Zandronum 3.1

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Torr Samaho
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Zandronum 3.1

#1

Post by Torr Samaho » Sun Dec 12, 2021 9:15 pm

At long last, the wait is finally over, and just in time before the holiday season! After more than four years in development, we are happy to announce the release of Zandronum 3.1!

Despite technically being a minor version, this comes packed with tons of fixes and additions. Something worth noting is that the skip correction ("sv_smoothplayers") couldn't make it into the final release due to unforeseen issues that made it problematic to have it on. So we had to be postpone it for a later release. Other than that, here is a short summary on some of the more notable changes:
  • A new server administration menu made by Dusk, enabling RCON users to change server settings within the menus and without needing to use the console.
  • A new private chat mode so that players can send private messages to each other (or the server), using "sayto" or "sayto_idx". The server can decide on whether or not private messages are allowed with the CVar "sv_allowprivatechat".
  • Various netcode improvements, especially with the unlagged, done by Leonard.
  • An option for players to send up to 3 backup copies of older move or weapon select commands using "cl_backupcommands". Particularly useful for players suffering from bad packet loss on a server.
  • Servers can now specify their exact country to launchers with "sv_country" instead of launchers always relying on GeoIP to determine their location.
  • New ACS functions: SetCurrentGameMode, GetCurrentGameMode, SetGameModeLimit, SetPlayerClass, SetPlayerChasecam, GetPlayerChasecam, SetPlayerScore, GetPlayerScore, InDemoMode, ExecuteClientScript, NamedExecuteClientScript, SendNetworkString, NamedSendNetworkString, GetChatMessage, GetMapRotationSize, and GetMapRotationInfo.
  • New ACS EVENT script types: GAMEEVENT_CHAT, GAMEEVENT_PLAYERCONNECT, GAMEEVENT_ACTOR_SPAWNED, GAMEEEVENT_ACTOR_DAMAGED, and GAMEEVENT_ACTOR_ARMORDAMAGED.
  • New SBARINFO commands: IfSpectator [not] [dead] and IfSpying [not].
  • New DMFlags and CompatFlags: sv_nounlaggedbfgtracers, sv_nodoorclose, sv_forcesoftwarepitchlimits, sv_shootthroughallies, sv_dontpushallies, compat_resetglobalvarsonmapreset, and compat_noobituaries.
  • New vote types for enabling/disabling DMFlags ("callvote <flag name> <value>), and skipping to the next level (like the CCMD "nextmap") or next secret level (like the CCMD "nextsecret").
  • Mods can now set up the DMFlags, CompatFlags, and LMSFlags they need enabled or disabled for any game mode, all within the GAMEMODE lump.
  • New parameters to the "addmap" and "insertmap" commands, specifying the minimum and maximum number of players required to enter a map.
  • Players can now use names with complex colouring schemes without having to worry about reaching the length limit because of colour codes.
  • More security checks to "ConsoleCommand". Particularly, the CVar "cl_protectcvars" prevents ConsoleCommand from permanently changing a user's settings, and CVARINFO can now safely replace any CVars that were previously created using ConsoleCommand.
  • Loading ZIP/PK3 files containing duplicate protected lumps now results in a fatal error when hosting a server.
  • Added support for player colour sets.
  • Added most of the features originally from ZCC, including: chat prefixes/suffixes, custom weapon swaying, bobbing, offsetting, extra information for "cl_identifytarget", and more.
  • Added all of the text colours from "New Text Colours" originally made by FuzzballFox.
  • Changed the executable icon for Windows users to a more sleek, modern design originally made by Medicris.

