Zandronum 3.0

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Konda
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Re: Zandronum 3.0

#101

Post by Konda » Fri Sep 29, 2017 9:49 am

kars wrote:
Fri Sep 29, 2017 9:02 am
A while ago I got to know the PORTAL feature in GZdoom, and I wonder if / when that will come to Zandronum? - I think the portal function allows for some fantastic new map design and gameplay experiments.
Give it at least 2 or 3 years, could be longer though.

kars
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Re: Zandronum 3.0

#102

Post by kars » Fri Sep 29, 2017 10:16 am

Konda wrote:
Fri Sep 29, 2017 9:49 am
kars wrote:
Fri Sep 29, 2017 9:02 am
A while ago I got to know the PORTAL feature in GZdoom, and I wonder if / when that will come to Zandronum? - I think the portal function allows for some fantastic new map design and gameplay experiments.
Give it at least 2 or 3 years, could be longer though.
Are you mocking me, the defs? both, or is this your genuine instinct?

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Sean
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Re: Zandronum 3.0

#103

Post by Sean » Fri Sep 29, 2017 4:38 pm

kars wrote:
Fri Sep 29, 2017 10:16 am
Are you mocking me, the defs? both, or is this your genuine instinct?
Actually, 2-3 years seems to be the distance between major Zandronum releases:
Skulltag 0.98d - 7 Nov, 2010
Zandronum 1.0 - 24 Aug 2012
Zandronum 2.0 - 29 Mar 2015
Zandronum 3.0 - 07 Sep 2017
<capodecima> i dont say any more word without my loyer jenova

Konda
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Re: Zandronum 3.0

#104

Post by Konda » Fri Sep 29, 2017 4:55 pm

It can sound like mocking when you say it, but it's just the way things are with major release versions of Zandronum

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Re: Zandronum 3.0

#105

Post by Campaum » Sat Sep 30, 2017 1:56 pm

How can build Zandronum 3.0 server for Raspberry? Not released yet?

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doomjoshuaboy
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Re: Zandronum 3.0

#106

Post by doomjoshuaboy » Sun Oct 01, 2017 1:42 am

Campaum wrote:
Sat Sep 30, 2017 1:56 pm
How can build Zandronum 3.0 server for Raspberry? Not released yet?
il sent over the one thats released now if you get my pm.

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Re: Zandronum 3.0

#107

Post by Campaum » Sun Oct 01, 2017 6:14 pm

doomjoshuaboy wrote:
Sun Oct 01, 2017 1:42 am
Campaum wrote:
Sat Sep 30, 2017 1:56 pm
How can build Zandronum 3.0 server for Raspberry? Not released yet?
il sent over the one thats released now if you get my pm.

Please, I need it for my servers... they can not connect anymore...

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Re: Zandronum 3.0

#108

Post by Mr.Holub » Mon Oct 09, 2017 6:25 pm

I've found the way to do it, had some issues to register on this forum but it works now.
I'll provide step by step manual from my notes.
Manual for version 2.0 doesnt work anymore.
Basically this needs to be done differentlty:


Do not apply raspberry patch after getting source code.
Compilation can be done the way as manual for 2.0 suggests however compiler throws up error regarding one static char variable.
You need to change this static char in signed static char because it contains negative variables and compiler apparently dislikes this on arm.
Ibwas able to compile server then and runs normally.
Uset old config for it however Ive noticed that player respawns with shotgun now.

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Torr Samaho
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Re: Zandronum 3.0

#109

Post by Torr Samaho » Mon Oct 09, 2017 7:36 pm

Mr.Holub wrote:
Mon Oct 09, 2017 6:25 pm
Uset old config for it however Ive noticed that player respawns with shotgun now.
Some dmflag numbers needed to be changed in 3.0 compared to 2.1.2. Could this be causing your problem?

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Re: Zandronum 3.0

#110

Post by Mr.Holub » Mon Oct 09, 2017 8:46 pm

ok here is the list of all steps with both particular commands and descriptions:

Install packages necessary to perform build:

sudo apt-get install build-essential zlib1g-dev libsdl1.2-dev libjpeg-dev \
nasm tar libbz2-dev libgtk2.0-dev cmake mercurial libfluidsynth-dev libgl1-mesa-dev \
libssl-dev


Create and cd to your working directory:

$ mkdir $HOME/zandronum-build && cd $HOME/zandronum-build

Clone the Zandronum repository:

$ hg clone https://bitbucket.org/Torr_Samaho/zandronum .

Create and cd to the directory where build files will be outputted:

$ mkdir buildserver && cd buildserver

Change variable type from char to signed char in file p_spec.cpp line 1578:

Original declaration:

static const char hexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};

modified declaration with added signed:

signed static const char hexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};

Generate Makefiles

Run cmake, this generates the Makefiles.

$ make clean; \
cmake -DCMAKE_BUILD_TYPE=Release -DSERVERONLY=ON -DNO_ASM=1 ..

The -DNO_ASM=1 argument is important as it doesn't compile the architecture-dependent assembly code.

