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Moderator: Developers
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Torr Samaho
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#1
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by Torr Samaho » Sun Jul 29, 2012 7:27 pm
Zandronum 1.0-alpha-120729-1356
The most notable change in this build is the player limit which has been raised to 64. So far this only received little testing, so it would be great if somebody organizes a huge playing session with at least 33 players :). Another addition in this build is the new ACS command ConsolePlayerNumber which should come in handy in CLIENTSIDE scripts.
Here is the full list of changes since the last official Zandronum beta build, i.e. 120715-1139:
Code: Select all
changeset: 3457:f126a804e7c7
user: Torr Samaho
Changed: PlayerIsSpectator returns 1 if the player is a true spectator and 2 if the player is a dead spectator.
changeset: 3458:6f58c1540732
user: Torr Samaho
Converted the ACS function GetTeamScore to be compatible with ZDaemon's version of this function.
changeset: 3459:65a948ecfc9a
user: Torr Samaho
Raised the maximum number of players from 32 to 64. sv_maxclients and sv_maxplayers still default to 32 to stay compatible with existing mods.
changeset: 3460:fc168d3d94ec
user: Torr Samaho
Added new ACS command ConsolePlayerNumber that returns the number of the local player. Returns -1 if called on the server.
changeset: 3461:8d2c6e95243d
user: Torr Samaho
Added the possibility to leave the join queue with the spectate command.
changeset: 3462:1ace407f015c
user: Torr Samaho
replaced a bunch of images in wadsrc by their corresponding versions from GZDoom revision 323 (making zandronum.pk3 slightly smaller and reducing the differences of Zandronum to its GZDoom base)
changeset: 3463:11362e3ff11f
user: CrimsonDusk
Fixed: Missiles would not be deleted properly if they hit the sky or a horizon line.
changeset: 3464:c7886d40c1fc
user: Torr Samaho
out of sequence fix backport from ZDoom revision 3620:
- Use SetOrigin() instead of P_TryMove to set the dropped item's position in AActor::DropInventory(). Also removed dropdist, since it wasn't used.
changeset: 3465:dad97f8a8ebc
user: Torr Samaho
removed some useless code that has been hiding at least since 97c2
changeset: 3466:11f9f880a4bd
user: Torr Samaho
Fixed: If gl_lightmode was 2 in the config file when starting the game, gl_lightmode was automatically changed to 3.
changeset: 3467:f35f5ac7c02b
tag: tip
user: Torr Samaho
Fixed the white space differences of decaldef.txt to its GZDoom revision 323 counterpart.
Windows
Linux x86
Linux x86_64
Mac OS X
Last edited by
Blzut3 on Tue Jul 31, 2012 7:30 am, edited 1 time in total.
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Disguise
- Retired Staff / Community Team Member
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#2
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by Disguise » Sun Jul 29, 2012 8:33 pm
Nice! Increased player limit! Excellent work as usual!
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Ænima
- Addicted to Zandronum
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#3
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by Ænima » Sun Jul 29, 2012 9:18 pm
FUCK. Now I have to go back and edit the array size of all my variables to [63] instead of [31].
:P
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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katZune
- Forum Regular
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#4
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by katZune » Sun Jul 29, 2012 9:47 pm
:D! fuck yeah 0/, have no words
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)Ijon Tichy wrote:
Catastrophe wrote:
Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here
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Watermelon
- Zandrone
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#5
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by Watermelon » Mon Jul 30, 2012 4:39 am
I'll try to set up 33+ players
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Queen Chrysalis
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#6
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by Queen Chrysalis » Mon Jul 30, 2012 5:43 am
Yo Watermelon make a post ahead of time i'm planning on attending.
Where the hell are my damn tacos
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ZzZombo
- Forum Regular
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#7
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by ZzZombo » Mon Jul 30, 2012 5:56 am
I'm now very glad I never assumed 32 players limit and always use MAXPLAYERS constant definition in ACS. Hehe. Nice work.
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Blade
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#8
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by Blade » Tue Jul 31, 2012 3:49 am
Mother of god! Somebody should set up a regular server with no huge downloads, and we could schedule a game! It will be epic.