And of course, here is the full list of changes:

Code: Select all

*+	- Added a new server administration menu, from which server settings can be changed without needing to use the console. The menu will ask for the RCON password if necessary. Gameplay and compatibility settings are now grayed out unless the user has RCON access and work online properly. Added various Zandronum-specific gameplay settings to the menu. [Dusk]
*+	- Added a new chat mode that lets players send private messages to each other. The sender can either pass the player's name with "sayto" or a player's number with "sayto_idx". Alternatively, players can send private messages to the server by passing "server" as a name. [Kaminsky]
*+	- Added the CVar "sv_smoothplayers" to improve the movement of lagging players. [Kaminsky]
+	- "stat nettraffic" now also shows information on the number of many missing packets the client requests from the servers. [Torr Samaho]
+	- The server can now broadcast the MD5 hashes of loaded PWADs to launchers. [Sean]
+	- Added new console commands "demo_ticsplayed" to show the current position in demo playback and "demo_skipto" to skip to such a position.
+	- 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. [DoomJoshuaBoy]
+	- Added new compatibility flag "compat_noobituaries" to prevent obituaries from being printed to the console when a player dies. [Kaminsky]
+	- Added new compatibility flag "compat_resetglobalvarsonmapreset" to reset all global ACS variables upon resetting the map like in survival. [Kaminsky]
+	- Added new ACS functions: SetGamemodeLimit(int limit, int value) to change gamemode limits, SetCurrentGamemode(str gamemode) to switch gamemodes during a game, and GetCurrentGamemode() to get the gamemode being played. [Kaminsky]
+	- Added ACS function: SetPlayerClass(int player, str class, bool respawn) to allow changing of a player's class. [Kaminsky]
+	- Added ACS functions: SetPlayerChasecam(int player, bool enable) and GetPlayerChasecam(int player) to enable or disable the built-in chasecam for the player. [Kaminsky]
+	- Added a new scoreboard icon that displays if a player is lagging to the server. [Kaminsky]
+	- Added ACS functions: SetPlayerScore(int player, int type, int value) and GetPlayerScore(int player, int type) to get or set the player's score. The type can be either frags, points, wins, deaths, kills, or the item and secret counts. [Kaminsky]
+	- Added an ACS special to check whether the game is in demo or not [DoomJoshuaBoy/geNia]
+	- Added new SBARINFO commands: IfSpectator [not] [dead] and IfSpying [not] that execute a sub block if the local player is (not) a (dead) spectator, or (not) spying on another player respectively. [Kaminsky]
+	- Added ACS functions: ExecuteClientScript and NamedExecuteClientScript which let the server execute clientside scripts for only one client as opposed to everyone. This allows net traffic to be greatly optimized, such that the server only sends out commands to the client(s) that matter. [Kaminsky]
+	- Added ACS functions: SendNetworkString and NamedSendNetworkString, allowing strings to be sent from the server to the client(s) and vice versa, which are passed as the first argument of script to also be executed. Note that sending strings from client to server works just like puking scripts and there's no guarantee they are sent to the server successfully. [Kaminsky]
+	- Added a new EVENT script type: GAMEEVENT_CHAT that triggers when a non-private chat message is sent. Use this in conjunction with the ACS function: GetChatMessage(int player, int offset) to get the last chat message received by the player (or the server if -1 is passed). [Kaminsky]
+	- Added a new floating icon that shows if a player is in the menu. [DoomJoshuaBoy/geNia]
+	- Added the CVar "con_showtimestamps" which adds a timestamp to the beginning of each line on the console. [Kaminsky]
+	- Added the CVar "cl_showpacketloss" which prints how many packets were missed when the client experiences packet loss. [Kaminsky]
+	- Added a check that prevents demos from being played if the version string stored in the file doesn't match the current version being used. This means, for instance, a release version of Zandronum cannot playback a demo that was recorded using a beta version. [Kaminsky]
+	- Added the CVar "cl_hidevotescreen" which controls if the vote screen should be hidden shortly after the client makes their vote. In order to keep the same behaviour like in older versions, this CVar is set to true by default. [Kaminsky]
+	- Added new console variable "sv_forcesoftwarepitchlimits" to force the player's pitch to be limited to what's allowed in the software renderer. [Kaminsky]
+	- Backported the chat prefix and suffix features from ZCC, which have been renamed to "cl_chatprefix" and "cl_chatsuffix" respectively. [Kaminsky]
+	- Added new options to GAMEMODE: "gamesettings" and "removegamesetting", allowing modders to specify what gameplay or compatibility flags need to be enabled or disabled for a particular game mode. All flags added into the "gamesettings" block are locked and cannot be manually changed while the game mode is being played unless they're removed using the latter option. [Kaminsky]
