Re: Zandronum 3.0
Posted: Fri Sep 29, 2017 9:49 am
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
Actually, 2-3 years seems to be the distance between major Zandronum releases:
doomjoshuaboy wrote: ↑Sun Oct 01, 2017 1:42 amil sent over the one thats released now if you get my pm.
I've checked dmflags description and found respawn with shotgun only for cooperative, I'm puzzled now.Torr Samaho wrote: ↑Mon Oct 09, 2017 7:36 pmSome dmflag numbers needed to be changed in 3.0 compared to 2.1.2. Could this be causing your problem?
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.Torr Samaho wrote: ↑Tue Oct 10, 2017 7:55 pmincludes "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]
I guess a better estimate would be "never".
Have you checked the Multiplayer Options -> Network options if everything is set on fastest, especially the Game Update rate?grrfield wrote: ↑Tue Sep 12, 2017 7:42 amCan you elaborate? This works fine for me. Also, it won't hurt to try with a fresh INI.grrfield wrote:but Torr, the spycam in survival mode is lagging like hell....
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,
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 pmI'm exactly not sure which problem you are referring to. Do you have a minimal example wad that allows to reproduce the problem?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.
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.Torr Samaho wrote: ↑Sun Sep 24, 2017 12:46 pmInformation 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.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.