Zandronum 2.0
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RE: Zandronum 2.0
Hmmm.
DemonSteele online play in 2.0 has people randomly start without weapons, items, or health, and with the Enter script not firing on them.
Can't reliably replicate it and have no clue what's causing it, but it's completely game-breaking. :\
This is going to be fun to troubleshoot...
DemonSteele online play in 2.0 has people randomly start without weapons, items, or health, and with the Enter script not firing on them.
Can't reliably replicate it and have no clue what's causing it, but it's completely game-breaking. :\
This is going to be fun to troubleshoot...
Last edited by TerminusEst13 on Mon Mar 30, 2015 4:27 pm, edited 1 time in total.
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ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~
- Vincent(PDP)
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RE: Zandronum 2.0
YYYYYYEEESS!
I didn't think it would be released this fast! I've missed those CVar functions!
Btw is ConsoleCommand removed? :L
Next major update will probably be covering 2.6.x...
I didn't think it would be released this fast! I've missed those CVar functions!
Btw is ConsoleCommand removed? :L
They're working on it. It's a little harder than just copy-pasting. :3nico3469 wrote: I saw your code is based on ZDoom 2.5.0 / GZDoom 1.5.0 but this was fixed in their newer versions since a lot of time, so maybe you should consider to update your code to ZDoom 2.7.1 or the last version of GZDoom
Again, it's just an idea, so tell me what you think about it
Next major update will probably be covering 2.6.x...
Last edited by Vincent(PDP) on Mon Mar 30, 2015 5:06 pm, edited 1 time in total.
RE: Zandronum 2.0
Yes it seems harder than I thought ^^
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RE: Zandronum 2.0
Do log outputs account for CTF yet? Specifically, I'm wondering about players picking up, dropping, returning, and scoring the flag.
Congrats on the release!
Congrats on the release!
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RE: Zandronum 2.0
^^^^^^^^HumanBones wrote: Do log outputs account for CTF yet? Specifically, I'm wondering about players picking up, dropping, returning, and scoring the flag.
- Torr Samaho
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RE: Zandronum 2.0
Since 1.3, all relevant CTF events should be logged to the console.HumanBones wrote: Do log outputs account for CTF yet? Specifically, I'm wondering about players picking up, dropping, returning, and scoring the flag.
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RE: Zandronum 2.0
This release is really sweet, I like it! Good work.
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RE: Zandronum 2.0
Wow wow wow, all and everything heretics and hexens bugs fixed there as i am reported everything i found on zdoom and gzdoom in 2009-2010 years
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RE: Zandronum 2.0
So, what's the news regarding authentication servers? We have an official one yet, or is it still the test server? And I don't quite understand how to have the server use the auth server.
Pardon my stupidity.
Pardon my stupidity.
RE: Zandronum 2.0
Having a problem. I get this.
Execution could not continue.
Error: Script number 65535 exceeds 999!
Execution could not continue.
Error: Script number 65535 exceeds 999!
RE: Zandronum 2.0
zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
RE: Zandronum 2.0
Well..... Guess I will keep using the old version.WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
- Hypnotoad
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RE: Zandronum 2.0
Which wad is this affecting?gjk-23__ wrote:Well..... Guess I will keep using the old version.WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
RE: Zandronum 2.0
I have a bunch of wads that I combine in a game. So idk that might be the problem.Hypnotoad wrote:Which wad is this affecting?gjk-23__ wrote:Well..... Guess I will keep using the old version.WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
- Hypnotoad
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RE: Zandronum 2.0
Can you list them all? Did you make any of them yourself?gjk-23__ wrote:I have a bunch of wads that I combine in a game. So idk that might be the problem.Hypnotoad wrote:Which wad is this affecting?gjk-23__ wrote:Well..... Guess I will keep using the old version.WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
RE: Zandronum 2.0
I edited a few wads like a hud wad and hd sprites here is the list of wads i use in order.Hypnotoad wrote:Can you list them all? Did you make any of them yourself?gjk-23__ wrote:I have a bunch of wads that I combine in a game. So idk that might be the problem.Hypnotoad wrote:Which wad is this affecting?gjk-23__ wrote:
Well..... Guess I will keep using the old version.
doomcoop2-db-ok.wad (A remake of the original doom extended maps with LOTS of monsters)
doom2-nrftl.wad (No Rest for the Living Maps)
masterlevels.pk3 (All master level maps combined)
doommetalvol4.wad
brutaldoomv19.pk3
Like I said and a bunch of other wads and I'll just stick with the previous version.
- ibm5155
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RE: Zandronum 2.0
that's why you guys had FREAKIN 3 YEARS to test the wads...
My wads are clear even some others that I tested...
My wads are clear even some others that I tested...
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- Zandrone
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RE: Zandronum 2.0
I don't think its fully ready yet. Theres some issues with the DB that are being ironed out right now. I think Alex is looking into it (but I could be wrong).Drakeman1234 wrote: So, what's the news regarding authentication servers? We have an official one yet, or is it still the test server? And I don't quite understand how to have the server use the auth server.
Pardon my stupidity.
IIRC thats due to named scripts.gjk-23__ wrote: Having a problem. I get this.
Execution could not continue.
Error: Script number 65535 exceeds 999!
Also IIRC, any scripts that were used in zan that had a >999 number did not error out and just didn't run. Now there was an addition added to let the user know stuff is broken. Check for any names scripts.
Thus far in the people asking if stuff was broken with this error message, I've always found a:
script "nameHere" ....
In their scripts.
Sounds like it needs to go on the tracker. That's definitely bad and needs fixing ASAP.TerminusEst13 wrote: Hmmm.
DemonSteele online play in 2.0 has people randomly start without weapons, items, or health, and with the Enter script not firing on them.
Can't reliably replicate it and have no clue what's causing it, but it's completely game-breaking. :\
This is going to be fun to troubleshoot...
Last edited by Watermelon on Thu Apr 02, 2015 12:22 am, edited 1 time in total.
- Torr Samaho
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RE: Zandronum 2.0
The account system itself is ready, but we still don't have a proper GUI / front-end to log in. That's why we aren't hosting an official auth server yet.Watermelon wrote: I don't think its fully ready yet. Theres some issues with the DB that are being ironed out right now. I think Alex is looking into it (but I could be wrong).
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RE: Zandronum 2.0
It really is great to finally see it out. Great job!
Not wanting to sound trolly, but I don't get it. It looks like Zandronum is still 5 years behind its upstream ports. Why target zandronum with 5 year old software, Zdoom hasn't been touched in 2 years why not have use the latest of their code base? What was special about 2.5.0? As they say, go big or go home... I'm sure there are important technical reasons and you didn't just go for 2.5 because you liked the number. :)
Not wanting to sound trolly, but I don't get it. It looks like Zandronum is still 5 years behind its upstream ports. Why target zandronum with 5 year old software, Zdoom hasn't been touched in 2 years why not have use the latest of their code base? What was special about 2.5.0? As they say, go big or go home... I'm sure there are important technical reasons and you didn't just go for 2.5 because you liked the number. :)
Last edited by darklord42 on Fri Apr 03, 2015 4:20 am, edited 1 time in total.