Zandronum 2.0

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Watermelon
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RE: Zandronum 2.0

#41

Post by Watermelon » Mon Mar 30, 2015 3:00 pm

For the people asking about raw input cvar:

Code: Select all

    in_mouse (Win32 only)

    Default: 0
    This cvar selects which method ZDoom will use to read the mouse. Valid values are:

        0 - Automatically select a method based on the operating system.
        1 - Use normal Win32 API calls (default for Windows NT 4).
        2 - Use DirectInput (default for all other Windows if RawInput is not available).
        3 - Use RawInput (preferred default for all other Windows)

TerminusEst13
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RE: Zandronum 2.0

#42

Post by TerminusEst13 » Mon Mar 30, 2015 4:25 pm

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 TerminusEst13 on Mon Mar 30, 2015 4:27 pm, edited 1 time in total.
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Vincent(PDP)
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RE: Zandronum 2.0

#43

Post by Vincent(PDP) » Mon Mar 30, 2015 4:55 pm

YYYYYYEEESS!

I didn't think it would be released this fast! I've missed those CVar functions!
Btw is ConsoleCommand removed? :L
nico3469 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 :smile:
They're working on it. It's a little harder than just copy-pasting. :3
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.
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nico3469
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RE: Zandronum 2.0

#44

Post by nico3469 » Mon Mar 30, 2015 5:20 pm

Yes it seems harder than I thought ^^

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HumanBones
 
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RE: Zandronum 2.0

#45

Post by HumanBones » Mon Mar 30, 2015 7:13 pm

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!

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RE: Zandronum 2.0

#46

Post by Kara Kurt » Mon Mar 30, 2015 7:18 pm

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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Torr Samaho
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RE: Zandronum 2.0

#47

Post by Torr Samaho » Mon Mar 30, 2015 7:33 pm

HumanBones wrote: Do log outputs account for CTF yet? Specifically, I'm wondering about players picking up, dropping, returning, and scoring the flag.
Since 1.3, all relevant CTF events should be logged to the console.

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RE: Zandronum 2.0

#48

Post by Zakken » Mon Mar 30, 2015 10:56 pm

This release is really sweet, I like it! Good work.
* Determination.

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RE: Zandronum 2.0

#49

Post by WhiteMagicRaven » Tue Mar 31, 2015 1:38 pm

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

#50

Post by Drakeman1234 » Wed Apr 01, 2015 1:27 am

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.

gjk-23__
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RE: Zandronum 2.0

#51

Post by gjk-23__ » Wed Apr 01, 2015 8:19 pm

Having a problem. I get this.

Execution could not continue.

Error: Script number 65535 exceeds 999!

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WaTaKiD
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RE: Zandronum 2.0

#52

Post by WaTaKiD » Wed Apr 01, 2015 8:33 pm

zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999

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RE: Zandronum 2.0

#53

Post by gjk-23__ » Wed Apr 01, 2015 8:39 pm

WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
Well..... Guess I will keep using the old version.

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Hypnotoad
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RE: Zandronum 2.0

#54

Post by Hypnotoad » Wed Apr 01, 2015 8:53 pm

gjk-23__ wrote:
WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
Well..... Guess I will keep using the old version.
Which wad is this affecting?

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RE: Zandronum 2.0

#55

Post by gjk-23__ » Wed Apr 01, 2015 8:56 pm

Hypnotoad wrote:
gjk-23__ wrote:
WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
Well..... Guess I will keep using the old version.
Which wad is this affecting?
I have a bunch of wads that I combine in a game. So idk that might be the problem.

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Hypnotoad
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RE: Zandronum 2.0

#56

Post by Hypnotoad » Wed Apr 01, 2015 8:59 pm

gjk-23__ wrote:
Hypnotoad wrote:
gjk-23__ wrote:
WaTaKiD wrote: zandronum 2.0 (aka zdoom 2.5.0) only supports script numbers up to 999
Well..... Guess I will keep using the old version.
Which wad is this affecting?
I have a bunch of wads that I combine in a game. So idk that might be the problem.
Can you list them all? Did you make any of them yourself?

gjk-23__
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RE: Zandronum 2.0

#57

Post by gjk-23__ » Wed Apr 01, 2015 9:20 pm

Hypnotoad wrote:
gjk-23__ wrote:
Hypnotoad wrote:
gjk-23__ wrote:
Well..... Guess I will keep using the old version.
Which wad is this affecting?
I have a bunch of wads that I combine in a game. So idk that might be the problem.
Can you list them all? Did you make any of them yourself?
I edited a few wads like a hud wad and hd sprites here is the list of wads i use in order.

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.

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RE: Zandronum 2.0

#58

Post by ibm5155 » Wed Apr 01, 2015 10:15 pm

that's why you guys had FREAKIN 3 YEARS to test the wads...
My wads are clear even some others that I tested...
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Watermelon
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RE: Zandronum 2.0

#59

Post by Watermelon » Thu Apr 02, 2015 12:03 am

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.
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).
gjk-23__ wrote: Having a problem. I get this.

Execution could not continue.

Error: Script number 65535 exceeds 999!
IIRC thats due to named scripts.
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.
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...
Sounds like it needs to go on the tracker. That's definitely bad and needs fixing ASAP.
Last edited by Watermelon on Thu Apr 02, 2015 12:22 am, edited 1 time in total.

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Torr Samaho
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RE: Zandronum 2.0

#60

Post by Torr Samaho » Thu Apr 02, 2015 6:05 am

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).
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.

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