Zandronum 2.0-alpha-131223-1820

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Torr Samaho
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Zandronum 2.0-alpha-131223-1820

#1

Post by Torr Samaho » Thu Dec 26, 2013 6:10 pm

Here is the first official beta build of Zandronum 2.0 as a small Christmas gift to you all.

While the condensed change log doesn't lock too long, the first line is where most of the work went. We have backported about one thousand ZDoom SVN revisions (covering more than one year of ZDoom / GZDoom changes), upgrading our ZDoom base to ZDoom 2.5.0 / GZDoom 1.5.0. This required many changes under the hood, so time to get the testing ramped up again!

Here is the condensed change log:

Code: Select all

*+	- Updated Zandronum's (G)ZDoom base to ZDoom SVN revision 2509 / GZDoom SVN revision 880 [Torr Samaho]
+	- Added the OS used to the version string the server sends to the launchers (adapted form Konar6's kpatch). [Torr Samaho]
+	- When a banned client is prevented from connecting, the ban reason (if specified in the banlist) is logged to the server console (adapted form Konar6's kpatch). [Torr Samaho]
+	- Added a new compatflags cvar: compat_silentwestspawns, emulates Vanilla compatibility by not performing any spawnfog/sounds for west angled spawns. [Water]
-	- Fixed problems when boss monsters were replaced by Randomspawners in game modes that use map resets, e.g. survival. [Torr Samaho]
!	- Renamed compatflags2 to zacompatflags and moved all Zandronum/Skulltag exclusive compatflags from compatflags to zacompatflags to resolve compatibility problems with ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] 
!	- Renamed dmflags3 to zadmflags, moved all Zandronum/Skulltag exclusive dmflags2 from dmflags2 to zadmflags and changed the remaining dmflags2 values to match the ZDoom values to resolve compatibility problems with future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho] 
+	- Added new dmflag sv_sharekeys. When enabled, any keys picked are shared between players. Also, players joining the game get the keys others have as well. [Dusk]
+	- The ACS commands GiveInventory, TakeInventory, SetActorProperty (only for speed and gravity) and SetAmmoCapacity don't cause network traffic unless they actually make a change to the affected actor. [Torr Samaho]
-	- Fixed: The server didn't report when the master server notified the server that it's banned (ported from Konar6's kpatch). [Torr Samaho]
-	- Fixed: Blood actors (or anything else which do not use net IDs) within save games would crash the game upon loading. [Dusk]
-	- Fixed: Clients were not properly informed about the reset of moving non-door polyobjects during map resets. [Torr Samaho]
-	- Fixed: Using SetAmmoCapacity on an ammo type a player didn't have online caused the clients to assume that the player now has a small amount of this ammo type. [Torr Samaho]
!	- Changed huffman code from Hexen II's to that provided by Vortex Cortex. [Blzut3, Vortex Cortex]
!	- Changed the Offline Skirmish frag slider bar to go in intervals of 1 instead of 5. [Water]
Enjoy!

Download

Note that the OS X binaries are completely untested. Also PowerPC support may require a few more ZDoom back ports.
Last edited by Blzut3 on Thu Dec 26, 2013 11:43 pm, edited 1 time in total.

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RE: Zandronum 2.0-alpha-131223-1820

#2

Post by Catastrophe » Thu Dec 26, 2013 7:02 pm

What a nice christmas present, time to test some old zdoom mods

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RE: Zandronum 2.0-alpha-131223-1820

#3

Post by Ænima » Thu Dec 26, 2013 7:03 pm

wow

such backport

very features

amaze




... Great job, guys!
Last edited by Ænima on Thu Dec 26, 2013 7:54 pm, edited 1 time in total.
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RE: Zandronum 2.0-alpha-131223-1820

#4

Post by mr fiat » Thu Dec 26, 2013 7:38 pm

well done, especialy bringing it to zdoom 2.5.0. wil defo make use the new features :D

EDIT, is gameinfo supported in this version? because i get a fatal error when ever i launch my wad with gameinfo that included a startup title i get this.
Image
Last edited by mr fiat on Thu Dec 26, 2013 7:59 pm, edited 1 time in total.

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RE: Zandronum 2.0-alpha-131223-1820

#5

Post by IdeIdoom » Thu Dec 26, 2013 9:23 pm

I should try this with Russian Overkill.
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 2.0-alpha-131223-1820

#6

Post by Guardsoul » Thu Dec 26, 2013 10:05 pm

mr fiat wrote: EDIT, is gameinfo supported in this version? because i get a fatal error when ever i launch my wad with gameinfo that included a startup title i get this.
Got the same thing launching one of my projects. But at least now I can use some cool features. Great job there!
I dont care about how bad your maps are. Everything can be improved.
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RE: Zandronum 2.0-alpha-131223-1820

#7

Post by Torr Samaho » Thu Dec 26, 2013 10:10 pm

mr fiat wrote: EDIT, is gameinfo supported in this version?
GAMEINFO is supported in the way it was in ZDoom 2.5.0. ZDoom made changes and additions to its GAMEINFO support after 2.5.0. Those are not supported at the moment.

