Zandronum source repository

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Torr Samaho
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Zandronum source repository

#1

Post by Torr Samaho » Thu May 31, 2012 9:14 pm

I finished most of the necessary renaming in the binary and made the source repo public: https://bitbucket.org/Torr_Samaho/zandronum

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RE: Zandronum source repository

#2

Post by Blzut3 » Thu May 31, 2012 9:23 pm

I created a cia.vc page so you can go ahead and set up a cia service which points to the Zandronum project.

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RE: Zandronum source repository

#3

Post by Dusk » Thu May 31, 2012 10:52 pm

win32/i_system.cpp:991

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SetDlgItemText( g_hDlg_NoIWAD_Redirect, IDC_REDIRECTING2, "After downloading, simply extract doom2.wad into the " GAMENAME "directory." );
Whitespace missing there after GAMENAME?

Also, you missed a skulltag in d_main:1971:

Code: Select all

// [BB] This loads zandronum.pk3. skulltag_data.pk3 will be loaded by D_FindIWAD.
Also, STVER_STRING has not been renamed.

Oh, and the description on the repo page also needs to be updated.
Last edited by Dusk on Thu May 31, 2012 11:16 pm, edited 1 time in total.

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RE: Zandronum source repository

#4

Post by Torr Samaho » Fri Jun 01, 2012 6:21 am

Blzut3 wrote: I created a cia.vc page so you can go ahead and set up a cia service which points to the Zandronum project.
I added the service, didn't check yet if it works properly though.
Dusk wrote: win32/i_system.cpp:991

Code: Select all

SetDlgItemText( g_hDlg_NoIWAD_Redirect, IDC_REDIRECTING2, "After downloading, simply extract doom2.wad into the " GAMENAME "directory." );
Whitespace missing there after GAMENAME?
You are right, fixed.
Dusk wrote:
Also, you missed a skulltag in d_main:1971:

Code: Select all

// [BB] This loads zandronum.pk3. skulltag_data.pk3 will be loaded by D_FindIWAD.
I intentionally kept skulltag_data.pk3 everywhere since Zandronum is still loading skulltag_data.pk3 and since we don't plan to autoload the official map pack. I still have to get rid of the skulltag_data.pk3 autoloading of course.
Dusk wrote: Also, STVER_STRING has not been renamed.
Done.
Dusk wrote: Oh, and the description on the repo page also needs to be updated.
I was hesitant to just do a search and replace in README.md. It's probably better if we rewrite this completely. Any volunteers?

BTW: What's going to be the master address?
Last edited by Torr Samaho on Fri Jun 01, 2012 6:26 am, edited 1 time in total.

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RE: Zandronum source repository

#5

Post by Blzut3 » Fri Jun 01, 2012 7:27 am

Torr Samaho wrote: BTW: What's going to be the master address?
master.zandronum.com

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RE: Zandronum source repository

#6

Post by Torr Samaho » Fri Jun 01, 2012 6:15 pm

Blzut3 wrote: master.zandronum.com
Thanks! Source updated accordingly.

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RE: Zandronum source repository

#7

Post by Dark-Assassin » Fri Jun 01, 2012 6:16 pm

Also, would the master binary be updated to reject queries from skulltag?

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RE: Zandronum source repository

#8

Post by Dusk » Fri Jun 01, 2012 6:33 pm

In sv_master:95:

Code: Select all

// [BB] Name of the testing binary archive found in http://skulltag.net/
-=Dark-Assassin=- wrote: Also, would the master binary be updated to reject queries from skulltag?
I believe this will be handled by the older-versions-are-ignored rule the master already has.

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RE: Zandronum source repository

#9

Post by Torr Samaho » Fri Jun 01, 2012 7:34 pm

Dusk wrote: In sv_master:95:

Code: Select all

// [BB] Name of the testing binary archive found in http://skulltag.net/
Fixed.
Dusk wrote:
-=Dark-Assassin=- wrote: Also, would the master binary be updated to reject queries from skulltag?
I believe this will be handled by the older-versions-are-ignored rule the master already has.
The master has a mechanism to ignore old versions, but so far it only ignores binaries that don't support the latest launcher protocol. Till we have a stable public release I'd say the Zandronum master should still show the Skulltag servers.
Last edited by Torr Samaho on Fri Jun 01, 2012 7:35 pm, edited 1 time in total.

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RE: Zandronum source repository

#10

Post by Dusk » Fri Jun 01, 2012 9:40 pm

Grep says there's a huge ton of comments with Skulltag still in. What shall we do about them?

