Zandronum 3.0-alpha-170709-2004

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Fr3ak
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Re: Zandronum 3.0-alpha-170709-2004

#21

Post by Fr3ak » Wed Jul 12, 2017 5:26 pm

Devs, you still didn't fix the issue with A_ChangeFlag("NOGRAVITY",1). Whenever I use that line in a pk3, it never works. I still fall to the ground as if I still had gravity. Is there any way to circumvent this?

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Ivan
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Re: Zandronum 3.0-alpha-170709-2004

#22

Post by Ivan » Wed Jul 12, 2017 5:34 pm

Fr3ak wrote:Devs, you still didn't fix the issue with A_ChangeFlag("NOGRAVITY",1). Whenever I use that line in a pk3, it never works. I still fall to the ground as if I still had gravity. Is there any way to circumvent this?
That's not how you make a player fly...

https://zdoom.org/wiki/SetPlayerProperty
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Torr Samaho
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Re: Zandronum 3.0-alpha-170709-2004

#23

Post by Torr Samaho » Wed Jul 12, 2017 6:11 pm

grrfield wrote:- Can anyone tell me/advise me on how to proceed to further investigate this?
- It just seems like Zan3.0 performs less on my pi3 as compared to 2.1.2
First, it's important to compare 2.1.2 and 3.0 under the same conditions, e.g. same map, same settings, same amount of players, etc. How to proceed depends on whether it's 3.0 specific or was already happening in 2.1.2.
grrfield wrote:- i understand the limitations of a pi, but a constant (or at least for over 30 seconds and several consecutive times) UL of 500 Kib/sec during normal gameplay might be excessive, no?
The monster related traffic scales linearly with the number of players, the player related traffic scales quadratically with the number of players. So, for 1 player with a reasonably amount of active monsters in the server, 500 Kib/sec outgoing traffic on the server is excessive. If you have 64 players on the server, 500 Kib/sec is actually not much.

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Empyre
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Re: Zandronum 3.0-alpha-170709-2004

#24

Post by Empyre » Thu Jul 13, 2017 6:31 am

It looks like I was wrong about the Allies Can Walk Through Each Other flag being fixed. It still appears to be broken, but it looks like the problem is Doomseeker. When I load a cfg in Doomseeker, the Zandronum DMFlags is 32832 and players cannot walk through each other. When I change to Players Can Walk Through Each Other and then back to Allies Can Walk Through Each Other, the Zandronum DMFlags should be the exact same, but it has been changed to 49216, and players can walk through each other as intended. The same bug applies to the Players Can Walk Through Each Other flag. If I save the cfg and then reload it, the Zandronum DMFlags has changed back to 32832.

I would report this in the tracker, but I find myself unable to log in. This is the third episode of me being unable to log in after my cookie expires.
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Re: Zandronum 3.0-alpha-170709-2004

#25

Post by Cutman » Thu Jul 13, 2017 3:42 pm

Ivan wrote:
Fr3ak wrote:Devs, you still didn't fix the issue with A_ChangeFlag("NOGRAVITY",1). Whenever I use that line in a pk3, it never works. I still fall to the ground as if I still had gravity. Is there any way to circumvent this?
That's not how you make a player fly...

https://zdoom.org/wiki/SetPlayerProperty
He's talking about a change that happened to ZDoom that no longer lets you have a player with zero gravity (to allow hovering without flight controls) so it probably won't/shouldn't be fixed. You can get around it but it's hacky.

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Ru5tK1ng
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Re: Zandronum 3.0-alpha-170709-2004

#26

Post by Ru5tK1ng » Thu Jul 13, 2017 4:43 pm

Cutman wrote:
Ivan wrote:
Fr3ak wrote:Devs, you still didn't fix the issue with A_ChangeFlag("NOGRAVITY",1). Whenever I use that line in a pk3, it never works. I still fall to the ground as if I still had gravity. Is there any way to circumvent this?
That's not how you make a player fly...

