Zandronum 2.0

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mifu
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RE: Zandronum 2.0

#21

Post by mifu » Sun Mar 29, 2015 9:56 pm

Wooooooo its out. Upgrade all the servers
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Riclo
 
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RE: Zandronum 2.0

#22

Post by Riclo » Sun Mar 29, 2015 9:56 pm

So that's why there's so many people online right now

I haven't really been that much paying attention to 2.0 but I've heard alot of good things about it. Now's the time to start working on all those mods that could only run on 2.0
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RE: Zandronum 2.0

#23

Post by Awesome Possum » Sun Mar 29, 2015 10:38 pm

Upon trying to load Zan after making a shortcut to my desktop..

zandronum.pk3 is overriding core lump mapinfo/doom2.txt.

Claps hands

EDIT: I do not know what the hell I did but I got it to work.. strange.
Last edited by Awesome Possum on Sun Mar 29, 2015 10:44 pm, edited 1 time in total.
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ibm5155
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RE: Zandronum 2.0

#24

Post by ibm5155 » Mon Mar 30, 2015 12:09 am

Well, It would be a good idea to update this page :) http://zandronum.com/download
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RE: Zandronum 2.0

#25

Post by Kara Kurt » Mon Mar 30, 2015 12:12 am

Is A_SetCrosshair now compatible with Zan as the feature appears to be implemented in Zdoom 2.4?

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Larz1695
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RE: Zandronum 2.0

#26

Post by Larz1695 » Mon Mar 30, 2015 12:24 am

The power level of this news is so over 9000 I need TWO scouters.

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RE: Zandronum 2.0

#27

Post by Pottus » Mon Mar 30, 2015 1:24 am

Okay I have a problem with my strafe speed with this new version for some reason it is very slow and just not the same from that old version. I've tried a bunch of things and for some reason I just can't get it how it should be what the heck is going on here?
Last edited by Pottus on Mon Mar 30, 2015 1:25 am, edited 1 time in total.

Sneakernets
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RE: Zandronum 2.0

#28

Post by Sneakernets » Mon Mar 30, 2015 2:13 am

OSX version whar?

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RE: Zandronum 2.0

#29

Post by Watermelon » Mon Mar 30, 2015 2:15 am

Pottus wrote: Okay I have a problem with my strafe speed with this new version for some reason it is very slow and just not the same from that old version. I've tried a bunch of things and for some reason I just can't get it how it should be what the heck is going on here?
Try renaming your config (so zan generates a new one) in case any of the settings are corrupt. Also try zdoom 2.5 and see if its the same. If you still have problems, post on the bug tracker.




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mentaluproar
 
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RE: Zandronum 2.0

#30

Post by mentaluproar » Mon Mar 30, 2015 2:48 am

Any news on the OSX and linux builds?

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fr blood
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RE: Zandronum 2.0

#31

Post by fr blood » Mon Mar 30, 2015 4:08 am

Dear god, thanks for the great job to all the team !

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Sean
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RE: Zandronum 2.0

#32

Post by Sean » Mon Mar 30, 2015 5:59 am

Finally! My mod NEEDS Zandronum 2.0. And for Konar6 to update his damn servers.

EDIT: You guys might want to update the TV on the homepage. Still says 1.3.
Last edited by Sean on Mon Mar 30, 2015 4:18 pm, edited 1 time in total.
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RE: Zandronum 2.0

#33

Post by Dark-Assassin » Mon Mar 30, 2015 9:54 am

Whooo!!!

But should have released this on Wednesday :P

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RE: Zandronum 2.0

#34

Post by Espio » Mon Mar 30, 2015 10:17 am

Gratz to finally see 2.0 out the door.

Now let's see some mods get heavily improved.
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RE: Zandronum 2.0

#35

Post by nico3469 » Mon Mar 30, 2015 11:34 am

Hey guys

Very nice release, it's an amazing work you've done here, congratulations.

I would like to submit an idea for the next build :

When I'm playing Doom 2 on ZDoom/GZDoom, I also load Nerve.wad and masterlevels.wad in the .ini config file, and i can choose which "episode" I'm gonna play, just like this : http://hpics.li/376ebb2

But in Zandronum (1.3 and 2.0) the menu doesn't work completely. If I choose Masterlevels, it works, but if I select Hell On Earth, it starts No Rest For the Living and I can't play to Hell On Earth http://hpics.li/7f152f9

I saw your code is based on ZDoom 2.5.0 / GZDoom 1.5.0 but this was fixed in their newer versions since a lot of time, so maybe you should consider to update your code to ZDoom 2.7.1 or the last version of GZDoom

Again, it's just an idea, so tell me what you think about it :smile:

Sorry for my bad english, I'm french :razz:

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RE: Zandronum 2.0

#36

Post by Frits » Mon Mar 30, 2015 11:46 am

Awesome news. Thanks for the continuing work on zandro.

Code: Select all

Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible

Mars873
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RE: Zandronum 2.0

#37

Post by Mars873 » Mon Mar 30, 2015 12:17 pm

Waiting for ZDoom 2.7

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RE: Zandronum 2.0

#38

Post by Dark-Assassin » Mon Mar 30, 2015 1:22 pm

I think 2.6.1 will come first.

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RE: Zandronum 2.0

#39

Post by BlackFish » Mon Mar 30, 2015 1:42 pm

Yay.

Sadly, it doesn't support A_SetScale like I hoped. No shrinkray mod for Zandronum still. :(

Good work though, it looks nice!

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RE: Zandronum 2.0

#40

Post by Watermelon » Mon Mar 30, 2015 3:00 pm

For the people asking about raw input cvar:

Code: Select all

    in_mouse (Win32 only)

    Default: 0
    This cvar selects which method ZDoom will use to read the mouse. Valid values are:

        0 - Automatically select a method based on the operating system.
        1 - Use normal Win32 API calls (default for Windows NT 4).
        2 - Use DirectInput (default for all other Windows if RawInput is not available).
        3 - Use RawInput (preferred default for all other Windows)

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