Zandronum 1.1-alpha-130120-0905

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Torr Samaho
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Zandronum 1.1-alpha-130120-0905

#1

Post by Torr Samaho » Sun Jan 20, 2013 10:10 am

It's been a while since we released the last official beta build, so a lot of changes have piled up in the meantime. The changes range from critical bug fixes (like the Hunter's Moon crashes) over additions for old school fans (e.g. compat_explosionthrust) and improved client side prediction to new features (e.g. new ACS commands, afk2spec based on kpatch, Circunei Z's PWO code), just to name of few things. We hope that this testing build is already relatively close to the final 1.1 version, but it still needs extensive public testing to ensure that everything works as intended.

Here is the change log since the Zandronum 1.0:

Code: Select all

+	- The authentication mechanism for non-map related lumps now allows Freedoom 0.8-beta1/Doom clients to join Doom/Freedoom 0.8-beta1 servers. [Torr Samaho] 
+	- Added a menu option for gl_use_models. [Torr Samaho] 
+	- Demos now use the lump authentication system to ensure that demos are played back with correct WADs. If demo authentication fails, an error message is printed with a list of needed WADs. New CVAR demo_pure controls this behavior. [Dusk]
+	- Added new compatflag "explosion thrust", controlled by the new CVAR compat_explosionthrust. If this is enabled, explosions cause a strong horizontal thrust like in old ZDoom versions. [Torr Samaho]
+	- Added client side prediction for the line special ThrustThing and ThrustThingZ when the specials are called from linedefs or sector actions. [Torr Samaho]
+	- Improved the client side Z position prediction when passing from one sector into another. [Torr Samaho]
+	- Improved the client side position prediction when rocket jumping on bridge things. [Torr Samaho]
+	- Added new compatflag "bridge drops", controlled by the new CVAR compat_bridgedrops If this is enabled, non-SOLID things like flags fall through bridges (as they used to do in old ZDoom versions). [Torr Samaho]
+	- Extended the launcher protocol to optionally report the value of the CVAR sv_enforcemasterbanlist. [Torr Samaho]
+	- Bots now recognize 3d midtextures and know to avoid ones that block their movement and can jump over 3d midtexture railings. [Dusk]
+	- Improved the alignment of the health/armor port of the new fullscreen HUD in case the health and armor icons have a different size. [Torr Samaho]
+	- The client connect options cl_startasspectator and cl_dontrestorefrags are now collected as flags in the new CVAR cl_connect_flags. [Torr Samaho]
+	- A player's country code (determined based on the player's IP) is shown on connect and in the output of the CCMD playerinfo, if a GeoIP.dat compatible with MaxMind's GeoIP library is in the directory of the server binary (or in /usr/share/GeoIP/ or /usr/local/share/GeoIP/ under Linux). The implementation is based on Konar6's kpatch. [Torr Samaho]
+	- Clients can prevent their country code from being shown to the other players with the new connect option CVAR cl_hidecountry (default false). [Torr Samaho]
+	- If a reason for a kick vote is given, this reason is now included in the ban reason (adapted form Konar6's kpatch). [Dusk, Torr Samaho]
+	- Added the "afk2spec" system from Konar6's kpatch (controlled by the new CVAR sv_afk2spec that specifies the number of minutes a player has to be idle before being forced to spectate). Different from kpatch, players are warned before they are forced to spectate and dead spectators are not forced to spectate. [Torr Samaho]
+	- Added CVAR con_notifylines (allowed values range from 1 to 50) that allows users to set how many lines the notify field should extend to. [Dusk, Torr Samaho]
+	- Added new ACS commands GetPlayerLivesLeft and SetPlayerLivesLeft. In game modes using sv_maxlives, these commands allow to access and change how many times the specified player is still allowed to respawn. [Torr Samaho]
+	- Added new ACS command KickFromGame (int playernumber, str reason). This command forces the specified player to spectate and can only be used in an ACS script on a server. [Torr Samaho]
+	- Added Circunei Z's patch that adds PWO support. It can be activated with "switchonpickup == 3" and configured using the weapon setup menu and the new ORDERDEF lump. [Torr Samaho]
+	- Added NORANDOM support to A_CustomBulletAttack and A_FireBullets (ported from ZDoom revision 2318). [Torr Samaho] 
-	- Hopefully fixed player class related Hexen startup crashes. [Torr Samaho]
-	- Fixed: Newly connecting clients were not properly informed about a music change if the music name was longer than 15 characters. [Torr Samaho]
-	- Fixed: Attached 3d midtexture heights were not reset properly during map resets. [Dusk]
-	- Fixed: Clients appeared to get double ammo from weapons while playing demos. [Dusk, Torr Samaho]
-	- Fixed: The server sent its revision number with short instead of long precision to the master. [Torr Samaho]
-	- Fixed: In single player with multi player emulation enabled a player couldn't change the player class by turning to a spectator and rejoining. [Torr Samaho]
-	- Fixed: The line special SendToCommunicator didn't work properly online. [Torr Samaho]
-	- Fixed: When morphing a player, the server didn't inform the other clients about the ammo amount of the morphed player. [Torr Samaho]
-	- Fixed compatibility issues of skulltag_actors.pk3 with some Skulltag mods. [Torr Samaho]
-	- Fixed: Using the playdemo command while playing a client side demo in free spectate mode caused the game to crash. [Torr Samaho]
-	- Fixed: Client didn't display the correct armor values of the other players right after connecting or after a "changemap" map change. [Torr Samaho]