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RE: Zandronum 2.0-alpha-131223-1820

#8

Post by -Jes- » Thu Dec 26, 2013 10:24 pm

Haven't had the chance to test it myself, so I'll just relay a query...

(23:15:58) ([BaseQ]Ch0wW) In survival mode, does a DISCONNECT script still happen after someone dying? or it's solved?

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RE: Zandronum 2.0-alpha-131223-1820

#9

Post by AlexMax » Thu Dec 26, 2013 10:52 pm

Fantastic news!

What does the huffman code change mean for server browsers?
Last edited by AlexMax on Thu Dec 26, 2013 10:53 pm, edited 1 time in total.
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RE: Zandronum 2.0-alpha-131223-1820

#10

Post by Balrog » Thu Dec 26, 2013 11:10 pm

I don't know much about programming, but my gut tells me that decoding a Huffman tree should still be the same regardless of the encoder used.

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[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends

Code: Select all

<ijon>well fuk
<ijon>guess I gotta suck dicks now

Code: Select all

(18:13:17)<Mayrine>i dont have to learnt anything about ACS

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RE: Zandronum 2.0-alpha-131223-1820

#11

Post by Blzut3 » Thu Dec 26, 2013 11:33 pm

AlexMax wrote: What does the huffman code change mean for server browsers?
Nothing, it just means we're no longer (to our knowledge) violating the GPL. It's the same code Doomseeker has been using for years.

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RE: Zandronum 2.0-alpha-131223-1820

#12

Post by AlexMax » Fri Dec 27, 2013 12:03 am

Blzut3 wrote:
AlexMax wrote: What does the huffman code change mean for server browsers?
Nothing, it just means we're no longer (to our knowledge) violating the GPL. It's the same code Doomseeker has been using for years.
Oh, I thought that you guys were changing the frequency table. Carry on.
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RE: Zandronum 2.0-alpha-131223-1820

#13

Post by Disguise » Fri Dec 27, 2013 1:32 am

Holy mother of God! YES!
Image

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RE: Zandronum 2.0-alpha-131223-1820

#14

Post by Torr Samaho » Fri Dec 27, 2013 8:07 am

-Jes- wrote: (23:15:58) ([BaseQ]Ch0wW) In survival mode, does a DISCONNECT script still happen after someone dying? or it's solved?
As usual, things not mentioned in the changelog are not changed. Anyway, which problem are you referring to? Is there a tracker ticket?

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RE: Zandronum 2.0-alpha-131223-1820

#15

Post by HexaDoken » Fri Dec 27, 2013 10:27 am

o

:O

:OOOOOOOOOOOOOOOOO

This is truly amazing.

brb porting russian overkill for zan

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RE: Zandronum 2.0-alpha-131223-1820

#16

Post by ibm5155 » Fri Dec 27, 2013 11:13 pm

Actually, it was too short time than I expected 2.0 to be released :O
Also does it support vars in decorate? if yes, then may cursed maze be compatible with zandronum :D (and I will make a coop on it too :D)
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RE: Zandronum 2.0-alpha-131223-1820

#17

Post by Kara Kurt » Sat Dec 28, 2013 1:05 am

Hey, how and where am I supposed to install the package? Just have to drag it into the folder?

Thanks.

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RE: Zandronum 2.0-alpha-131223-1820

#18

Post by HexaDoken » Sat Dec 28, 2013 8:55 am

Yes, decorate user variables are indeed supported in zandronum 2.0.

You install Zan 2.0 pretty much the same way you install any other Zan - drop it in any separate folder, drop IWAD there, have fun. You may simply overwrite your current Zan installation with it, however, it's not recommended as of right now since servers still run 1.2 mostly.

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RE: Zandronum 2.0-alpha-131223-1820

#19

Post by Guardsoul » Sat Dec 28, 2013 8:58 am

Now it is the important question: When will be the update? (if its possible to ask this...)
I dont care about how bad your maps are. Everything can be improved.
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RE: Zandronum 2.0-alpha-131223-1820

#20

Post by Torr Samaho » Sat Dec 28, 2013 9:10 am

Keep in mind that this is just the first official beta build of Zandronum 2.0. There may be many more to come before we can release 2.0 as stable version replacing 1.2. As usual, the more help we get with the testing, the faster we can stabilize the builds.

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