@gmail.com>
Use byte swapping functions from <libkern/OSByteOrder.h> on OS X
Remove inclusion of Core Foundation headers to avoid type conflicts with LZMA SDK.

changeset:   10154:4af69d9efeba
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
Fix the compilation regression caused by the backport of gzdoom commit e6d468eb3.
The backport left in the MAC_OS_X_VERSION_MAX_ALLOWED macro (which is used for the matchfile function) undefined in i_system.cpp, causing a compiling error for incompatible pointer type of the third argument in the call of scandir. See zandronum ticket 3530.

changeset:   10155:00612c262008
user:        alexey.lysiuk <alexey.lysiuk@gmail.com>
Fixed build on compilers other than MSVC
No more "Call to 'LittleShort' is ambiguous" error

changeset:   10156:cba40a5d934a
user:        Torr Samaho
added new debug cvar sv_showcommands, which is the counterpart to cl_showcommands

changeset:   10157:4e117590b3fa
user:        Teemu Piippo <teemu@hecknology.net>
#3618: added a new console command to show the amount of tics played back in a demo

changeset:   10158:259ed0a44092
user:        Teemu Piippo <teemu@hecknology.net>
#3618: added a new console command "demo_skipto" to reach a specific point of time in demo playback

changeset:   10159:fbd12f655a50
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
- Fixed: loading from a savegame lost the extra player statuses, like the spread rune mode (fixes 3619).

changeset:   10160:ed9e2a0ec47f
user:        Pol Marcet Sardà <polmarcetsarda@gmail.com>
- Report only the missing and incompatible PWADS instead of all of them.

changeset:   10161:1f31796ce977
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed: The VOC reader didn't advance the read index correctly.

changeset:   10162:78cca9e52470
user:        Torr Samaho
updated SQLite to 3.28.0

changeset:   10163:636c6e3dc68c
user:        Torr Samaho
updated ignore list

changeset:   10164:5858551eb424
user:        Pol Marcet Sardà <polmarcetsarda@gmail.com>
- Add extra include on upnpnat.cpp to support compiling on Alpine Linux (#3611)

changeset:   10165:a58c9049da41
user:        Torr Samaho
updated ignore list

changeset:   10166:098bd24e9aee
user:        Torr Samaho
fixed some GCC warnings

changeset:   10167:d7da31be3fe4
user:        Torr Samaho
fixed a VC++ warning

changeset:   10168:f6fe4f519f10
user:        Torr Samaho
fixed another VC++ warning

changeset:   10169:9d97d6e344fa
user:        Torr Samaho
fixed some GCC warnings

changeset:   10170:72b06ea89cd4
user:        Torr Samaho
updated SQLite to 3.29.0

changeset:   10171:8308a8729f92
parent:      10014:dd3c3b57023f
user:        Sean Baggaley <sean@csnxs.uk>
Fix a server hang that could be caused by malformed userinfo data.

changeset:   10172:175f8738740c
user:        Sean Baggaley <sean@csnxs.uk>
The spectate and join client commands will now trigger a client command flood.

changeset:   10173:6abf0a95b021
user:        Sean Baggaley <sean@csnxs.uk>
The suicide, change team, and inventory drop client commands now check for a command flood.

changeset:   10174:10af1739daa3
tag:         ZA_3.0.1
user:        Torr Samaho
- changed the version string to 3.0.1
- kept network compatibility with 3.0

changeset:   10175:754c935539db
user:        Torr Samaho
Added tag ZA_3.0.1 for changeset 10af1739daa3

changeset:   10176:9e3ec4aaa62a
user:        Torr Samaho
updated the version history

changeset:   10177:ada484f0688e
parent:      10170:72b06ea89cd4
parent:      10176:9e3ec4aaa62a
user:        Torr Samaho
Merged with 3.0.1

changeset:   10178:84945d6486e0
user:        Joshua Surace <doomjoshuaboy@gmail.com>
Merged lemon tool to the latest .

changeset:   10179:394afe0b0105
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
- Add 'build' folder to the ignore file.
This way, all the kind of builds with various names can be moved there without cluttering the hg list of new files.

changeset:   10180:b336d6d1e681
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed weapon drawing rules to account for the death camera.

