ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Fused
Forum Staff
Posts: 594
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Clan: TK
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#141

Post by Fused » Mon Sep 11, 2017 9:55 pm

Well, in about 5 minutes the day ends for me, so I'm technically still on time. Here's ZCC for Zandronum 3.0, which also received a bump in its own version with some new additions.
https://www.dropbox.com/s/iqbm48eayq3bu ... 9.zip?dl=0

Spoiler: changelog (Open)
- Implement message level colors.
- The speed at which the console moves can now be changed with the CVAR zcc_conspeed.
- The console's movements are now interpolated.
- Fixed: Zandronum now uses proper mouse input for clients.
- Added string manipulation console commands.
- Added a "pipe" console command.
- Ported the software GL lightmode code from the latest GZDoom and adapted it to Zandronum's codebase.
- Added zptr_random.
- Changed the way ZCC's version is displayed.
- Changed version to 1.6.
The thread will be properly updated and documented whenever I have time tomorrow.
ZCC, A Client Enhancement for Zandronum
Zombie Horde 2 (coming soon) || DoomZ : Overpoch (coming not so soon)

Image

User avatar
DevilHunter
Zandronum Tester
Posts: 623
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Clan: Moonlight Killers
Clan Tag: [MLK]
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#142

Post by DevilHunter » Wed Sep 13, 2017 9:51 am

Sweet, thanks. And Uploaded for good measure. Thanks once again Fused. I had to change the filename Slightly because I don't like having URLs that have % in them.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 933
Joined: Wed Mar 06, 2013 4:04 pm
Location: France
Clan: Incredible
Clan Tag: [I]

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#143

Post by fr blood » Tue Oct 03, 2017 11:19 am

Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.

User avatar
Espio
Forum Regular
Posts: 363
Joined: Sat Jun 02, 2012 8:28 pm
Location: OldWorldBlues.esm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#144

Post by Espio » Tue Oct 03, 2017 1:48 pm

fr blood wrote:
Tue Oct 03, 2017 11:19 am
Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.
I can attest to this minus chat messages needing to be read in console only. ZCC has like this.. slight blur effect on some parts of my screen while some are normal, easier to spot in the console but cannot be replicated via screenshot. This never happens in normal 3.0. It occurs on all resolutions and I'm baffled on what even could be causing it.

User avatar
Catastrophe
ZanStuff Reviewer
Posts: 2536
Joined: Sat Jun 02, 2012 2:44 am
Clan: Incredible

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#145

Post by Catastrophe » Tue Oct 03, 2017 11:30 pm

fr blood wrote:
Tue Oct 03, 2017 11:19 am
Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.
Espio wrote:
Tue Oct 03, 2017 1:48 pm
I can attest to this minus chat messages needing to be read in console only. ZCC has like this.. slight blur effect on some parts of my screen while some are normal, easier to spot in the console but cannot be replicated via screenshot. This never happens in normal 3.0. It occurs on all resolutions and I'm baffled on what even could be causing it.

Are you all playing on windowed mode? It happened to me as well and is a GZDoom problem if so. See here: https://forum.drdteam.org/viewtopic.php?t=6790
Youtube Channel
Projects: Super Demon | Idiotic LMS | ZCC | Cata WeaponZ

Currently hooked on Overwatch and PUBattlegrounds.

User avatar
Espio
Forum Regular
Posts: 363
Joined: Sat Jun 02, 2012 8:28 pm
Location: OldWorldBlues.esm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#146

Post by Espio » Wed Oct 04, 2017 2:13 pm

Catastrophe wrote:
Tue Oct 03, 2017 11:30 pm
Are you all playing on windowed mode? It happened to me as well and is a GZDoom problem if so. See here: https://forum.drdteam.org/viewtopic.php?t=6790
Yes, practically need windowed mode. I'll be damned though, that makes me sad cause I love alpha style bobbing.

User avatar
jdagenet
Forum Regular
Posts: 161
Joined: Tue Jun 05, 2012 8:08 am
Clan: Cube
Clan Tag: A3
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#147

Post by jdagenet » Thu Oct 05, 2017 9:51 pm

Why does ZCC's mouse input feel so much better than Zan 3.0's and why hasn't it been done for Zan 3.0 yet?
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

∞Phantasm
New User
Posts: 8
Joined: Tue Oct 10, 2017 3:21 pm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#148

Post by ∞Phantasm » Tue Oct 10, 2017 4:29 pm

jdagenet wrote:
Thu Oct 05, 2017 9:51 pm
Why does ZCC's mouse input feel so much better than Zan 3.0's and why hasn't it been done for Zan 3.0 yet?
Yep, after years of wondering why the mouse is choppy in Zandronum... I can finally play the game properly with this community client version. I guess most people just don't notice or compare the mouse-look to GZDOOM.

∞Phantasm
New User
Posts: 8
Joined: Tue Oct 10, 2017 3:21 pm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#149

Post by ∞Phantasm » Thu Oct 19, 2017 1:41 pm

Any possibility of porting over a few aesthetic features from GZDOOM for this? SSAO, Lights, and Brightmaps?