https://zdoom.org/wiki/SetPlayerProperty
He's talking about a change that happened to ZDoom that no longer lets you have a player with zero gravity (to allow hovering without flight controls) so it probably won't/shouldn't be fixed. You can get around it but it's hacky.
See now why can't people be more like Cutman? He finds work arounds to make his mod work when it is necessary. A lot of others scream like a baby with spilt milk when 1 little flag or effect doesn't work. Oh dear the mod is ruined now due to 1 minuscule thing :evil: :evil: :evil:

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Zalewa
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Re: Zandronum 3.0-alpha-170709-2004

#27

Post by Zalewa » Thu Jul 13, 2017 5:26 pm

Empyre wrote:It looks like I was wrong about the Allies Can Walk Through Each Other flag being fixed. It still appears to be broken, but it looks like the problem is Doomseeker.
How embarassing. Expect a tiny update soon.

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Ninjamander
 
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Re: Zandronum 3.0-alpha-170709-2004

#28

Post by Ninjamander » Fri Jul 14, 2017 12:01 am

After some testing, I notice the revival kits in real gun advance are broken and don't revive player in coop/survival and yet work properly on server that are still on 2.1.2

I suspect is been broken for a while so I can't tell wish version break those. The mode in question are: rga2ref_core.wad , rga2ref_code_140.wad rga2ref_mon_140.wad and rga2ref_blade_140.wad

edit: tracker link: http://zandronum.com/tracker/view.php?id=3186

reedit: the issue seem fixed
Last edited by Ninjamander on Sat Jul 15, 2017 3:57 am, edited 2 times in total.

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Re: Zandronum 3.0-alpha-170709-2004

#29

Post by jdagenet » Fri Jul 14, 2017 12:18 am

Ninjamander wrote:After some testing, I notice the revival kits in real gun advance are broken and don't revive player in coop/survival and yet work properly on server that are still on 2.1.2

I suspect is been broken for a while so I can't tell wish version break those. The mode in question are: rga2ref_core.wad , rga2ref_code_140.wad rga2ref_mon_140.wad and rga2ref_blade_140.wad
That's really something for the mod creator to investigate since the information you provided isn't enough to pin point where people should look in the mod to see what is happening.
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Ninjamander
 
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Re: Zandronum 3.0-alpha-170709-2004

#30

Post by Ninjamander » Fri Jul 14, 2017 12:24 am

jdagenet wrote:
Ninjamander wrote:After some testing, I notice the revival kits in real gun advance are broken and don't revive player in coop/survival and yet work properly on server that are still on 2.1.2

I suspect is been broken for a while so I can't tell wish version break those. The mode in question are: rga2ref_core.wad , rga2ref_code_140.wad rga2ref_mon_140.wad and rga2ref_blade_140.wad
That's really something for the mod creator to investigate since the information you provided isn't enough to pin point where people should look in the mod to see what is happening.
I see, I sadly already fill a ticket in the tracker then notice your message after =/

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Torr Samaho
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Re: Zandronum 3.0-alpha-170709-2004

#31

Post by Torr Samaho » Fri Jul 14, 2017 6:00 am

Ninjamander wrote:I see, I sadly already fill a ticket in the tracker then notice your message after =/
It was was absolutely fine that you filled the ticket and is appreciated. We'll need more information to fix the issue, but thanks to your ticket we are now aware of the issue. So, please don't hesitate to open a ticket whenever you notice that a mod is broken. We rely on getting this information from the players.

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Re: Zandronum 3.0-alpha-170709-2004

#32

Post by Frits » Fri Jul 14, 2017 12:03 pm

I noticed in 3.0 that you can't use skin (sounds) anymore in complex doom, while you could in 2.0? Skins work perfectly in unmodded doom though. Did something change to alter this behavior or is this a bug?