changeset:   10181:862b1441fafc
user:        Edoardo Prezioso <edo88@email.it>
[fmod] Improve the checks for fmod 4.44.
- The FMOD 4.44 linux package contains both 32 and 64-bit versions, with the folder name without the '64' suffix for 64-bit.
- Add minor version '61' so that the latest FMOD package (at the time of this commit) can be detected and compiled successfully.

changeset:   10182:db22288bb3d5
user:        sosleepy <ireallyhatespam@yandex.com>
Fixed: Bots tries to jump to reach item when sv_nojump is true.

changeset:   10183:67767b0906de
user:        Joshua Surace <doomjoshuaboy@gmail.com>
Added new console variable "sv_nodoorclose" to prevent manual door closing, in order to prevent large numbers of players from blocking a door by continuously opening and closing it.

changeset:   10184:e93a7ad38330
user:        Edoardo Prezioso <edward.san.dev@gmail.com>
Backed out changeset 61a8c6efc0 (fixes 2861 for real).
This restores the intended behavior for the "Smooth mouse movement" option, as it was fixed in changesets 947c71b1f9 and 4fd62e0dea (for ticket 2875).

changeset:   10185:94d9203e02d4
user:        Torr Samaho
Fixed linker problems when trying to statically link OpenSSL 1.1.1f under Windows.

changeset:   10186:b1562c637fa4
user:        Torr Samaho
updated SQLite to 3.31.1

changeset:   10187:b3fecec3f0d7
user:        Torr Samaho
cmake now also accepts FMOD 4.44.64

changeset:   10188:a04a4f94737e
user:        sleep <ireallyhatespam@yandex.com>
Fixed: Bots DH_ARRAYSET implementation is wrong

changeset:   10189:8d05df3ab270
user:        MajorCooke <majorcooke22@gmail.com>
- Added: A_GiveToChildren
- Added: A_TakeFromChildren
- Added: A_GiveToSiblings
- Added: A_TakeFromSiblings
- Added the following flags for A_RadiusGive:
- RGF_NOSIGHT: Exclude sight check from distance.
- RGF_MISSILES: Missiles can take inventory items.

changeset:   10190:4e1c4a8dc6a6
user:        Christoph Oelckers <coelckers@zdoom.fake>
- fixed RGF_NOSIGHT checking for A_RadiusGive.

changeset:   10191:811fb9db3bf1
user:        Jordon Moss <mossj32@gmail.com>
Fixed jittery model interpolation, partly based on dpJudas's fix for GZDoom.

changeset:   10192:cfa30cac7257
user:        Torr Samaho
Fixed an integer overflow crash related to decals.

changeset:   10193:a4cbda06bb11
bookmark:    master
user:        Torr Samaho
Fixed a weapon fire sync issue (fixes 3470).
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Re: Zandronum 3.1-alpha-200501-1847

#2

Post by Cutman » Sat May 02, 2020 12:41 am

I didn't expect anything but backend fixes but the addition of RGF_NOSIGHT and RGF_MISSILES for A_RadiusGive is actually very interesting. Will be testing these out for sure when TSPG puts the build up!

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Re: Zandronum 3.1-alpha-200501-1847

#3

Post by Sean » Sat May 02, 2020 12:49 am

Yes laaaads get in

This is on TSPG right now!!
Gonna try and smush Blue Firestick's binary changes into this tomorrow and throw it on there as well
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Re: Zandronum 3.1-alpha-200501-1847

#4

Post by Major Cooke » Sat May 02, 2020 12:58 am

Wow, nice to see some of my code is getting in! :D

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Re: Zandronum 3.1-alpha-200501-1847

#5

Post by Ru5tK1ng » Sat May 02, 2020 4:31 am


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Re: Zandronum 3.1-alpha-200501-1847

#6

Post by Sean » Sat May 02, 2020 7:52 am

I backported the fixes for 3314, 3315, and 3316 to TSPG's 3.0 binary in around Nov 2017, so you'd think they'd have plenty of testing there...
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Re: Zandronum 3.1-alpha-200501-1847

#7

Post by Ru5tK1ng » Sat May 02, 2020 6:32 pm

It's hard to tell, no one reports any findings on the tickets....................................................