-	- Fixed: The terminator sphere and the hellstone could not be replaced by mods. Note that you need to replace them by something derived from "Terminator" or "PossessionStone" respectively. Otherwise the game modes will not work as intended. [Torr Samaho]
-	- Hopefully fixed: Doors sometimes didn't open after pressing +use online. [Torr Samaho]
-	- Fixed: A malformed server packet could crash the client. [Torr Samaho] 
-	- Fixed: Clients didn't play open or close sounds of animated doors online. [Torr Samaho] 
-	- Fixed: The server didn't inform the clients to remove bouncing missiles hitting water. [Torr Samaho] 
-	- Fixed: The weapon a player started with after respawning wasn't recorded properly in a client side demo. [Torr Samaho] 
-	- Fixed: The ACS command SoundSequence didn't work properly online. [Torr Samaho]
-	- Fixed: Newly connecting clients were not properly informed about active ActorMovers. [Torr Samaho]
-	- Fixed: The "Join server" command in the Windows server console didn't work if the server loaded wads that are in directories with a space in their name. [Torr Samaho]
-	- Fixed: Recording client-side demos with a filename consisting of more than 255 characters caused problems. [Torr Samaho]
-	- Fixed: The server didn't instruct newly connecting clients to spawn dead actors that are not corpses. [Torr Samaho]
-	- Fixed: Using "togglemap" while a client side demo was loading caused the game to crash. [Torr Samaho]
-	- Fixed: Joining a server with a cumulative PWAD name exceeding 255 characters using the internal server browser caused the game to crash or freeze. [Torr Samaho]
-	- Fixed: With "sv_maprotation 1", "sv_randommaprotation 1" and only one map in the rotation the server froze when exiting the map. [Torr Samaho]
-	- Fixed: A_MStaffTrack could cause the clients to crash in online games. [Torr Samaho]
-	- Fixed: Clients could crash after the server instructed them to add NOBLOCKMAP to an actor. [Torr Samaho]
-	- Fixed: Lagging clients were not affected by things like sector damage. [Torr Samaho]
-	- Fixed: Using reconnect while playing a demo caused the game to crash. [Torr Samaho]
-	- Fixed: The lag icon was missing from zandronum.pk3. [Torr Samaho]
-	- Fixed: If a player respawned with a console, chat or lag icon above his head, the icon vanished. [Torr Samaho]
-	- Fixed: A_M_CheckAttack and A_M_BFGSound would cause desyncs. [Dusk]
-	- Fixed: In A_M_Punch, the server didn't inform the clients about the changed angle. [Torr Samaho]
-	- Fixed: The internal server browser tried to connect to servers even though the necessary wads were not loaded. Now it refuses to connect and lists the missing wads instead. [Torr Samaho]
-	- Fixed: demo_skiptics with a negative argument could crash the game. [Torr Samaho]
-	- Fixed: If the team of a player with a class limited to the current team was changed to another team, the automatic respawning with a valid class left behind a ghost at the old position of the player. [Torr Samaho]
-	- Fixed: A malformed kick reason could crash the server. [Torr Samaho]
-	- Fixed: The server didn't inform the clients who exited a level (ported from Konar6's kpatch). [Torr Samaho]
-	- Use the crashcatcher.c from the latest ZDoom (r3071, r3089 (includes the i_main.cpp change since it's required), r3329, r3747, and r3928). This solves the forkbombing issue in the crash handler. [Blzut3]
-	- Fixed: When recording a client side demo the special client side commands (like weapon changes) were not recorded at the correct position of the demo stream but always after the currently processed server packet. [Torr Samaho]
-	- Fixed: The effect of a MapRevealer was not reset during map resets. [Torr Samaho]
-	- Fixed: Too long ban reasons could crash the server. [Torr Samaho]
-	- Fixed: Trying to switch to a nonexistent map could crash the server. [Dusk, Torr Samaho]
-	- Lessened the client / server sync problems caused by A_JumpIfTargetInLOS. [Torr Samaho]
-	- Fixed: A_CheckSight caused desyncs online. [Dusk]
-	- Fixed: A client didn't notice if it missed the last packet(s) of a full update till something happened on the server that made the server send a new reliable packet to the client. [Torr Samaho]
-	- Fixed: When a spectator entered the game its associated CLIENTSIDE scripts were stopped but were disassociated. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect. [Torr Samaho]
-	- Fixed: Spectators were affected by Heretic's wind specials. [Torr Samaho]
-	- Improved the X/Y/Z position sync of non-player actors moved by hit scan attacks online. [Torr Samaho] 
-	- Fixed: demo_spectatefreely didn't show a crosshair or cl_identifytarget information when the software renderer was used. [Torr Samaho]
-	- Fixed: If A_SkullPop is used in the first frame of a player's XDeath state, the player doesn't drop any important items like flags. [Torr Samaho]
-	- Fixed: Players couldn't use the kill command during the first ten seconds after a server was started. [Torr Samaho] 
!	- sv_coop_damagefactor is not archived in the config file anymore, but reset to its default value when the game starts. [Torr Samaho]
!	- Chex now uses the Doom status bar code allowing the new fullscreen HUD (cl_stfullscreenhud) to be used in Chex. [Torr Samaho]
!	- Changed the default of the CVARs cl_run and freelook to true. [Torr Samaho]
!	- To work around problems of Zandronum's state jump handling, clients now try to break infinite state loops of zero duration by not allowing any actor to go through more than 10000 states in one tic. [Torr Samaho]
!	- If the selected intermission pic (or WINERPIC/LOSERPIC in non-team game modes) doesn't exist, INTERPIC is used. [Torr Samaho]
!	- If D_STWIN/D_STLOSE doesn't exist, the standard intermission music is used instead. [Torr Samaho]
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Last edited by Blzut3 on Sun Jan 20, 2013 5:49 pm, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#2