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Re: Zandronum 3.0-alpha-170709-2004

#33

Post by Combinebobnt » Fri Jul 14, 2017 10:58 pm

jdagenet wrote:
Ninjamander wrote:After some testing, I notice the revival kits in real gun advance are broken and don't revive player in coop/survival and yet work properly on server that are still on 2.1.2

I suspect is been broken for a while so I can't tell wish version break those. The mode in question are: rga2ref_core.wad , rga2ref_code_140.wad rga2ref_mon_140.wad and rga2ref_blade_140.wad
That's really something for the mod creator to investigate since the information you provided isn't enough to pin point where people should look in the mod to see what is happening.
edit nvm they fixed it.

jason u can still get voltlocks phone number... aow3

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Ninjamander
 
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Re: Zandronum 3.0-alpha-170709-2004

#34

Post by Ninjamander » Sat Jul 15, 2017 4:03 am

Torr Samaho wrote:
Ninjamander wrote:I see, I sadly already fill a ticket in the tracker then notice your message after =/
It was was absolutely fine that you filled the ticket and is appreciated. We'll need more information to fix the issue, but thanks to your ticket we are now aware of the issue. So, please don't hesitate to open a ticket whenever you notice that a mod is broken. We rely on getting this information from the players.
alright then, thanks for the info, much appreciated ^^

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Torr Samaho
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Re: Zandronum 3.0-alpha-170709-2004

#35

Post by Torr Samaho » Sat Jul 15, 2017 9:44 am

Frits wrote:I noticed in 3.0 that you can't use skin (sounds) anymore in complex doom, while you could in 2.0? Skins work perfectly in unmodded doom though. Did something change to alter this behavior or is this a bug?
This sounds like something that is caused by the upgraded ZDoom base. Do the skin sounds still work in GZDoom 1.8.6 and / or the latest GZDoom version?

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Frits
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Re: Zandronum 3.0-alpha-170709-2004

#36

Post by Frits » Sat Jul 15, 2017 4:31 pm

Torr Samaho wrote:This sounds like something that is caused by the upgraded ZDoom base. Do the skin sounds still work in GZDoom 1.8.6 and / or the latest GZDoom version?
They won't work in gzdoom either but I suspect that's because all zandroskins use skininfo and not S_SKIN lumps. I'm not sure about this though but I can't get my skins to work in 1.8.6 and the latest GZD build anyway.

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Torr Samaho
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Re: Zandronum 3.0-alpha-170709-2004

#37

Post by Torr Samaho » Sun Jul 16, 2017 3:01 pm

Frits wrote:They won't work in gzdoom either but I suspect that's because all zandroskins use skininfo and not S_SKIN lumps. I'm not sure about this though but I can't get my skins to work in 1.8.6 and the latest GZD build anyway.
Can you convert one of the problematic skins to S_SKIN to test it with GZDoom?

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Eagle
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Re: Zandronum 3.0-alpha-170709-2004

#38

Post by Eagle » Mon Jul 17, 2017 1:16 pm

At the number of players in online more than eight everything ACS scripts go crazy.

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Re: Zandronum 3.0-alpha-170709-2004

#39

Post by Fr3ak » Mon Jul 17, 2017 9:23 pm

Ru5tK1ng wrote:
Cutman wrote:
Ivan wrote:
Fr3ak wrote:Devs, you still didn't fix the issue with A_ChangeFlag("NOGRAVITY",1). Whenever I use that line in a pk3, it never works. I still fall to the ground as if I still had gravity. Is there any way to circumvent this?
That's not how you make a player fly...

https://zdoom.org/wiki/SetPlayerProperty
He's talking about a change that happened to ZDoom that no longer lets you have a player with zero gravity (to allow hovering without flight controls) so it probably won't/shouldn't be fixed. You can get around it but it's hacky.
See now why can't people be more like Cutman? He finds work arounds to make his mod work when it is necessary. A lot of others scream like a baby with spilt milk when 1 little flag or effect doesn't work. Oh dear the mod is ruined now due to 1 minuscule thing :evil: :evil: :evil:
I already did find a workaround for it, but I was just making sure it was intended and not a glitch so that I don't need to remove it. Thanks for your concern.

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Re: Zandronum 3.0-alpha-170709-2004

#40

Post by ibm5155 » Tue Jul 18, 2017 2:03 am

Eagle wrote:At the number of players in online more than eight everything ACS scripts go crazy.
I beat one cookie you're playing a zdoom only mod that had that bad limited 8 players pointer limit...
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