+	- Added a new vote type for changing gameplay flags by doing "callvote <flag name> <value> [reason]", which can also be disabled by the server using the "sv_noflagvote" CVar. Also added the missing checkbox for changemap votes in the server console window. [Kaminsky]
+	- Added new parameters to the "addmap" and "insertmap" CCMDs that specify the minimum and maximum number of players required to enter a map. [Kaminsky]
+	- Added ACS functions: GetMapRotationSize and GetMapRotationInfo to get information about the server's map rotation. [Kaminsky]
+	- Added new console command "weapswap" which swaps the player's weapon to the one they were using before. [Kaminsky]
+	- Added the CVar "cl_telespy". [Kaminsky]
+	- Added the CVar "cl_protectcvars" which makes ConsoleCommand not archiving CVar changes to the user's config file optional. [Kaminsky]
+	- CVars defined in CVARINFO can now replace "unknown" variables, particularly those originally created using ConsoleCommand. [Kaminsky]
+	- Added the the console commands "spyto" and "spyto_idx". [Kaminsky]
+	- Added the console command "spycarrier" for spying on players carrying gamemode-specific items. Particularly useful for streamers who want to quickly switch to the carrier(s). [Kaminsky]
+	- The map rotation is now synced with the clients, meaning clients can now use the "maplist" CCMD to view the map list. [Kaminsky]
+	- Added "cl_autoready" to automatically set a client as ready to go and "cl_intermissiontimer" to show the intermission countdown and the next map. [DoomJoshuaBoy/Kaminsky]
+	- Added CVars that customize how the weapon bobs, sways, and offsets based on the player's pitch, or whether or not to bob the screen itself while leaving the weapon bob unaffected. [Kaminsky]
+	- Added the GAMEMODE flag DONTPRINTPLAYERSLEFT to prevent printing the "waiting for players" or "x allies/opponents left" message at the bottom of the screen. [Kaminsky]
+	- Added all of the text colors from "New Text Colors", originally made by FuzzballFox. [Kaminsky]
+	- Added the EVENT script type: GAMEEVENT_PLAYERCONNECT, indicating when a client or bot joins the server. [Kaminsky]
+	- Added the EVENT script type GAMEEVENT_ACTOR_SPAWNED and GAMEVENT_ACTOR_DAMAGED, which are triggered just before an actor's first tic and when an actor takes damage. Note that for performance reasons, these events are disabled by default so modders have to enable them by themselves. [Kaminsky]
+	- Added the EVENT script type GAMEEVENT_ACTOR_ARMORDAMAGED that's triggered just before an actor's armor absorbs any damage inflicted on it. [Kaminsky]
+	- Added DMFlags: "sv_shootthroughallies" and "sv_dontpushallies", so a player's attacks can pass through and not push their allies. [Kaminsky]
+	- Added packet loss mitigation, which the client can control using the CVar "cl_backupcommands". [Kaminsky]
+	- Added the server CVAR "sv_country", which allows servers to present their country to launchers. [Sean]
+	- Added the new nextmap and nextsecret vote types. [Sean]
+	- Added the CVar "sv_respawndelaytime", which allows servers to decide how long players must wait before they can respawn. [Kaminsky]
-	- Fixed: Bots tries to jump to reach item when sv_nojump is true. [sleep]
-	- Fixed: ACS function SetSkyScrollSpeed didn't work online. [Edward-san]
-	- Fixed: color codes in callvote reasons weren't terminated properly. [Dusk]
-	- Fixed: The 'Color Setter' and the 'Fade Setter' things weren't handled properly on map resets. [Edward-san]
-	- Fixed: A_JumpIfTargetInsideMeleeRange and A_JumpIfTargetOutsideMeleeRange weren't handled properly online. [Edward-san]
-	- Fixed: Same spot respawn didn't work anymore with dead spectators. [Edward-san]
-	- Fixed: A_CheckLOF wasn't handled properly online. [Edward-san]
-	- Fixed the DROPPED flag not being removed from level-spawned things when not needed. [Edward-san]
-	- Fixed an ACS related server and client crash. [Torr Samaho]
-	- Fixed: loading from a savegame lost the extra player statuses, like the spread rune mode. [Edward-san]
-	- Fixed: Bots DH_ARRAYSET implementation is wrong. [sleep]
-	- Fixed jittery model interpolation, partly based on dpJudas's fix for GZDoom. [StrikerMan780]
-	- Fixed an integer overflow crash related to decals. [eagle, Torr Samaho]
-	- Fixed GAMEEVENT_CAPTURES and GAMEEVENT_RETURNS scripts not executing in One Flag CTF or Skulltag. [Kaminsky]
-	- Fixed the obituary for the BFG tracer not being used if a player was killed by them. [Kaminsky]
-	- Fixed desaturated translations created with CreateTranslation() not syncing with clients in an online game. [Kaminsky]
-	- Fixed missiles with the STEPMISSILE flag disappearing in online games. [Kaminsky]
-	- Fixed faulty armor behaviour that occurred when the player's inventory was cleared. [Kaminsky]