Post by skyrimguy » Sun Jan 20, 2013 12:13 pm

Contributing :D :
Linux x86_64

1- The Linux x86 tar.bz2 file has a typo:

ZandroDev1.1-130120-0905inux-x86.tar.bz2
inux

2- After comparing the Windows, Linux x86, FreeBSD x64 and Linux x86_64 builds, the Linux x86's zandronum.pk3/actors/constants.txt is missing the following:

Code: Select all

// Flags for A_CustomBulletAttack
const int CBAF_AIMFACING = 1;
const int CBAF_NORANDOM = 2;

// Flags for A_FireBullets
const int FBF_USEAMMO = 1;
const int FBF_NORANDOM = 2;
Last edited by skyrimguy on Sun Jan 20, 2013 1:21 pm, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#3

Post by Disguise » Sun Jan 20, 2013 12:59 pm

Really nice additions/changes! Any chances for this to be back-ported http://zandronum.com/tracker/view.php?id=1032 ?
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RE: Zandronum 1.1-alpha-130120-0905

#4

Post by ZzZombo » Sun Jan 20, 2013 1:43 pm

For lazy admins (who from us isn't) GeoIP download link. I have had a hard time trying to find it :P

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RE: Zandronum 1.1-alpha-130120-0905

#5

Post by one_Two » Sun Jan 20, 2013 4:06 pm

Good to see you can prevent your country from being shown. Did you by chance implement the correct move bob value shown in spec or are there no plans to do this?

