Zandronum 1.0

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Llewellyn
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RE: Zandronum 1.0

#61

Post by Llewellyn » Sat Aug 25, 2012 7:31 am

So what is this GAMEMODE lump and what do I have to do to get some documentation?

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RE: Zandronum 1.0

#62

Post by Warfare » Sat Aug 25, 2012 4:40 pm

I can smell some others players now?
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Cutman
 
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RE: Zandronum 1.0

#63

Post by Cutman » Sat Aug 25, 2012 4:56 pm

Watermelon wrote:Level master? :D
Eff yeah

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RE: Zandronum 1.0

#64

Post by Catastrophe » Sat Aug 25, 2012 4:57 pm

Cutman wrote:
Watermelon wrote:Level master? :D
Eff yeah
Yes! I miss that mod!

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HeX9109
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RE: Zandronum 1.0

#65

Post by HeX9109 » Sat Aug 25, 2012 6:26 pm

Congrats on the great release guys! So far everything is looking very solid :)
Like a good neighbor, UD is there! http://www.unidoom.org

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Torr Samaho
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RE: Zandronum 1.0

#66

Post by Torr Samaho » Sat Aug 25, 2012 7:27 pm

Cutman wrote: I assume I'm still cool to bundle this with the next MM8BDM (when it's ready)?
Of course! Actually I would greatly appreciate if you'd switch to 1.0 so that all players can easily play MM8BDM and everything else with one Zandronum installation.
Llewellyn wrote: So what is this GAMEMODE lump and what do I have to do to get some documentation?
I think the only documentation I ever wrote on this died with the Skulltag forums, so I'll sketch how this works here. Would be nice if somebody adds this information to the wiki.

The hard coded game modes internally use a bunch of flags to configure certain stuff and to share code. The GAMEMODE lump allows you to alter the flags a game mode uses so that you can combine game mode traits. The syntax for the lump is as follows

Code: Select all

GAMEMODENAME {
  removeflag FLAGNAME1
  addflag FLAGNAME2
}
The possible game mode names are

Code: Select all

COOPERATIVE
SURVIVAL
INVASION
DEATHMATCH
TEAMPLAY
DUEL
TERMINATOR
LASTMANSTANDING
TEAMLMS
POSSESSION
TEAMPOSSESSION
TEAMGAME
CTF
ONEFLAGCTF
SKULLTAG
DOMINATION
The flags are

Code: Select all

COOPERATIVE
DEATHMATCH
TEAMGAME
USEFLAGASTEAMITEM
PLAYERSEARNKILLS
PLAYERSEARNFRAGS
PLAYERSEARNPOINTS
PLAYERSEARNWINS
DONTSPAWNMAPTHINGS
MAPRESETS
DEADSPECTATORS
PLAYERSONTEAMS
USEMAXLIVES
USETEAMITEM
MAPRESET_RESETS_MAPTIME
For instance, if you would like to have teams in coop, the lump needs to be

Code: Select all

cooperative {
  addflag PLAYERSONTEAMS
}
For AlexMax's Capturestrike idea

Code: Select all

teamlms {
  removeflag DONTSPAWNMAPTHINGS
  addflag USEFLAGASTEAMITEM
  addflag USETEAMITEM
}
would be a good start.

Most combinations are untested (that's why the change log calls the experimental ;)).

EDIT: Fixed the content of the flag boxes.
Last edited by Torr Samaho on Sun Aug 26, 2012 6:21 am, edited 1 time in total.

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mistamontiel
 
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RE: Zandronum 1.0

#67

Post by mistamontiel » Sun Aug 26, 2012 12:17 am

Does the installer add the announcer and skins ?

Everything should just be archived. I don't wish for automatic shortcuts nor unnecessary registry entries
Last edited by mistamontiel on Sun Aug 26, 2012 12:18 am, edited 1 time in total.

