All released Zandronum builds
Moderator: Developers
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Torr Samaho
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#1
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by Torr Samaho » Sun May 20, 2018 7:00 am
Here is a fresh beta that should take care of the stuttering issues and a client crash. Since the stuttering issue is rather severe, we decided that we shouldn't wait for more fixes for this beta.
Here is the full Mercurial changelog:
Code: Select all
changeset: 10103:e617f35443e8
user: Leonard <hobbax3@gmail.com>
Fixed: use the correct values for TicStart and TicNext with the windows polling timer (fixes 3418).
changeset: 10104:5d7f366676ee
user: Torr Samaho
Fixed a client side crash shown in a crash log.
changeset: 10105:e34b38769e7d
user: Torr Samaho
Reduced code duplication.
changeset: 10106:b781a04b509a
tag: tip
user: Torr Samaho
Removed some unformatted terminating color codes (addresses 1564).
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mifu
- Retired Staff / Community Team Member
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#2
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by mifu » Sun May 20, 2018 11:47 pm
Thanks for the fix Torr and Leonard!
I'll test this out as soon as I can :)
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Matiu
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#3
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by Matiu » Mon May 21, 2018 4:14 am
Interesing update... seems great and Hope this grows all the fixes even posible and updates to the engine!
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Ultimate Freedoomer
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#4
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by Ultimate Freedoomer » Thu Jun 21, 2018 12:07 am
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?
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Zanieon
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#5
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by Zanieon » Thu Jun 21, 2018 11:32 am
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Torr Samaho
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#6
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by Torr Samaho » Fri Jun 22, 2018 6:14 am
Ultimate Freedoomer wrote: ↑Thu Jun 21, 2018 12:07 am
Don't take this the wrong way, but as far as (Q/G)Zdoom goes, how many versions behind is this?
We didn't change our GZDoom base in 3.1-alpha compared to 3.0, so it's still at GZDoom 1.8.6.
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.
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Zanieon
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#7
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by Zanieon » Fri Jun 22, 2018 11:52 pm
Torr Samaho wrote: ↑Fri Jun 22, 2018 6:14 am
Cherry picked GZDoom backports complicate things in the long run, so we try to avoid them. I just left a comment in the second ticket, since, contrary to the ticket description, Zandronum looks consistent to GZDoom 1.8.6 regarding the requested flags.
I honestly don't request out-of-order backports because i imagine it can cause troubles in the future as well, and seems for what i posted in these tickets the problem was me testing the features with a wrong version of GZdoom by the age, i was using GZDoom 1.8.9 instead of 1.8.6 to ensure the flags was there, that being the case i think it's better close them for now.
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Combinebobnt
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#8
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by Combinebobnt » Sat Jun 23, 2018 12:48 am
doesn't look like dontthrust was vital anyway. seems like u said it yourself that you can just change actor mass to approximate it.
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Zanieon
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#9
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by Zanieon » Sat Jun 23, 2018 4:32 am
Not necessarily that way, changing the actor mass to 0x7FFFFFF can be done only via ACS with the current state of Zandronum, so to change the mass of some actors you need to make some hacky stuff to get the same effect of simply changing that flag on/off.
In the case of my mod, whenever the Life Binder item there saves the player from death, it makes the player totally immune to damage and immobile to any external force while it executes the saving animation, in GZDoom it works as intended because all i need to do is switch the flag in the player's actor, in Zandronum i need to save the actual actor mass into a variable inside the script it uses to then set the actor property to 0x7FFFFFFF to after finishing the animation, retrieve the original mass value from that variable.