Builds for previous versions go here
Moderator: Developers
-
Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#1
Post
by Torr Samaho » Mon Aug 06, 2012 11:38 am
Our journey to the first stable Zandronum version is nearing its end. We have reached a point where we tested what can be tested with a small testing team and it's necessary to get feedback from the general public. So take this opportunity to test this beta build with your favorite mods / settings. This way you can ensure that the things you would like to work in Zandronum 1.0 actually work as you want them to! If no serious problems with this build are found in the next week, we plan to release this as Zandronum 1.0 :).
As usual, here is the full list of changes since the last official Zandronum beta build, i.e. 120729-1356:
Code: Select all
changeset: 3468:fa2b815d2aa3
user: Torr Samaho
Fixed: P_LookForPlayers freezes in case "compat_oldrandom 1" since MAXPLAYERS was raised to 64.
changeset: 3469:eabef353bb88
user: Torr Samaho
added new function NETWORK_InClientModeAndActorNotClientHandled
changeset: 3470:f7d8146e4aaa
user: Torr Samaho
out of sequence feature backport from ZDoom revision 1642:
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
changeset: 3471:f73723e789a9
user: Torr Samaho
out of sequence feature backport from ZDoom revision 1691:
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
changeset: 3472:67edefbd0660
user: CrimsonDusk
Added new ACS function GetTeamProperty that allows read access to various team properties.
Note: TPROP_ReturnTics and TPROP_Assister do not work in client-side scripts yet.
changeset: 3473:9c5d784db7bb
user: Torr Samaho
added Edward-san's patch to move some sound related stuff and a few more language entries out of zandronum.pk3
changeset: 3474:c67ef8de1e7c
user: Torr Samaho
Fixed: Spectators were affected by pushers, e.g. wind.
changeset: 3475:b43054792be1
user: Torr Samaho
out of sequence fix backport from ZDoom revision 3352:
- Fixed: Forgot to divide the length of the SVCT chunks in ACS objects by 4 to get the actual number of scripts to set VarCount for.
changeset: 3476:fd386ac2400e
user: Torr Samaho
updated the tagline in the multiplayer menu to "Ask your doctor if it's right for you." (Dusk's shortened version of infurnus' original suggestion)
changeset: 3477:9fe2fa90fb23
user: Torr Samaho
out of sequence fix backport from ZDoom revision 3593:
- Fixed: The length of the SFLG chunk was used incorrectly, resulting in erroneous flag setting if such a chunk was present.
changeset: 3478:430c5a5b8832
user: Torr Samaho
When a spectator enters the game its associated scripts are stopped. Previously the scripts just were disassociated, causing them to continue running even after the player disconnects. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect.
changeset: 3479:ed7d3f14eb69
user: Torr Samaho
Fixed: Switches that execute CLIENTSIDE scripts didn't animate or play any sounds online.
changeset: 3480:f888c8f44258
user: Torr Samaho
Improved the X/Y/Z positioning of non-player actors moved by explosions online.
changeset: 3481:a6bdab8d45f0
user: Torr Samaho
added a revised version of Dusk's SetPlayerHazardCount net code (not used yet)
changeset: 3482:d4fe76bbf359
user: Torr Samaho
[Dusk, Torr Samaho] Fixed: sDamage_Hellslime and sDamage_SuperHellslime didn't the player's view green online.
changeset: 3483:efdd5fb064bf
tag: tip
user: CrimsonDusk
Added a new CVar cl_spectatormove which allows users to move at whatever speed they desire while spectating. (re-commit of dd9eaf9bb087 w/ changelog entry)
Windows
Linux x86
Linux x86_64
Mac OS X
Last edited by
Blzut3 on Mon Aug 06, 2012 10:41 pm, edited 1 time in total.
-
katZune
- Forum Regular
- Posts: 470
- Joined: Mon Jun 04, 2012 9:41 pm
- Location: Mexico! aka the hell gate
#2
Post
by katZune » Mon Aug 06, 2012 3:02 pm
nice! the last change of the list is very interesting
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
only
justice
-
TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#3
Post
by TerminusEst13 » Mon Aug 06, 2012 4:49 pm
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
Yes, please.
-
Ivan
- Addicted to Zandronum
- Posts: 2226
- Joined: Mon Jun 04, 2012 5:38 pm
- Location: Omnipresent
#4
Post
by Ivan » Mon Aug 06, 2012 4:50 pm
TerminusEst13 wrote:
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
Yes, please.
Indeed, now Zblood X can finally see the day light !
