Zandronum 3.0

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Peanut
 
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Re: Zandronum 3.0

#121

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.

AntonZab1
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Re: Zandronum 3.0

#122

Post by AntonZab1 » Thu Jan 11, 2018 6:41 pm

All the basic functions are lapped with Zdoom. Shame on you

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Mermed
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Re: Zandronum 3.0

#123

Post by Mermed » Fri Feb 16, 2018 8:49 am

Has something changed with cl_showweapnameoncycle? I used it to keep the weapon name off the bottom, but now it doesnt't work like that anymore.
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skorphil
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Re: Zandronum 3.0

#124

Post by skorphil » Fri Jun 29, 2018 2:46 pm

Hi, just downloaded zandronum 3.0 and i see mouse cursor with a look of a bunny when in the doom menu. It looks like a bug... is there a way to fix it and use just ordinary cursor instead?
Thanks for the answer

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Zakken
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Re: Zandronum 3.0

#125

Post by Zakken » Sun Jul 01, 2018 1:25 am

skorphil wrote:
Fri Jun 29, 2018 2:46 pm
Hi, just downloaded zandronum 3.0 and i see mouse cursor with a look of a bunny when in the doom menu. It looks like a bug... is there a way to fix it and use just ordinary cursor instead?
Thanks for the answer
That's intended behaviour. You can set it to any of the game-specific and ordinary cursors in Mouse Options -> Cursor.
* Determination.

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