-	- Fixed sound channels containing looped sounds not being synced with newly connected clients. [Kaminsky]
-	- Fixed the StopSound ACS function not working in online games. [Kaminsky]
-	- Fixed the ChangeCamera line special not reverting the HUD to match the player that the client is looking through. [Kaminsky]
-	- Fixed Line_SetTextureOffset and Line_SetTextureScale not working in online games. [Kaminsky]
-	- Fixed ACS HudMessage alpha, visibility, and layer flags not working online. Also fixed SetHudClipRect and SetHudWrapWidth not working online. [Kaminsky]
-	- Fixed Team_Score and Team_GivePoints not working properly on all gamemodes that support teams and give points. [Kaminsky]
-	- Fixed user variables not being reset for actors that aren't respawned during a map reset. [Kaminsky]
-	- Fixed issues with A_SkullPop and if the player spectates while the PlayerChunk actor is still in midair. [Kaminsky]
-	- Fixed the class field of a skin breaking A_SkullPop and spawning dummy players instead of the "PlayerChunk" actor. [Kaminsky]
-	- Fixed the INVENTORY.NOSCREENFLASH flag not working in online games. [Kaminsky]
-	- Fixed "random" when used for the class property in BOTINFO not actually assigning the bot a random player class but instead choosing the first player class in the list. [Kaminsky]
-	- Fixed SetActorProperty not working online with APROP_StencilColor. [Kaminsky]
-	- The console and chat no longer opens or closes while the user is holding down the grave or enter keys. This makes it extremely difficult to flicker the console or chat icons and trigger client command floods. [Kaminsky]
-	- Fixed "####" and "----" in PlayerPawns. [Zandrewnum]
-	- Fixed dormant sounds from still playing upon resetting the map. [Kaminsky]
-	- Fixed a player's old body from being frozen and not finishing their animation when they become a dead spectator. [Kaminsky]
-	- Fixed dead spectators not spawning where they died if sv_samespawnspot is enabled. [Kaminsky]
-	- Fixed ACS scripts puked by the server RCON from using player 0 as the activator. [Kaminsky]
-	- Fixed a compatibility issue with printing team-related messages on the screen using custom colors. [Kaminsky]
!	- sv_forcegldefaults renamed to sv_forcevideodefaults. The old name still exists for compatibility. [Dusk]
!	- r_3dfloors is now forced to be true when sv_forcevideodefaults is true. [Dusk]
!	- When the wad authentication fails for a connecting client, the client only reports the missing and incompatible PWADS instead of all of them. [Pol Marcet]
!	- GAMEEVENT_CAPTURES scripts now pass the number of points earned as 'arg2'. [Kaminsky]
!	- gl_lights_size is now forced to its default value when sv_forcevideodefaults is true. [Kaminsky]
!	- The Player_SetTeam line special now accepts a second parameter to enable/disable the broadcast message. By default, the message is still printed. [Kaminsky]
!	- ZIP/PK3 files containing duplicate lumps will now print warning messages in the console when they're found, and a fatal error will occur if any of these duplicate lumps need to be authenticated on the server. [Kaminsky]
!	- The "map" and "changemap" votes now show the full name of the level in addition to the lump name. [Kaminsky]
!	- Re-enabled code that adds support for player color sets. [Kaminsky]
!	- Actors with the CLIENTSIDEONLY flag that are spawned using the "summon" cheat in online games are now removed on the server's end, but will still spawn on the client's end. [Kaminsky]
!	- The $weapon and $ammo keywords for "chat_substitution" will now use the corresponding actor's tag if it exists, instead of always using the class name. [Kaminsky]
!	- The CVar "cl_identifytarget" is now an integer and has been extended to print additional information about a teammate including their health and armor, weapon and ammo count, and class or skin, in a similar format to the coop info. [Kaminsky]
!	- The default renderer for new users will now be the OpenGL renderer instead of the software renderer. [Kaminsky]
!	- Changed the default binds of some commands to more modern controls. [Kaminsky]
!	- The chat cursor now blinks while the client is typing a message. [Kaminsky]
!	- The "You fragged" and "You were fragged by" HUD messages can now be edited in the LANGUAGE lump. [DoomJoshuaBoy/Kaminsky]
!	- A player's health on the coop info or target identification is now color coded based on percentage and not hardcoded numbers. Also added orange as a color to indicate when a player's health is between 26-50%. [Kaminsky]
!	- The name of the server and the current game mode are now shown on the scoreboard's header. [Kaminsky]
!	- Color codes are now omitted from the length of the player's name, allowing for more complex color schemes without reaching the limit. There's still a technical limitation so that names aren't too long when sent across the network. [Kaminsky]
!	- The chasecam is temporarily disabled while the local player is in free spectate mode. [Kaminsky]
!	- Replaced the executable icon with a more sleek, modern design originally made by Medicris. [Kaminsky]