Llewellyn
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RE: Zandronum 1.0

#68

Post by Llewellyn » Sun Aug 26, 2012 12:29 am

Torr Samaho wrote: -Lots of flags-
I think you have your flags mixed up, you have some random things in Gamemode, and you have some random gamemodes in flags.

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Ænima
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RE: Zandronum 1.0

#69

Post by Ænima » Sun Aug 26, 2012 12:35 am

GAMEMODE lump?

HOLY SHIT THAT'S AWESOME! Now you don't have to spend 2 days writing ACS and building a custom gamemode from a hacked version of another game mode! You can just do it in 10 seconds. :D
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RE: Zandronum 1.0

#70

Post by Neewbie » Sun Aug 26, 2012 12:35 am

Torr Samaho wrote: The possible game mode names are

PLAYERSONTEAMS


For instance, if you would like to have teams in coop, the lump needs to be

cooperative {
addflag PLAYERSONTEAMS
}
Yes you did mix up flags and game modes d:
I fixed it on the wiki sir
Last edited by Neewbie on Sun Aug 26, 2012 12:36 am, edited 1 time in total.

X-Ray
 
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RE: Zandronum 1.0

#71

Post by X-Ray » Sun Aug 26, 2012 1:53 am

Congratulations on the Awesome release torr.
Zandronum's gameplay is very nice, i love it. (HELL YEAHHHH!) "lol"
Hope more people come to Zandronum to play some nice games can't wait.

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RE: Zandronum 1.0

#72

Post by Lord_of_D: » Sun Aug 26, 2012 5:43 am

like the new features doodes, good job :D
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Torr Samaho
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RE: Zandronum 1.0

#73

Post by Torr Samaho » Sun Aug 26, 2012 6:34 am

mistamontiel wrote: Does the installer add the announcer and skins ?
It includes the announcer, but no skins so far.
mistamontiel wrote: Everything should just be archived. I don't wish for automatic shortcuts nor unnecessary registry entries
Then use the core version. It's a zip that just contains only Zandronum itself.
Llewellyn wrote: I think you have your flags mixed up, you have some random things in Gamemode, and you have some random gamemodes in flags.
Oops, I mixed up the two boxes (fixed now), but everything else is correct: COOPERATIVE, DEATHMATCH and TEAMGAME are indeed also flags. For instance COOPERATIVE is a flag that distinguishes the coop modes COOPERATIVE, SURVIVAL and INVASION from the other game modes.

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RE: Zandronum 1.0

#74

Post by [D_A]Kherr » Sun Aug 26, 2012 7:40 am

Possibly found another bug, submitted it here.
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Torr Samaho
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RE: Zandronum 1.0

#75

Post by Torr Samaho » Sun Aug 26, 2012 8:00 am

This is not a bug. You need to load skulltag_actors.pk3 (and possibly also skulltag_data.pk3) to use some Skulltag mods with Zandronum.

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[D_A]Kherr
 
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RE: Zandronum 1.0

#76

Post by [D_A]Kherr » Sun Aug 26, 2012 8:08 am

Where can I find skulltag_actors.pk3, because I don't have a hard copy on my computer anywhere.
Hey look, a signature!

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Torr Samaho
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RE: Zandronum 1.0

#77

Post by Torr Samaho » Sun Aug 26, 2012 8:28 am

Zandronum 1.0 comes with this file, it should be in the same directory as zandronum.exe.

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RE: Zandronum 1.0

#78

Post by GhosTDoomer » Sun Aug 26, 2012 10:38 am

And can a ST IDE instead specify a path to Zandronum and he wakes to work for a place in ST?

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Torr Samaho
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RE: Zandronum 1.0

#79

Post by Torr Samaho » Sun Aug 26, 2012 11:32 am

GhosTDoomer wrote: And can a ST IDE instead specify a path to Zandronum and he wakes to work for a place in ST?
Yes, it should.

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RE: Zandronum 1.0

#80

Post by Nati46 » Sun Aug 26, 2012 11:33 am

Where is the Zandronum.ini file (Configuration settings file)? I can't seem to be able to find it.
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