Zandronum 1.1-alpha-130120-0905

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Konar6
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RE: Zandronum 1.1-alpha-130120-0905

#21

Post by Konar6 » Tue Jan 22, 2013 12:29 am

Torr Samaho wrote: If the majority prefers to see the full country name I can change this (assuming that this is easily possible with GeoIP).
Of course it's possible, just by replacing GeoIP_country_code_by_addr with GeoIP_country_name_by_addr :P
It's how I prefer it because we have players from many various - exotic countries, for which the 2-letter code would not tell much. It may be educative for youngsters too, eh.
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RE: Zandronum 1.1-alpha-130120-0905

#22

Post by ZZYZX » Tue Jan 22, 2013 1:23 am

Torr Samaho wrote: If the majority prefers to see the full country name I can change this (assuming that this is easily possible with GeoIP).
Actually I meant that "nickname has connected (from: Country Name)" looks better than "nickname has connected, FROM: CN". The whole contry string format, not only long/short name.
tracker wrote:This has been a problem when only a few active players come from a given country, because it makes it harder to be anonymous, which can also make it harder to moderate servers.
Either they are paranoid, hiding from the mafia or live in some really wrong place. What country you should be in that you want to hide it?!!
Last edited by ZZYZX on Tue Jan 22, 2013 1:34 am, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#23

Post by ZzZombo » Tue Jan 22, 2013 3:02 am

USSR?

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Torr Samaho
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RE: Zandronum 1.1-alpha-130120-0905

#24

Post by Torr Samaho » Tue Jan 22, 2013 6:26 am

Circunei Z wrote: Actually I meant that "nickname has connected (from: Country Name)" looks better than "nickname has connected, FROM: CN". The whole contry string format, not only long/short name.
The current format is "nickname has connected. (from: CN)". So except for the dot and the country code instead of the name it already is like you proposed.
Circunei Z wrote: Either they are paranoid, hiding from the mafia or live in some really wrong place. What country you should be in that you want to hide it?!!
If some people want to hide their country, why should you force them to show it? Their reason to hide their country is irrelevant. They didn't have to show their country in 1.0 or in any Skulltag version and nobody ever requested the country to be shown. So not showing the country can't be any problem.

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RE: Zandronum 1.1-alpha-130120-0905

#25

Post by -Jes- » Tue Jan 22, 2013 1:40 pm

Torr Samaho wrote:
-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.
Not so much a problem with morphed actors as with the server in general not notifying player of other clients' custominventory. (especially on map change)
Just an issue with visual desyncs in custominventory-heavy mods.

Speaking of visual desyncs.. Any word on the revenant tracer smoketrail?
Last edited by -Jes- on Tue Jan 22, 2013 1:40 pm, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#26

Post by Torr Samaho » Tue Jan 22, 2013 9:08 pm

-Jes- wrote: Not so much a problem with morphed actors as with the server in general not notifying player of other clients' custominventory. (especially on map change)
Just an issue with visual desyncs in custominventory-heavy mods.
I always try to make the change log entries as precise as possible. Here, this means that it only affects morphed players and for those only ammo. It neither influences non-morphed players nor custominventory.
-Jes- wrote: Speaking of visual desyncs.. Any word on the revenant tracer smoketrail?
If there is no sign of dev activity in a ticket, you can assume that nothing has happened. If want to draw attention to a certain ticket, you can try to rally support using the support ranking issue.

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RE: Zandronum 1.1-alpha-130120-0905

#27

Post by Dusk » Tue Jan 22, 2013 9:23 pm

Torr Samaho wrote:
-Jes- wrote: Speaking of visual desyncs.. Any word on the revenant tracer smoketrail?
If there is no sign of dev activity in a ticket, you can assume that nothing has happened. If want to draw attention to a certain ticket, you can try to rally support using the support ranking issue.
That issue is rather difficult because of the nature of A_Tracer.. netcoding the smoke puffs would be waste of bandwidth and getting the tics in sync with the client proved to be a difficult task.

I've been thinking about simply assuming the revenant case for A_Tracer to make at least revenants work but it wouldn't work with dehacked/decorate mods which use A_Tracer..

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RE: Zandronum 1.1-alpha-130120-0905

#28

Post by Qent » Wed Jan 23, 2013 1:19 am


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RE: Zandronum 1.1-alpha-130120-0905

#29

Post by Neewbie » Sat Jan 26, 2013 7:52 pm

I remember a ticket about the spectators noclip or whatever.
Well people asked for the speed control but also noclip control.
The speed control cvar happened but now what about the noclip and fly control of spectators ?
I really want that to happens it'd be cool to run maps with fly off as a spectator

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RE: Zandronum 1.1-alpha-130120-0905

#30

Post by Torr Samaho » Sat Jan 26, 2013 7:58 pm

Neewbie wrote: The speed control cvar happened but now what about the noclip and fly control of spectators ?
I really want that to happens it'd be cool to run maps with fly off as a spectator
If there are any news on these issues, it will be posted in the corresponding tickets.

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RE: Zandronum 1.1-alpha-130120-0905

#31

Post by Neewbie » Sat Jan 26, 2013 10:41 pm

Sorry but i can't only post it here as
http://zandronum.com/tracker/view.php?id=29 - i already supported it and a lots of people did and still no updates
http://zandronum.com/tracker/view.php?id=273 - marked as resolved but it still suggested what i suggested too

And that #29 ticket only suggest about noclipping so should i make a fly ticket ?

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RE: Zandronum 1.1-alpha-130120-0905

#32

Post by Torr Samaho » Sun Jan 27, 2013 7:56 am

Neewbie wrote: And that #29 ticket only suggest about noclipping so should i make a fly ticket ?
http://zandronum.com/tracker/view.php?id=1237 should be a good place to discuss about fly.

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RE: Zandronum 1.1-alpha-130120-0905

#33

Post by IdeIdoom » Sun Jan 27, 2013 8:36 am

Suggestion : Make a sv_unblockplayers for teams
AKA : teammates could walk through each other but not through enemies
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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RE: Zandronum 1.1-alpha-130120-0905

#34

Post by Torr Samaho » Sun Jan 27, 2013 8:52 am

IdeIdoom wrote: Suggestion : Make a sv_unblockplayers for teams
All suggestions should go to the tracker.

EDIT:
Neewbie wrote: Sorry but i can't only post it here as
http://zandronum.com/tracker/view.php?id=29 - i already supported it and a lots of people did and still no updates
I just implemented noclip for spectators, but it still needs testing: http://zandronum.com/tracker/view.php?id=29#c5832
Last edited by Torr Samaho on Sun Jan 27, 2013 9:59 am, edited 1 time in total.

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RE: Zandronum 1.1-alpha-130120-0905

#35

Post by HumanBones » Sun Jan 27, 2013 4:58 pm

+ - 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]
Thanks! Couldn't possibly imagine trying to relearn all the strategy that goes into that.

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