Download

PS: Thanks a lot to Kaminsky and DoomJoshuaBoy for reviving the development! And also thanks to Kaminsky for drafting this announcement. Since it's been so long since the last release, I took the liberty of posting this myself :).

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Re: Zandronum 3.1

#2

Post by Sean » Sun Dec 12, 2021 9:19 pm

WOOOOOOO LETS GO
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Re: Zandronum 3.1

#3

Post by Zakken » Sun Dec 12, 2021 9:27 pm

Congrats on the much-anticipated release! Zandronum on top!

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Re: Zandronum 3.1

#4

Post by Xenaero » Sun Dec 12, 2021 9:39 pm

A lot of work went into this! It's good to see Zan back at it, congratulations to the development team and the testers who provided valuable feedback.

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Re: Zandronum 3.1

#5

Post by buu342 » Sun Dec 12, 2021 9:43 pm

Very exciting to see this become official! Thank you to everyone for your extremely hard work putting this together. Honestly, the community doesn't deserve you guys!
Remember that you are unique, just like everyone else.

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Re: Zandronum 3.1

#6

Post by werewindle » Sun Dec 12, 2021 9:57 pm

This is a very elaborate hoax to convince us the simulation world is real.

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Re: Zandronum 3.1

#7

Post by Kaminsky » Sun Dec 12, 2021 10:14 pm

You can download the latest ACC (v1.58) with all the additions in 3.1 here. Have fun guys! :D

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Re: Zandronum 3.1

#8

Post by DevilHunter » Mon Dec 13, 2021 12:24 am

I know this is probably a long shot.. But seeing as I cannot get zcc to compile at all on my rig.. can someone else do it that will be compatible with 3.1? Would be neat as I'm used to Al the additions that zcc has. Also neat to see zan being worked on. Now just wished we can have something other then MegaMan to play..

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Re: Zandronum 3.1

#9

Post by bond » Mon Dec 13, 2021 11:17 am

Torr Samaho wrote:
Sun Dec 12, 2021 9:15 pm
[*] Servers can now specify their exact country to launchers with "sv_country" instead of launchers always relying on GeoIP to determine their location.
What's the point in this parameter? Server admin determines under what flag to show his server (instead of real country)?