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RE: Zandronum 1.1-alpha-130120-0905

#6

Post by mr fiat » Sun Jan 20, 2013 4:18 pm

i hope some of the new Zdoom decorate features will be implemented.

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RE: Zandronum 1.1-alpha-130120-0905

#7

Post by Torr Samaho » Sun Jan 20, 2013 9:04 pm

skyrimguy wrote: 2- After comparing the Windows, Linux x86, FreeBSD x64 and Linux x86_64 builds, the Linux x86's zandronum.pk3/actors/constants.txt is missing the following:

Code: Select all

// Flags for A_CustomBulletAttack
const int CBAF_AIMFACING = 1;
const int CBAF_NORANDOM = 2;

// Flags for A_FireBullets
const int FBF_USEAMMO = 1;
const int FBF_NORANDOM = 2;
Good finding! Looks like cmake didn't update the pk3 for some reason. Should be fixed now.
Disguise wrote: Really nice additions/changes! Any chances for this to be back-ported http://zandronum.com/tracker/view.php?id=1032 ?
Unfortunately this change is intertwined with other changes Zandronum doesn't have yet.
one_Two wrote: Did you by chance implement the correct move bob value shown in spec or are there no plans to do this?
I'm not sure what exactly you are referring to. Is there a ticket for this? In general, if something is not in the change log, it's most likely not changed.

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RE: Zandronum 1.1-alpha-130120-0905

#8

Post by one_Two » Sun Jan 20, 2013 9:08 pm

Torr Samaho wrote:
skyrimguy wrote: 2- After comparing the Windows, Linux x86, FreeBSD x64 and Linux x86_64 builds, the Linux x86's zandronum.pk3/actors/constants.txt is missing the following:

Code: Select all

// Flags for A_CustomBulletAttack
const int CBAF_AIMFACING = 1;
const int CBAF_NORANDOM = 2;

// Flags for A_FireBullets
const int FBF_USEAMMO = 1;
const int FBF_NORANDOM = 2;
Good finding! Looks like cmake didn't update the pk3 for some reason. Should be fixed now.
Disguise wrote: Really nice additions/changes! Any chances for this to be back-ported http://zandronum.com/tracker/view.php?id=1032 ?
Unfortunately this change is intertwined with other changes Zandronum doesn't have yet.
one_Two wrote: Did you by chance implement the correct move bob value shown in spec or are there no plans to do this?
I'm not sure what exactly you are referring to. Is there a ticket for this? In general, if something is not in the change log, it's most likely not changed.
Hm yeah I thought so, I bought it up a while ago: http://zandronum.com/tracker/view.php?id=1170

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RE: Zandronum 1.1-alpha-130120-0905

#9

Post by TerminusEst13 » Sun Jan 20, 2013 9:37 pm

+ - Added NORANDOM support to A_CustomBulletAttack and A_FireBullets (ported from ZDoom revision 2318). [Torr Samaho]
Yes, please.
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RE: Zandronum 1.1-alpha-130120-0905

#10

Post by Disguise » Sun Jan 20, 2013 9:42 pm

Torr Samaho wrote:
Disguise wrote: Really nice additions/changes! Any chances for this to be back-ported http://zandronum.com/tracker/view.php?id=1032 ?
Unfortunately this change is intertwined with other changes Zandronum doesn't have yet.
Oh well! Gotta wait some more for it then. Thanks anyway.
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RE: Zandronum 1.1-alpha-130120-0905

#11

Post by -Jes- » Mon Jan 21, 2013 1:16 am

Code: Select all

Fixed: When morphing a player, the server didn't inform the other clients about the ammo amount of the morphed player. [Torr Samaho]
Thank god. Finally the last stand function in RGA won't be a buggy piece of junk. :D
Does this also pertain to custominventory though?