-
TheBladeRoden
-
- Posts: 30
- Joined: Thu Jun 07, 2012 10:33 am
#5
Post
by TheBladeRoden » Mon Aug 06, 2012 7:54 pm
TerminusEst13 wrote:
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
Yes, please.
Yes, this cuts my ACS overload by a third!
-
Watermelon
- Zandrone
- Posts: 1244
- Joined: Thu Jun 28, 2012 9:07 pm
- Location: Rwanda
#6
Post
by Watermelon » Tue Aug 07, 2012 4:51 am
I think we should have one huge epic test this Saturday, and if all goes well, release Sunday?
-
Ijon Tichy
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
#7
Post
by Ijon Tichy » Tue Aug 07, 2012 5:13 am
well, the out-of-order backports are nice (IF ONLY A_MONSTEREFIRE CAME A YEAR EARLIER), but shouldn't more time be spent getting the zdoom codebase ready for an update to, say, 2.4.1?
that would be a lot better in the long run, you know
-
Empyre
- Zandrone
- Posts: 1316
- Joined: Sun Jul 08, 2012 6:41 am
- Location: Garland, TX, USA
#8
Post
by Empyre » Tue Aug 07, 2012 1:15 pm
My understanding is that they plan to upgrade the ZDoom part of Zandronum's code in the next major release, but that will take a long time to do, so they want this first version to be really good to tide people over during that long wait. They might even do some minor releases for bug fixes and a few added features before devoting their full attention to the next major release.
"For the world is hollow, and I have touched the sky."
-
Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#9
Post
by Torr Samaho » Tue Aug 07, 2012 7:53 pm
Ijon Tichy wrote:
well, the out-of-order backports are nice (IF ONLY A_MONSTEREFIRE CAME A YEAR EARLIER), but shouldn't more time be spent getting the zdoom codebase ready for an update to, say, 2.4.1?
Zandronum's ZDoom code base is as ready for an update as it gets, for the sake of stability I won't touch this before 1.0 is finalized though. I also only did very few selected out-of-order feature backports, most of the things are important stability fixes.
-
Boko
-
- Posts: 64
- Joined: Tue Jun 05, 2012 2:32 am
#10
Post
by Boko » Wed Aug 08, 2012 7:32 pm
I've been hosting this for a couple days now, its quite stable. I'm looking forward to 1.0 . Now, lets have a celebration party! Drinks on me! haha jk.
-
DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
-
Contact:
#11
Post
by DevilHunter » Fri Aug 10, 2012 6:48 am
If anything, been hosting Zandro since the Alpha builds. Nothing bad has happend, though now I see "Unknown Chunk <somerandomname> Skipping!!" spam in the server logs upon startup. Not that it hurts anything, but sorta annoying..
Its gonna be epic when Zandro goes Official :p
-
Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#12
Post
by Torr Samaho » Fri Aug 10, 2012 6:52 am
DevilHunter wrote:
Nothing bad has happend, though now I see "Unknown Chunk <somerandomname> Skipping!!" spam in the server logs upon startup. Not that it hurts anything, but sorta annoying..
Are you sure that this messages are new or are you just loading wads (or new versions of wads) you didn't use earlier?
-
DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
-
Contact:
#13
Post
by DevilHunter » Fri Aug 10, 2012 7:03 am
Well, tbh, I only seen it while hosting
Between Demon Claws As seen Here..
Code: Select all
[12:08:03;21:58:09] adding /home/skulltag/Binary/DefaultBuild/zandronum.pk3[12:08:03;21:58:09] (536 files)[12:08:03;21:58:09]
[12:08:03;21:58:09] adding /home/skulltag/.zandronum/DOOM2.WAD[12:08:03;21:58:09] (2919 lumps)[12:08:03;21:58:09]
[12:08:03;21:58:09] adding /home/skulltag/wads/bdc12.wad[12:08:03;21:58:09] (1185 lumps)[12:08:03;21:58:09]
...
...
..
[12:08:03;21:58:13] DecalLibrary: Load decals.
[12:08:03;21:58:13] Unknown chunk ///Ammunition encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///END encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Annihilator encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Annihilator encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Diablo encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Diablo encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///END encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///START encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///END encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Fuzzy encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Fuzzy encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///START encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///END encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Super-Chaingunner encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Super-Chaingunner encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Efreet encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Efreet encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Devastator encountered. Skipping.