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Re: Zandronum 3.1

#10

Post by Sean » Mon Dec 13, 2021 2:02 pm

bond wrote:
Mon Dec 13, 2021 11:17 am
What's the point in this parameter? Server admin determines under what flag to show his server (instead of real country)?
The main reasoning is that GeoIP can often be inaccurate, and this allows server admins affected by that to set their country correctly.
For example: Doom Explorer has displayed the Blue Firestick server chain as incorrectly being in France for a while now, despite actually being in the UK.
Of course, it would allow server hosts to lie about their country or hide it, but players could still use ping to determine whether a server is worth playing. And an option could be added to server browsers that forces all servers to use GeoIP, if the user wanted.
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Re: Zandronum 3.1

#11

Post by Samuzero15tlh » Mon Dec 13, 2021 2:23 pm

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

Zandro 3.1 is out! Let's F*cking GOOOOO!

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Re: Zandronum 3.1

#12

Post by Ultimate Freedoomer » Tue Dec 14, 2021 12:17 am

Question: how many versions behind GZDoom is this version?

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Re: Zandronum 3.1

#13

Post by WaTaKiD » Tue Dec 14, 2021 1:13 am

Ultimate Freedoomer wrote:
Tue Dec 14, 2021 12:17 am
Question: how many versions behind GZDoom is this version?
zan 3.1's gzdoom codebase is the same as zan 3.0's, which is that of gzdoom 1.8.6 (may 8 2014)

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Re: Zandronum 3.1

#14

Post by Ivan » Tue Dec 14, 2021 11:43 am

Ultimate Freedoomer wrote:
Tue Dec 14, 2021 12:17 am
Question: how many versions behind GZDoom is this version?
The "how far behind" question's answer is not going to change for a long time unless a miracle happens. It's PRETTY old, so old that it hasn't even caught up on half the newest DECORATE features yet.

Oh and congrats on the release I suppose. Hoping newer releases won't take as long :)
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Re: Zandronum 3.1

#15

Post by Monsterovich » Tue Dec 14, 2021 7:10 pm

Zandronum modders be like:
Spoiler: (Open)
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Good job!

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Re: Zandronum 3.1

#16

Post by fr blood » Wed Dec 15, 2021 6:54 am

Nice work, it's good to see unique features for online multiplayer.
I know that many of us would love to have all the features of the lastest GZDoom versions, but let's be honest, all these options for multiplyaer being unique to Zandronum make it very good anyway.

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Re: Zandronum 3.1

#17

Post by Doomkid » Wed Dec 15, 2021 10:09 pm

I'm so glad to see a new release, gonna update Doomshack's cluster accordingly at some point. Thanks a ton to everyone on the Zand team! I hope you guys keep working on this, some of us do appreciate it.
bond wrote:
Mon Dec 13, 2021 11:17 am
Torr Samaho wrote:
Sun Dec 12, 2021 9:15 pm
[*] Servers can now specify their exact country to launchers with "sv_country" instead of launchers always relying on GeoIP to determine their location.
What's the point in this parameter? Server admin determines under what flag to show his server (instead of real country)?
I know this isn't the place for feature requests, but I can see a lot of people using this to display fake countries for various stupid reasons. Wouldn't an option to simply not display country at all for that cluster be better, to avoid clusters "lying" about it?
Sean wrote:
Mon Dec 13, 2021 2:02 pm
And an option could be added to server browsers that forces all servers to use GeoIP, if the user wanted.
This is also a great idea.
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Re: Zandronum 3.1

#18

Post by TDRR » Thu Dec 16, 2021 2:26 am

That CVAR exists because there were (still are, probably) some issues with clusters not displaying the correct country, and the option to specify the correct one is useful for that.
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Re: Zandronum 3.1

#19

Post by Empyre » Sat Jan 01, 2022 5:29 pm

Sadly, the bug where Zandronum skips maps when more than one exit line is activated seems to have returned.
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Re: Zandronum 3.1

#20

Post by Kaminsky » Sat Jan 01, 2022 6:18 pm

Empyre wrote:
Sat Jan 01, 2022 5:29 pm
Sadly, the bug where Zandronum skips maps when more than one exit line is activated seems to have returned.
Can you post a ticket on the tracker, and/or include a minimal example wad if possible?

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