Code: Select all

Changed the default of the CVARs cl_run and freelook to true. [Torr Samaho]
Good for new players. All too often do I see new guys on servers like AOW2 using arrowkey aiming and cl_run 0. Suffice to say, they quit not long after.
Last edited by -Jes- on Mon Jan 21, 2013 1:19 am, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#12

Post by Torr Samaho » Mon Jan 21, 2013 6:17 am

-Jes- wrote:

Code: Select all

Fixed: When morphing a player, the server didn't inform the other clients about the ammo amount of the morphed player. [Torr Samaho]
Thank god. Finally the last stand function in RGA won't be a buggy piece of junk. :D
Does this also pertain to custominventory though?
This fix only has an effect on ammo. If there are other problems with morphed players in 1.1, please point me to the corresponding ticket (or create a new one) and we'll discuss the technical aspects there.

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RE: Zandronum 1.1-alpha-130120-0905

#13

Post by ZzZombo » Mon Jan 21, 2013 9:41 am

Since I didn't find any test servers (yet), I went over and hosted a few. Zombie Horde, IDL CTF, AOW 2 beta and Shotgun Frenzy.

Join #ztest for requests of servers and reports of bugs and errors.

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RE: Zandronum 1.1-alpha-130120-0905

#14

Post by ibm5155 » Mon Jan 21, 2013 12:40 pm

well, it´s a great up :)

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RE: Zandronum 1.1-alpha-130120-0905

#15

Post by DevilHunter » Mon Jan 21, 2013 3:37 pm

Nice to see a new Build is up. Alot of fixes. I hope Zandro Testing will kick up now :p

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RE: Zandronum 1.1-alpha-130120-0905

#16

Post by ZZYZX » Mon Jan 21, 2013 5:26 pm

Suggestion: if you didn't yet, make country show as, for example, "(from: United States)" and not "FROM: US" like it looked in your code last time I checked it. The least looks ugly.

Also, option to hide your country is bad. Reason: it encourages impersonation and aliasing.

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RE: Zandronum 1.1-alpha-130120-0905

#17

Post by Ænima » Mon Jan 21, 2013 5:56 pm

Circunei Z wrote: Also, option to hide your country is bad. Reason: it encourages impersonation and aliasing.
I don't really think it encourages impersonation. I mean doing that will still get you masterbanned.

Plus, we've already discussed the option to hide your country on the tracker ticket.
http://zandronum.com/tracker/view.php?id=1230
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RE: Zandronum 1.1-alpha-130120-0905

#18

Post by ZzZombo » Mon Jan 21, 2013 6:07 pm

Yes, I support showing the full name of country. How should I know that country is UK: United Kindom or Ukraine? Or some not well known country.

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RE: Zandronum 1.1-alpha-130120-0905

#19

Post by one_Two » Mon Jan 21, 2013 6:14 pm

ZzZombo wrote: Yes, I support showing the full name of country. How should I know that country is UK: United Kindom or Ukraine? Or some not well known country.
Ukraine is usually "UA" in the world of contractions. But I think hiding country is good for privacy, but still let the server see it if they choose to, there's no need for other players to.
Last edited by one_Two on Mon Jan 21, 2013 6:15 pm, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#20

Post by Torr Samaho » Mon Jan 21, 2013 6:27 pm

Circunei Z wrote: Suggestion: if you didn't yet, make country show as, for example, "(from: United States)" and not "FROM: US" like it looked in your code last time I checked it.
If the majority prefers to see the full country name I can change this (assuming that this is easily possible with GeoIP).
Circunei Z wrote: Also, option to hide your country is bad. Reason: it encourages impersonation and aliasing.
This feature is in no way intended to prevent aliasing. I also don't see why hiding your country encourages impersonation. If anything the owner of a nick can discourage by showing the country code.

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