Dark-Assassin's Custom Zandronum Binary (Outdated)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#21

Post by ForrestMarkX » Fri Nov 08, 2013 8:59 am

-=Dark-Assassin=- wrote: That's weird. Are you using Windows or Linux?
Windows, but the fact I'm using 7 may be the case cause I've had instances of Zandronum crashing on quit on certain mods in 7 but not in Linux or 8
Last edited by ForrestMarkX on Fri Nov 08, 2013 9:00 am, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#22

Post by Daedalus » Fri Nov 08, 2013 12:21 pm

I applaud you for sharing this, many thanks.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#23

Post by Ivan » Fri Nov 08, 2013 7:31 pm

These should rather be features in Zandronum instead of being a seperate binary, they seem very useful. (And some are already in Zdoom such as bob speed, so why not?)
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#24

Post by Slim » Sat Nov 09, 2013 8:49 am

Ivan wrote: These should rather be features in Zandronum instead of being a seperate binary, they seem very useful. (And some are already in Zdoom such as bob speed, so why not?)
I agree, also Quake bobbing looks nice on Doom weapons (Shotgun, Super Shotgun, etc.) and some Hexen weapons as well. This really should be in the next release.
Last edited by Slim on Sat Nov 09, 2013 8:50 am, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#25

Post by katZune » Sat Nov 09, 2013 7:18 pm

Thank you sir! you made my day :D
Whitout a good PC ATM, i will back when 2.0 come out, :)
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Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#26

Post by Dark-Assassin » Sun Nov 10, 2013 10:30 am

You're all welcome.

Soon enough, I will have a fix for these 2 known bugs:
  • cl_bobstyle 0 not working as intended. Likes to move to the right
  • cl_alawysbob also not working as intended. Seems to ignore +WEAPON.DONTBOB
But first, I need to be able to compile on windows...
Last edited by Dark-Assassin on Mon Nov 11, 2013 8:35 am, edited 1 time in total.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#27

Post by Klofkac » Sun Nov 10, 2013 4:40 pm

-=Dark-Assassin=- wrote: But first, I need to be able to compile on windows...
Got working MSVC 2010 (yeah, I know it is not 2005), I can compile it if you need. I had to remove G15 code completely, though.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#28

Post by katZune » Mon Nov 11, 2013 9:28 pm

hey DA, just downloaded this http://zandronum.com/forum/showthread.p ... 2#pid51053 and played fine with your binary, ofc in the QeffectsGL.ini in the [generic] the Anisotropy and Multisample are set to 0
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#29

Post by Espio » Mon Nov 11, 2013 10:30 pm

Thanks a ton for the binary, it should eventually be included in an official release.

Yay Doom Alpha bobbing.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#30

Post by ZzZombo » Tue Nov 12, 2013 2:59 am

Isn't it required to make your sources public somewhere?
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#31

Post by Dark-Assassin » Tue Nov 12, 2013 5:19 am

Klofkac wrote: Got working MSVC 2010 (yeah, I know it is not 2005), I can compile it if you need. I had to remove G15 code completely, though.
Thanks. That will help a lot.
I myself am trying to get MSVC 2005 to work in my XP VM, but the ISO takes so long to download.
katZune wrote: hey DA, just downloaded this http://zandronum.com/forum/showthread.p ... 2#pid51053 and played fine with your binary, ofc in the QeffectsGL.ini in the [generic] the Anisotropy and Multisample are set to 0
Cool. I just stated that it may not work as it didn't for me.
Espio wrote: Thanks a ton for the binary, it should eventually be included in an official release.

Yay Doom Alpha bobbing.
Thanks.
ZzZombo wrote: Isn't it required to make your sources public somewhere?
I've got the source files zipped up. It's in the OP.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.1 - ZAN 1.2) (Win/Linux)

#32

Post by Watermelon » Tue Nov 12, 2013 5:35 am

Hey this is really cool!
Keep up the good work :)
Last edited by HeavenWraith on Tue Nov 12, 2013 11:56 am, edited 1 time in total.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#33

Post by Dark-Assassin » Tue Nov 12, 2013 4:01 pm

v0.2 is out now. See OP for Changelog and Downloads.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#34

Post by Medicris » Thu Nov 14, 2013 3:31 am

Would it be at all possible to request adding cl_bobstyle, cl_bobspeed and cl_viewbob into Zdoom and Zandronum main builds themselves? I'm very fond of the Doom alpha type, and I don't know if I could play without cl_viewbob 0 after seeing it.

Works well in Win7 x64.
Last edited by Medicris on Thu Nov 14, 2013 3:46 am, edited 1 time in total.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#35

Post by Slim » Sun Nov 24, 2013 6:48 pm

Me and my fellow players that got this binary had a tiny issue, I was playing on a home hosted server and I was trying to force some commands by in-game rcon (sv_'s and such). But it didn't work until I tried going back to the old binary(backups o/). Should this be looked into?
Last edited by Slim on Sun Nov 24, 2013 6:48 pm, edited 1 time in total.
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5:54 PM - Lance: so? we do that all the time
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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#36

Post by -Jes- » Sun Nov 24, 2013 7:17 pm

I've had no such issues with the 0.2 build.

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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#37

Post by Dark-Assassin » Mon Nov 25, 2013 7:25 am

It shouldn't do this. I've only edited client side aspects.
Note that some Server Variables require you to restart the map with the "map" (not "changemap") command to take effect.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#38

Post by DevilHunter » Mon Nov 25, 2013 6:08 pm

Mirrored because.. Why Not?

Custom 1.2 - Zan Beta Builds

Just go in there, and click on the folder that represents your OS.

Enjoy

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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#39

Post by Dark-Assassin » Mon Nov 25, 2013 8:12 pm

Thanks.
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RE: Dark-Assassin's Custom Zandronum Binary (v0.2 - ZAN 1.2) (Win/Linux)

#40

Post by Daedalus » Fri Jun 20, 2014 7:34 pm

Bump..

Can I please have an updated version of this that works with 1.2.1? I've grown quite accustomed to it.

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