User avatar
Sean
Zandronum Tester
Posts: 835
Joined: Thu Jan 16, 2014 9:09 pm
Location: England
Clan Tag: [TSPG]
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#150

Post by Sean » Thu Oct 19, 2017 4:26 pm

∞Phantasm wrote:
Thu Oct 19, 2017 1:41 pm
Any possibility of porting over a few aesthetic features from GZDOOM for this? SSAO, Lights, and Brightmaps?
If by lights you mean dynamic lights, then Zandronum has supported them since, like, forever. Same with brightmaps.
There's probably a bunch of renderer differences between Zandronum and GZDoom that would make SSAO and all those other fancier rendering stuff infeasible.

Code: Select all

<Decay> csnxs try being less bitter and actually helpful to the community, thanks

User avatar
Catastrophe
ZanStuff Reviewer
Posts: 2536
Joined: Sat Jun 02, 2012 2:44 am
Clan: Incredible

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#151

Post by Catastrophe » Thu Oct 19, 2017 4:46 pm

Yep, as Sean said, if we did bring those features into ZCC, we'd face trouble when Zandronum inevitably updates and our stuff conflicts with theirs.
Youtube Channel
Projects: Super Demon | Idiotic LMS | ZCC | Cata WeaponZ

Currently hooked on Overwatch and PUBattlegrounds.

∞Phantasm
New User
Posts: 8
Joined: Tue Oct 10, 2017 3:21 pm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#152

Post by ∞Phantasm » Thu Oct 19, 2017 5:31 pm

Ah ok... Fair enough, thanks. Not sure why GZDOOM looks better (other than the SSAO), but I was referring to the lights.pk3 and brightmaps.pk3 it comes with and has the checkbox for them when you launch GZDOOM. All of which seem to be missing from Zandronum. Tried loading those pk3s but they dont seem to have any effect in Zan.
thumbnail

Actually I guess I was confusing brightmaps with bloom in that screenshot.

User avatar
Sean
Zandronum Tester
Posts: 835
Joined: Thu Jan 16, 2014 9:09 pm
Location: England
Clan Tag: [TSPG]
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#153

Post by Sean » Thu Oct 19, 2017 6:52 pm

Yeah, the bloom is infeasible for the same reason as SSAO it seems.
It also appears that lights.pk3 is part of zandronum.pk3 (hence why it appears to have no effect), and I can't really verify if brightmaps actually work or not...

Code: Select all

<Decay> csnxs try being less bitter and actually helpful to the community, thanks

User avatar
Ivan
Addicted to Zandronum
Posts: 2132
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#154

Post by Ivan » Thu Oct 19, 2017 8:36 pm

Sean wrote:
Thu Oct 19, 2017 6:52 pm
Yeah, the bloom is infeasible for the same reason as SSAO it seems.
It also appears that lights.pk3 is part of zandronum.pk3 (hence why it appears to have no effect), and I can't really verify if brightmaps actually work or not...
Brightmaps do work if you're using OGL as renderer and have enabled them.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Sir_Swerving
New User
Posts: 5
Joined: Sat Mar 29, 2014 5:56 pm

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#155

Post by Sir_Swerving » Fri Oct 20, 2017 12:50 am

Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?

User avatar
Fused
Forum Staff
Posts: 594
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Clan: TK
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#156

Post by Fused » Fri Oct 20, 2017 12:20 pm

Sir_Swerving wrote:
Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
ZCC, A Client Enhancement for Zandronum
Zombie Horde 2 (coming soon) || DoomZ : Overpoch (coming not so soon)

Image

User avatar
Ivan
Addicted to Zandronum
Posts: 2132
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#157

Post by Ivan » Fri Oct 20, 2017 3:08 pm

Fused wrote:
Fri Oct 20, 2017 12:20 pm
Sir_Swerving wrote:
Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
I thought crouch was detectable somehow in ACS. It's not?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Fused
Forum Staff
Posts: 594
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Clan: TK
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#158

Post by Fused » Fri Oct 20, 2017 6:02 pm

Ivan wrote:
Fri Oct 20, 2017 3:08 pm
Fused wrote:
Fri Oct 20, 2017 12:20 pm
Sir_Swerving wrote:
Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
I thought crouch was detectable somehow in ACS. It's not?
It is, but how are you going to adjust your weapon sprite with it? Unless you specifically make an ACS weapon, it's not going to be possible.
ZCC, A Client Enhancement for Zandronum
Zombie Horde 2 (coming soon) || DoomZ : Overpoch (coming not so soon)

Image

User avatar
Sean
Zandronum Tester
Posts: 835
Joined: Thu Jan 16, 2014 9:09 pm
Location: England
Clan Tag: [TSPG]
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#159

Post by Sean » Fri Oct 20, 2017 6:53 pm

Uh, this is the ZCC thread, so it could just be implemented in C++...

Code: Select all

<Decay> csnxs try being less bitter and actually helpful to the community, thanks

User avatar
Fused
Forum Staff
Posts: 594
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Clan: TK
Contact:

Re: ZCC - Zandronum Community Client [v1.6 Zandronum 3.0]

#160

Post by Fused » Fri Oct 20, 2017 9:53 pm

Er, yeah. For some reason I thought he asked if it was already possible in some way. It should be possible to implement. My bad.
ZCC, A Client Enhancement for Zandronum
Zombie Horde 2 (coming soon) || DoomZ : Overpoch (coming not so soon)

Image

Post Reply