
had to revert back to zandronum 1.2.2 cuz i got no music at all in-game regardless of any wads i used or if i just purely used doom2 IWAD only
1) Check that your config hasn't changedtalisa wrote: in-game music is broken for me in this new version![]()
had to revert back to zandronum 1.2.2 cuz i got no music at all in-game regardless of any wads i used or if i just purely used doom2 IWAD only
We don't supply AUR packages. Our 'zandronum' package from debian.drdteam.org, our official repository, depends on OpenSSL 1.0.Retro Gamer wrote: I installed Zandronum 1.3 from the AUR, but its linking to the out of date OpenSSL 0.9.8 when OpenSSL 1.0.1i is the current. That's a show stopper which is fixed by building/installing openssl098 which apparently can coexist with the current thankfully.
On that note, I did throw these up yesterday for Debian systems. The AUR package could extract from there as well.Edward-san wrote: We don't supply AUR packages. Our 'zandronum' package from debian.drdteam.org, our official repository, depends on OpenSSL 1.0.
I assume you already tried this, right?Retro Gamer wrote: The real problem I'm having with this 1.3 release is no music. I also experiencing weird crashing at full screen 1920x1080 with one Chex3 mod my son loves where I believe all was fine before the upgrade. The no music is what concerns me the most and I'm looking for the cause of it now. Might be something with the fmod install.
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I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
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execvp failed
zandronum: Fatal IO error 11 (Resource temporarily unavailable) on X server :0.0.
[xcb] Unknown sequence number while processing queue
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
zandronum: xcb_io.c:274: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.
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execvp failed
zandronum: Fatal IO error 11 (Resource temporarily unavailable) on X server :0.0.
Torr Samaho wrote: I assume you already tried this, right?
Best change of this version! That was so annoying at All Out War 2 with turrets and so on..Code: Select all
- - Fixed: Monsters near the bottom of a ledge or fence sometimes appeared as teleporting up on clients online. [Torr Samaho]
You should integrate it into the game voting menu or at least in the wiki, because no one seems to know about this.Code: Select all
+ - Added the new vote type "forcespec" that forces a player to spectate. It can be disabled with the new CVAR sv_noforcespecvote (default false). [Torr Samaho]
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! - The server now ignores client ping packets that don't make sense. [Torr Samaho]
The wiki is there for everybody to contribute to. If you find anything missing in there, please add it.De-M-oN wrote: You should integrate it into the game voting menu or at least in the wiki, because no one seems to know about this.
Can you reproduce this? Do you have a demo of this happening?De-M-oN wrote: There is a bug though that all pings of players are listed as 0 on scoreboard. And this seems zandronum related to me, because it didnt only happen in complex doom, it happened in "bosses from hell" as well.