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Ijon Tichy
- Frequent Poster Miles card holder
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#9
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by Ijon Tichy » Tue Jul 31, 2012 6:27 am
Ænima wrote:
FUCK. Now I have to go back and edit the array size of all my variables to [63] instead of [31].
:P
what happens when you have player 63 (the 64th)? weird shit, that's what
also you'd do well to "#define PLAYERMAX 64" and use that in defining arrays
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Blzut3
- Developer
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#10
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by Blzut3 » Tue Jul 31, 2012 7:18 am
Ijon Tichy wrote:
also you'd do well to "#define PLAYERMAX 64" and use that in defining arrays
I would use a max of 255 (or maybe even 256) and future proof the code a little. :p
Last edited by
Blzut3 on Tue Jul 31, 2012 7:33 am, edited 1 time in total.
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Ijon Tichy
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#11
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by Ijon Tichy » Tue Jul 31, 2012 7:34 am
yeah i use 256 myself
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ZzZombo
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#12
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by ZzZombo » Tue Jul 31, 2012 7:41 am
And all loops will have to iterate over all invalid clients? No, thanks
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Blzut3
- Developer
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#13
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by Blzut3 » Tue Jul 31, 2012 9:33 am
The problem is what exactly? The amount of CPU time wasted and additional memory usage (768 bytes) is negligible. It not like you have to worry about bandwidth utilization either since ACS calculations aren't synchronized.
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mistamontiel
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#14
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by mistamontiel » Tue Jul 31, 2012 9:27 pm
Hang on. Now a 64 player deathmatch is possible..?
Sooo many freaking slots dude.. I thought only Battlefield 1942 (debut from 2002) ever since, whole PC series was king of 64 player mayhem, like trademarked that damn number
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Ænima
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#15
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by Ænima » Tue Jul 31, 2012 11:55 pm
Ijon Tichy wrote:
Ænima wrote:
FUCK. Now I have to go back and edit the array size of all my variables to [63] instead of [31].
:P
what happens when you have player 63 (the 64th)? weird shit, that's what
I thought when defining the size of arrays, you use the maximum index number (which would be 63, right?). Or just the literal SIZE of the array in integers, starting at 1?
Shit's confusing, bro.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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Qent
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#16
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by Qent » Wed Aug 01, 2012 1:11 am
Use the actual size of the array, starting at 1. You mean you've been using off-by-one arrays... forever?! D:
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Ænima
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#17
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by Ænima » Wed Aug 01, 2012 1:57 am
Pfft. As if 32 people have ever been in a SST server at one time.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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Torvald
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#18
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by Torvald » Wed Aug 01, 2012 2:16 am
All out war, Who dun it, Friday night fragfest, Ghouls vs humans. Etc, there's been many times where it's maxed out :D ( got at least 20 pics of gvh alone hitting 32/32 on separate days). The great thing about this is that will spare Server clusters from having to open up two servers to compensate for max client connection.
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BEST.EVER.
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Llewellyn
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#19
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by Llewellyn » Wed Aug 01, 2012 3:27 am
Tor-Bjorn wrote:
All out war, Who dun it, Friday night fragfest, Ghouls vs humans. Etc, there's been many times where it's maxed out :D ( got at least 20 pics of gvh alone hitting 32/32 on separate days). The great thing about this is that will spare Server clusters from having to open up two servers to compensate for max client connection.
Yo he said SST not ST. (Assuming you're replying to the post above you.)
Last edited by
Llewellyn on Wed Aug 01, 2012 3:27 am, edited 1 time in total.
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mistamontiel
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#20
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by mistamontiel » Wed Aug 01, 2012 11:50 am
lol, Who dun it ? All out war ? GVH ? All too complex + dull, pffft, Who dun it, just moving the whole time, nothing else to do. Never seen em full, almost full, but not quite
FNFragfest definitely can use twice the slots. Damn spectating whores, er, well I don't know the limits maybe they had to not so sure. Just so many
Deathmatch.. CTF.. Invasion.. rules