1.1 testing

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Dusk
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1.1 testing

#1

Post by Dusk » Mon Jan 21, 2013 4:10 pm

There's quite a pile of tickets needing testing again. For those who don't know yet, the tracker has a roadmap feature that shows which tickets are to be resolved for Zandronum v1.1.

See open tickets here: http://zandronum.com/tracker/roadmap_page.php
You know the drill, read what's fixed/added in each ticket and confirm if it works or report if it doesn't or if there's any side effects.

Please post reports about specific issues in their corresponding tracker tickets linked by the roadmap.

IRC channel: [url=irc://irc.zandronum.com:6667/zatesting]#zatesting[/url]
Last edited by Dusk on Fri Feb 15, 2013 12:42 pm, edited 1 time in total.

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RE: 1.1 testing

#2

Post by Watermelon » Mon Jan 21, 2013 4:15 pm

Confirmed fixed:

- 0001228: [Bug] Demo_SkipTics with a negative number crashes the client (Torr Samaho) - needs testing.
* Tested on various demos, all work without crashing now

- 0001025: [Bug] Doors don't respond after pressing +use online (Torr Samaho) - needs testing.
* Confirmed fixed after months of using it in wbuild online, never had the issue ever again



Are not, or probably aren't fixed based on lots of testing:

- 0001222: [Bug] Players who jitter due to a bad connection can void collision detection - needs testing.
* Still notice collision detection errors rarely
Last edited by Watermelon on Mon Jan 21, 2013 4:16 pm, edited 1 time in total.

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Dusk
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RE: 1.1 testing

#3

Post by Dusk » Mon Jan 21, 2013 4:22 pm

Forgot to mention, discussion on individual tickets including replies on whether stuff works or doesn't should be taken to individual ticket threads because organization. Marked the two fixed anyhow.

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DevilHunter
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RE: 1.1 testing

#4

Post by DevilHunter » Thu Jan 31, 2013 10:18 am

I'm sorry if this is the wrong section but.. I'm not allowed to make a new thread.. Anyhow, just wondering if there is gonna be anymore Testing Runs soon, seeing as well, there hasn't been that much Progress so far.

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Torr Samaho
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RE: 1.1 testing

#5

Post by Torr Samaho » Thu Jan 31, 2013 8:23 pm

Would be great to have the testing runs back. Any volunteer to organize them?

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StrikerMan780
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RE: 1.1 testing

#6

Post by StrikerMan780 » Fri Feb 01, 2013 4:24 pm

Made a code submission in hopes it could possibly be brought in for 1.1 - http://zandronum.com/tracker/view.php?id=699
Last edited by StrikerMan780 on Fri Feb 01, 2013 4:24 pm, edited 1 time in total.

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RE: 1.1 testing

#7

Post by DevilHunter » Fri Feb 01, 2013 8:42 pm

Torr Samaho wrote: Would be great to have the testing runs back. Any volunteer to organize them?
I would love to but.. I don't think I can be here all the time, what with RL stuff going on and when My modem seems to do its FREAKING OUT thing... Where out of nowhere the ping will just shoot up, and Skip then Disconnect.

I would nominate Wartorn, but I doubt he would do it again, hence the last few runs, it was just me and a few others that came.

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RE: 1.1 testing

#8

Post by DevilHunter » Sat Feb 02, 2013 3:23 am

If anything, I have a server set up on Armada, running the Newest Alpha Build from the Download Section of the Site. Should be able to find it, but just incase..

Ip Address: 64.71.152.93:10686
Name: <<Armada Servers>> Hellspawn: Zandronum 1.1 Testing Server

Just running Stock doom2, as I dunno what wad to put up there.

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RE: 1.1 testing

#9

Post by Anthrax » Wed Feb 13, 2013 10:24 pm

Hi, I've compiled "v1.1-alpha (2.3.1-1551) 0" under Ubuntu 12.04 x86_64, and it's kinda working :twisted: First run haven't enabled OpenGL, although I've set it in options. Only after I've exited, and then started again, the picture became smooth, hardware-rendered. I've already sent a message to Torr about "Torr_Samaho-zandronum-05b5a7cc3293" sources: it has minor flaw, causing compilation error, but I've fixed it already. What do testers do most of the time?))