[12:08:03;21:58:13] Unknown chunk ///Devastator encountered. Skipping.
yet the Server is still running.. I dunno why it says that.
-
NachtIntellect
- Forum Regular
- Posts: 480
- Joined: Mon Jun 11, 2012 9:20 am
- Location: Bienenstock, Germany
#14
Post
by NachtIntellect » Fri Aug 10, 2012 8:54 am
Could we have some sort of feature that allows us to load in the correct order without using doombuilder? It would be handy for people that like playing single player.
Did you just bite me? Come here, I will bite you back bastard.
-
Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
#15
Post
by Torr Samaho » Fri Aug 10, 2012 9:14 am
98d gives exactly the same warnings, so nothing has changed here. I guess the parser doesn't like '///' as comment start (should be '//'). I would greatly appreciate if you check 98d's behavior next time before implying that a new beta build introduces a new problem.
WhiteAce wrote:
Could we have some sort of feature that allows us to load in the correct order without using doombuilder? It would be handy for people that like playing single player.
This is already possible, just launch Zandronum with "-file" and the wad names in the order you want them to be loaded.
-
Watermelon
- Zandrone
- Posts: 1244
- Joined: Thu Jun 28, 2012 9:07 pm
- Location: Rwanda
#16
Post
by Watermelon » Fri Aug 10, 2012 1:16 pm
I'm going to try to get a nice big private CTF game going. This will be critical in determining how Zandronum handles lightning quick online play. We'll play ideally on maps that have bugs in them or pain in the ass parts with bridges (ex: IDL2012 MAP04)
-
DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
-
Contact:
#17
Post
by DevilHunter » Fri Aug 10, 2012 4:21 pm
Torr Samaho wrote:
98d gives exactly the same warnings, so nothing has changed here. I guess the parser doesn't like '///' as comment start (should be '//'). I would greatly appreciate if you check 98d's behavior next time before implying that a new beta build introduces a new problem.
Eh, well I didn't notice it up till just now, so My bad.
Torr Samaho wrote:WhiteAce wrote:
Could we have some sort of feature that allows us to load in the correct order without using doombuilder? It would be handy for people that like playing single player.
This is already possible, just launch Zandronum with "-file" and the wad names in the order you want them to be loaded.
Or.. You can use
ZDL
Last edited by
DevilHunter on Fri Aug 10, 2012 4:23 pm, edited 1 time in total.
-
SuperToaster
- New User
- Posts: 5
- Joined: Sun Aug 12, 2012 12:15 am
#18
Post
by SuperToaster » Sun Aug 12, 2012 12:39 am
It's nice to see that Zandronum progresses and already ported so much features from ZDoom. But, developers, could you also port a one feature still missing, please?
I'm talking about A_RailAttack function. I was surprised a lot when i found out that it implemented so good in ZDoom which is, in my opinion, done not for multiplayer and in modern Zandronum it has version below ~r17xx... Actually, all i really need, and i hope i'm not alone, is flags which ZDoom now provides and most of all - nopiercing. This flag is vital in making beam weapons. And without it coding custom rail in ACS is real pain in you-know-what. Not to mention how much it would lag with several instances running at same time. Thanks for your time.
Last edited by
SuperToaster on Sun Aug 12, 2012 1:03 am, edited 1 time in total.
-
Watermelon
- Zandrone
- Posts: 1244
- Joined: Thu Jun 28, 2012 9:07 pm
- Location: Rwanda
#19
Post
by Watermelon » Tue Aug 14, 2012 3:33 am
Supertoastter, put it on the tracker
~~~~~
So far I've had no issues with testing Zandronum on BE. The players seem to be working fine with the mods I've been using...
-
[D_A]Kherr
-
- Posts: 29
- Joined: Mon Jul 23, 2012 3:37 am
- Location: Detroit, MI
-
Contact:
#20
Post
by [D_A]Kherr » Thu Aug 23, 2012 6:06 am
*slinks in from the shadowy corners of the site*
With all due respect for all the hard work going into this project (because it's awesome), but how close are we to a finished build exactly? Kinda been wondering this because when I read that if this release didn't have any major bugs it was going to be released around two and a half weeks ago as 1.0 I got all excited about it... but it still hasn't arrived...
I'm not saying this with any impatience or anger, I'm just genuinely curious if anyone has any idea as to when it's going to be finished. Sorry if asking this is too early, but I'm absolutely giddy with excitement. :3
Last edited by
[D_A]Kherr on Thu Aug 23, 2012 6:07 am, edited 1 time in total.
Hey look, a signature!