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Re: Zandronum 3.1-alpha-200501-1847

#8

Post by mifu » Sun May 03, 2020 1:52 am

Any linux and or OSX builds being built? Got people asking for them on discord.

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Re: Zandronum 3.1-alpha-200501-1847

#9

Post by Sean » Sun May 03, 2020 2:58 pm

<capodecima> i dont say any more word without my loyer jenova

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Re: Zandronum 3.1-alpha-200501-1847

#10

Post by Blzut3 » Mon May 04, 2020 1:31 am

Sorry I haven't been around these parts in awhile, where is the current code being hosted? The Bitbucket repo looks to stop at b3fecec3f0d7?

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Re: Zandronum 3.1-alpha-200501-1847

#11

Post by Zakken » Mon May 04, 2020 6:25 am

After some testing on TSPG, some people and I noticed a bug where people's actions (firing weapons, pressing switches, opening doors) were all considerably more delayed than they would normally be. It seems to happen at random and can start and stop happening at any point during any match. With 160 ping, every now and then my actions would have a 250-300ms delay, and another player with 30ms would sometimes get even more severe delays. I'll try testing more 3.1 outside of TSPG and see if this issue persists before I report a bug proper, but I'm curious to see if anybody else has come across this same problem.
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Re: Zandronum 3.1-alpha-200501-1847

#12

Post by Blzut3 » Mon May 04, 2020 9:26 am

Linux builds are uploaded. Also updated to FMOD Ex 4.44.64.

It appears there hasn't been a build since I changed out the Mac I'm using so need to rebuild my scripts. With that said preliminary tests suggests that on my 2018 Mac Mini the OpenGL renderer is broken (palette corruption) and then the whole system black screened when closing the program. Probably related to still using SDL 1.2 if I had to guess. Zandronum could really use the improved Linux and Mac backends backported from later ZDoom. Linux is OK, but could be a lot better. Mac may have completely rotten at this point, but not certain.

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Re: Zandronum 3.1-alpha-200501-1847

#13

Post by Blzut3 » Sun May 10, 2020 7:50 am

Mac build uploaded. Requires Mac OS X 10.7 or later.

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Re: Zandronum 3.1-alpha-200501-1847

#14

Post by Cyber' » Tue May 12, 2020 2:50 am

Zakken wrote:
Mon May 04, 2020 6:25 am
After some testing on TSPG, some people and I noticed a bug where people's actions (firing weapons, pressing switches, opening doors) were all considerably more delayed than they would normally be. It seems to happen at random and can start and stop happening at any point during any match. With 160 ping, every now and then my actions would have a 250-300ms delay, and another player with 30ms would sometimes get even more severe delays. I'll try testing more 3.1 outside of TSPG and see if this issue persists before I report a bug proper, but I'm curious to see if anybody else has come across this same problem.
I've noticed this during a JMX test on Blue Firestick. I tested it with the following conditions and it seemed to replicate the problem. I will need to test again to confirm:

During this test I was in OpenGL.

Start in windowed mode. Let the game load in on a server.
Join game, then alt enter into Fullscreen mode.
At this point your shots should be more delayed than normal. I've tested it the reverse way and I've had something similar except I'd have "connection interrupted", and yet my messages would show to the other players with no problems.
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Progress : RJX2 - Standby... | RJX remastered : Final Detail - 100% Complete!(Wad on TSPG)
Newest Project : Jump Maze X (X2, JMX): Beta (Final phases) - All Layouts done, Finalizing scripts.

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Re: Zandronum 3.1-alpha-200501-1847

#15

Post by mifu » Tue May 12, 2020 4:35 am

Could you please post your findings in this tracker ticket? https://zandronum.com/tracker/view.php?id=3787

We are keeping track of that issue via that ticket

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Re: Zandronum 3.1-alpha-200501-1847

#16

Post by Cyber' » Wed May 13, 2020 4:26 am

Done. If I find any other info that relates to this I'll definitely keep things updated.
Projects completed : PROCTF, Jump Maze, Tricky ST. RJX.
Progress : RJX2 - Standby... | RJX remastered : Final Detail - 100% Complete!(Wad on TSPG)
Newest Project : Jump Maze X (X2, JMX): Beta (Final phases) - All Layouts done, Finalizing scripts.

I always love these calm moments before the storm...

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