A bunch of matches I'd suggest checking out though:

Code: Select all

browser.cpp:917:        // [BB] MD5 sum of the main data file (skulltag.wad / skulltag_data.pk3).
d_iwad.cpp:598: // [BB] We already loaded skulltag.pk3. Now potentially load skulltag_data.pk3.
d_main.cpp:1985:                        // [BC/BB] Also load skulltag_data.pk3 / skulltag.wad.
d_main.cpp:1986:                        wad = BaseFileSearch( "skulltag_data.pk3", NULL, true );
[...] more matches in related code
m_options.cpp:733:      { 1.0, "Skulltag" }, // ED: Related to respawn invul effect
network.cpp:108:// [BB] MD5Sum of skulltag.wad / skulltag_data.pk3
network.cpp:111:// [BB] Actual filename of skulltag.wad / skulltag_data.pk3 currently in use.
network.cpp:390:        // [BB] To facilitate testing changes to skulltag.wad, show its MD5 sum on startup.
network.cpp:391:        Printf("MD5 sum of skulltag.wad is %s\n", g_SkulltagDataFileMD5Sum.GetChars());
network.cpp:1079:               // Skip the IWAD, skulltag.wad/pk3, files that were automatically loaded from subdirectories (such as skin files), and WADs loaded automatically within pk3 files.
win32/serverconsole/serverconsole.rc:108:    LTEXT           "Banning (st) skulltag...", IDC_BANDESCRIPTION, 17, 11, 188, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:126:    LTEXT           "Banning (st) skulltag for 6 months.", IDC_BANDESCRIPTION, 15, 11, 152, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:162:    LTEXT           "Fine-tune your Skulltag server.", IDC_STATIC, 10, 26, 100, 8, SS_LEFT
win32/serverconsole/serverconsole.rc:600:IDI_ICOSETTINGS    ICON           "../skulltag_xp.ico"
win32/serverconsole/serverconsole.cpp:453:                              I_RunProgram( "http://" DOMAIN_NAME "/wiki/
How_to_use_the_Skulltag_Server" );
win32/zdoom.rc:58:IDI_ICONST              ICON    DISCARDABLE     "skulltag_xp.ico"
w_wad.cpp:40:// [BB] Allocate and initialize FWadCollection::IWAD_FILENUM, assuming skulltag_data.pk3 is loaded.
w_wad.h:174:    // [BB] In Skulltag, IWAD_FILENUM is 1 or 2 depending on whether we load skulltag_data.pk3 or not.
Also stumbled upon this:

Code: Select all

CMakeLists.txt:921:     # [BB] Due to licensing issues, Skulltag doesn't use timidity.
Old comment I guess?
Last edited by Dusk on Fri Jun 01, 2012 9:55 pm, edited 1 time in total.

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RE: Zandronum source repository

#11

Post by Torr Samaho » Sat Jun 02, 2012 8:37 am

Dusk wrote: Grep says there's a huge ton of comments with Skulltag still in. What shall we do about them?
Many of the Skulltag references should stay (they refer to how Skulltag handles things and should stay the same way we keep ZDoom references).
Dusk wrote: A bunch of matches I'd suggest checking out though:
Most of them are for skulltag_data.pk3 and will removed when I take care of the auto loading (I'm almost done with this in my checkout, just still need to repair some things that break when the file is not loaded in Doom games). I will go through the other ones once I'm done with this.
Dusk wrote: Also stumbled upon this:

Code: Select all

CMakeLists.txt:921:     # [BB] Due to licensing issues, Skulltag doesn't use timidity.
Old comment I guess?
Good finding! I can't remember reactivating timidity since we opened the source. Since this has to do with our ZDoom base, I'll take care of this.

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RE: Zandronum source repository

#12

Post by Wartorn » Sat Jun 02, 2012 5:49 pm

The Options menu still uses the old tagline "The Next Level of Doom". Any volunteers on making us a better tagline?

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RE: Zandronum source repository

#13

Post by infurnus » Sat Jun 02, 2012 5:55 pm

Ask your doctor if Zandronum is right for you. Zandronum, now with SpaceCS™

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RE: Zandronum source repository

#14

Post by Disguise » Sat Jun 02, 2012 6:08 pm

"Doom Multiplayer Reloaded"
Image

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RE: Zandronum source repository

#15

Post by StrikerMan780 » Sun Jul 08, 2012 10:23 pm

"The future of Doom"

"The next generation of Doom"

"Doom's Next Generation"

"Doom, brought into today's world!"

Just taking some shots in the dark.
Last edited by StrikerMan780 on Sun Jul 08, 2012 10:23 pm, edited 1 time in total.

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RE: Zandronum source repository

#16

Post by NeuralStunner » Sun Jul 08, 2012 11:45 pm

"... doesn't suck - Torr"
Blzut3 wrote:Only in the Doom community does one find something so obviously broken and then claim it's a feature.

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RE: Zandronum source repository

#17

Post by Bloax » Mon Jul 09, 2012 1:12 am

infurnus wrote:Ask your doctor if Zandronum is right for you.

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Torr Samaho
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RE: Zandronum source repository

#18

Post by Torr Samaho » Mon Jul 09, 2012 8:04 pm

infurnus wrote: Ask your doctor if Zandronum is right for you.
I like that one :). Unfortunately it's a little too wide (just tested how it looks in game).

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RE: Zandronum source repository

#19

Post by Synert » Mon Jul 09, 2012 8:55 pm

Is there no way to shrink it a little bit? :(

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RE: Zandronum source repository

#20

Post by Dusk » Mon Jul 09, 2012 9:21 pm

It fits if you truncate it to "\"Ask your doctor if it's right for you.\""

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