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Torr Samaho
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RE: 1.1 testing

#10

Post by Torr Samaho » Thu Feb 14, 2013 6:28 am

Anthrax wrote: I've already sent a message to Torr about "Torr_Samaho-zandronum-05b5a7cc3293" sources: it has minor flaw, causing compilation error, but I've fixed it already. What do testers do most of the time?))
Thanks! I got your message. The problem seems to be that you are using a different FMOD Ex version than I am. I'm using 4.24.x, while you are using 4.26.x. That's why you needed to change the FMOD syntax to make it work.

Is that the only change necessary to compile Zandronum with FMOD Ex 4.26.x?

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RE: 1.1 testing

#11

Post by Anthrax » Thu Feb 14, 2013 7:06 am

Torr Samaho wrote: Thanks! I got your message. The problem seems to be that you are using a different FMOD Ex version than I am. I'm using 4.24.x, while you are using 4.26.x. That's why you needed to change the FMOD syntax to make it work.

Is that the only change necessary to compile Zandronum with FMOD Ex 4.26.x?
Yes, it's the only change I've done. I've been using THIS tutorial to build the port.

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RE: 1.1 testing

#12

Post by Arco » Fri Feb 15, 2013 2:19 am

I've been off for a while due to some network complications, so I'm sorry if I missed anything important. I should have some time to savage through some of the tickets during the weekend. If anyone wants help me with testing along other things (or vice versa) , that would be greatly appreciated.
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RE: 1.1 testing

#13

Post by Dusk » Fri Feb 15, 2013 12:41 pm

I'll be on #zatesting and can host a quick server if need be.

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RE: 1.1 testing

#14

Post by Anthrax » Fri Feb 15, 2013 10:44 pm

Experienced game crash:
Picked up a stimpack.
Picked up a health bonus.
Picked up an armor bonus.
Picked up a clip.
Picked up a stimpack.
You got the Assault Rifle!
anthrax got his face splattered on the wall by a Zombie Sergeant.



E1M2 - Nuclear Plant



*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x100162f650

Generating zandronum-crash.log and killing process 5814, please wait... sh: 1: gxmessage: not found
Killed
Log attached.
You do not have the required permissions to view the files attached to this post.

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RE: 1.1 testing

#15

Post by Arco » Sat Feb 16, 2013 1:10 am

Pwad-related crashes are usually directed towards the author, and not the excutable itself.
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RE: 1.1 testing

#16

Post by Anthrax » Sat Feb 16, 2013 5:25 am

Arco wrote: Pwad-related crashes are usually directed towards the author, and not the excutable itself.
Hi, you think that one of those causes the crash?
Wad 2: DoomMetalVol3.wad
Wad 3: zdoom-dhtp-20121229.pk3
Wad 4: brutalv018a.pk3
Wad 5: brutalv018a.pk3:terrain.wad

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RE: 1.1 testing

#17

Post by StrikerMan780 » Fri Feb 22, 2013 2:40 am

I'm hoping this can be squeezed in just before the full release of 1.1: http://zandronum.com/tracker/view.php?id=1285
Last edited by StrikerMan780 on Fri Feb 22, 2013 2:40 am, edited 1 time in total.

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RE: 1.1 testing

#18

Post by DevilHunter » Thu Feb 28, 2013 1:14 am

Ok so... After having a Normal Doom2 1.1 server up for some time.. I find something odd

Every now and then I see people doing... was kicked from the server! Reason: Tried to switch to unknown weapon type.

I looked at every other server log, and Almost never see this. What does this error mean? I never had such an issue.

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RE: 1.1 testing

#19

Post by Arco » Sun Sep 29, 2013 8:56 pm

V1.1 has been already released, so this thread is no longer needed.
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