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Re: Zandronum 3.0

#111

Post by Mr.Holub » Mon Oct 09, 2017 8:51 pm

Torr Samaho wrote:
Mon Oct 09, 2017 7:36 pm
Mr.Holub wrote:
Mon Oct 09, 2017 6:25 pm
Uset old config for it however Ive noticed that player respawns with shotgun now.
Some dmflag numbers needed to be changed in 3.0 compared to 2.1.2. Could this be causing your problem?
I've checked dmflags description and found respawn with shotgun only for cooperative, I'm puzzled now.
Here are dmflags that I use:

dmflags 1004740
dmflags2 8391168
zadmflags 1
compatflags 0
zacompatflags 262144

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Re: Zandronum 3.0

#112

Post by ZzZombo » Tue Oct 10, 2017 11:50 am

Well, it's not cooperative-exclusive anymore...
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
#grandvoid funny stats

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Torr Samaho
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Re: Zandronum 3.0

#113

Post by Torr Samaho » Tue Oct 10, 2017 7:55 pm

Mr.Holub wrote:
Mon Oct 09, 2017 8:51 pm
dmflags2 8391168
includes "sv_shotgunstart 1" and the behavior of this was changed in 3.0:

Code: Select all

-	- sv_shotgunstart is now respected in non-cooperative gamemodes. [Dusk]

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Re: Zandronum 3.0

#114

Post by Mr.Holub » Wed Oct 11, 2017 4:59 pm

Torr Samaho wrote:
Tue Oct 10, 2017 7:55 pm
Mr.Holub wrote:
Mon Oct 09, 2017 8:51 pm
dmflags2 8391168
includes "sv_shotgunstart 1" and the behavior of this was changed in 3.0:

Code: Select all

-	- sv_shotgunstart is now respected in non-cooperative gamemodes. [Dusk]
Thank you for clarification.

Konda
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Re: Zandronum 3.0

#115

Post by Konda » Sun Oct 15, 2017 12:32 pm

Konda wrote:
Tue Sep 12, 2017 5:14 pm
Gul Dukat wrote:It'd be nice that grandvoid updated their servers to 3.0.
It usually takes them a week or two. But a highly accurate estimate would be "under a month".
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welp

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Ivan
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Re: Zandronum 3.0

#116

Post by Ivan » Sun Oct 15, 2017 12:37 pm

Konda wrote:
Sun Oct 15, 2017 12:32 pm
Konda wrote:
Tue Sep 12, 2017 5:14 pm
Gul Dukat wrote:It'd be nice that grandvoid updated their servers to 3.0.
It usually takes them a week or two. But a highly accurate estimate would be "under a month".
phpBB [media]

welp
I guess a better estimate would be "never".
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
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Galactus
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Re: Zandronum 3.0

#117

Post by Galactus » Sun Oct 15, 2017 3:55 pm

Konda wrote:
Sun Oct 15, 2017 12:32 pm
It usually takes them a week or two. But a highly accurate estimate would be "under a month".
phpBB [media]

welp
Omg been searching for that song for so fucking long.

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Re: Zandronum 3.0

#118

Post by Fused » Mon Oct 16, 2017 7:12 am

Considering Konar is too inactive to even hand over the IRC network, I'd say him updating his servers is even less likely.
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De-M-oN
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Re: Zandronum 3.0

#119

Post by De-M-oN » Wed Oct 18, 2017 7:23 pm

grrfield wrote:
Tue Sep 12, 2017 7:42 am
grrfield wrote:but Torr, the spycam in survival mode is lagging like hell....
Can you elaborate? This works fine for me. Also, it won't hurt to try with a fresh INI.


I seriously thought it was a general problem. My first post was just to verify if other people were experiencing the same problem (this does not seem to be the case apparently). I won't raise a ticket yet, as i'm currently collecting further information.

To further elaborate on the matter: Since i mostly die early on in the coop/survival stuff (due to not enough skills), i get a lot to spectate the remainder of the round. With zan 3.0 (as opposed to the testing versions and 2.1.2), it seems that in spectator mode the movement of the guy i'm following is stuttering heavily now (all doomguys, all pings). Otherwise this was very smooth (taking into account the ping of other players). I said "lag" in my first post, but this seems not to be a correct description, i really is stuttering, not lag. "Heavily" means: "very unpleasant to watch comfortably", "like a streaming movie you watch on the internet, but better should lower resolution, since you are exceeding slightly your bandwith". Not a huge problem, but very noticeable....

I keep you posted, but most likely it is just my configuration (server-side or client side) i have to dig in some further. Oh yeah, I started with a new config. ini (client side).

regards,
Have you checked the Multiplayer Options -> Network options if everything is set on fastest, especially the Game Update rate?

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Re: Zandronum 3.0

#120

Post by Peanut » Fri Oct 20, 2017 7:33 pm

Torr Samaho wrote:
Sun Sep 24, 2017 12:46 pm
Peanut wrote:Does this mean that annoying displacement bug with sky portals is fixed or closer to being fixed? WDI01 of WhoDunIt for instance, I built that skybox with anchors throughout that entire map without the knowledge of that limitation and it was always a coin toss whether it worked properly or not. This is merely for future reference.
I'm exactly not sure which problem you are referring to. Do you have a minimal example wad that allows to reproduce the problem?

I could whip something up on my next day off real quick and give it a test run, only problem is I don't know why my connection isn't allowing me to host so I might need someone to throw it up.
Torr Samaho wrote:
Sun Sep 24, 2017 12:46 pm
Peanut wrote:Clients load into map but the server can't properly spawn in every single anchor actor or something happens between the packets being sent to the clients due to the amount on the map, thus leading to the sky breaking in multiple sectors or just completely so the server resolves to sit there with broken anchors. Of course, I could be mistaken on how this works because as of now I can't really recall any other actors being effected this way, but that's the first thought that popped in my mind when I read about the packet increase.
Information about actors is sent in reliable packets, i.e. all commands are guaranteed to arrive in the correct order and no commands are lost. So if you weren't disconnected, this doesn't sound like a packet loss problem.
Again, I could be mistaken but from what I can recall from it happening, it always seemed to happen for everybody unless the map was reloaded leading to thought that "well, maybe it's some kind of disconnect between the server and clients and possibly something to do with the reliability of the actor placements". Something along those lines. That being said, now I'm even more interested in what it could possibly be. We'll see if we can replicate the issue here in a few days and I'll see if I can send you some examples.

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