Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
-
Fused
- Contributor
- Posts: 673
- Joined: Sat Nov 09, 2013 9:47 am
- Location: Netherlands
-
Contact:
#141
Post
by Fused » Mon Sep 11, 2017 9:55 pm
Well, in about 5 minutes the day ends for me, so I'm technically still on time. Here's ZCC for Zandronum 3.0, which also received a bump in its own version with some new additions.
https://www.dropbox.com/s/iqbm48eayq3bu ... 9.zip?dl=0
Spoiler: changelog (Open)- Implement message level colors.
- The speed at which the console moves can now be changed with the CVAR zcc_conspeed.
- The console's movements are now interpolated.
- Fixed: Zandronum now uses proper mouse input for clients.
- Added string manipulation console commands.
- Added a "pipe" console command.
- Ported the software GL lightmode code from the latest GZDoom and adapted it to Zandronum's codebase.
- Added zptr_random.
- Changed the way ZCC's version is displayed.
- Changed version to 1.6.
The thread will be properly updated and documented whenever I have time tomorrow.
-
DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
-
Contact:
#142
Post
by DevilHunter » Wed Sep 13, 2017 9:51 am
Sweet, thanks. And
Uploaded for good measure. Thanks once again Fused. I had to change the filename Slightly because I don't like having URLs that have % in them.
-
fr blood
- Frequent Poster Miles card holder
- Posts: 994
- Joined: Wed Mar 06, 2013 4:04 pm
- Location: France
#143
Post
by fr blood » Tue Oct 03, 2017 11:19 am
Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.
-
Espio
- Forum Regular
- Posts: 370
- Joined: Sat Jun 02, 2012 8:28 pm
- Location: OldWorldBlues.esm
#144
Post
by Espio » Tue Oct 03, 2017 1:48 pm
fr blood wrote: ↑Tue Oct 03, 2017 11:19 am
Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.
I can attest to this minus chat messages needing to be read in console only. ZCC has like this.. slight blur effect on some parts of my screen while some are normal, easier to spot in the console but cannot be replicated via screenshot. This never happens in normal 3.0. It occurs on all resolutions and I'm baffled on what even could be causing it.
-
Catastrophe
- Retired Staff / Community Team Member
- Posts: 2559
- Joined: Sat Jun 02, 2012 2:44 am
#145
Post
by Catastrophe » Tue Oct 03, 2017 11:30 pm
fr blood wrote: ↑Tue Oct 03, 2017 11:19 am
Does ZCC 1.6 for 3.0 use another sort of graphic card driver? Because when I use it I can see a sort of shift in my screen and so in the end I can't see the tchat messages without using the console.
I had a problem with zandronum and changing my drivers fixed it, but now it happens again with your ZCC.
Espio wrote: ↑Tue Oct 03, 2017 1:48 pm
I can attest to this minus chat messages needing to be read in console only. ZCC has like this.. slight blur effect on some parts of my screen while some are normal, easier to spot in the console but cannot be replicated via screenshot. This never happens in normal 3.0. It occurs on all resolutions and I'm baffled on what even could be causing it.
Are you all playing on windowed mode? It happened to me as well and is a GZDoom problem if so. See here:
https://forum.drdteam.org/viewtopic.php?t=6790
-
Espio
- Forum Regular
- Posts: 370
- Joined: Sat Jun 02, 2012 8:28 pm
- Location: OldWorldBlues.esm
#146
Post
by Espio » Wed Oct 04, 2017 2:13 pm
Yes, practically need windowed mode. I'll be damned though, that makes me sad cause I love alpha style bobbing.
-
jdagenet
- Forum Regular
- Posts: 192
- Joined: Tue Jun 05, 2012 8:08 am
- Clan: Cube
- Clan Tag: A3
-
Contact:
#147
Post
by jdagenet » Thu Oct 05, 2017 9:51 pm
Why does ZCC's mouse input feel so much better than Zan 3.0's and why hasn't it been done for Zan 3.0 yet?
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread
-
∞Phantasm
- New User
- Posts: 8
- Joined: Tue Oct 10, 2017 3:21 pm
#148
Post
by ∞Phantasm » Tue Oct 10, 2017 4:29 pm
jdagenet wrote: ↑Thu Oct 05, 2017 9:51 pm
Why does ZCC's mouse input feel so much better than Zan 3.0's and why hasn't it been done for Zan 3.0 yet?
Yep, after years of wondering why the mouse is choppy in Zandronum... I can finally play the game properly with this community client version. I guess most people just don't notice or compare the mouse-look to GZDOOM.
-
∞Phantasm
- New User
- Posts: 8
- Joined: Tue Oct 10, 2017 3:21 pm
#149
Post
by ∞Phantasm » Thu Oct 19, 2017 1:41 pm
Any possibility of porting over a few aesthetic features from GZDOOM for this? SSAO, Lights, and Brightmaps?
-
Sean
- IRC Operator
- Posts: 956
- Joined: Thu Jan 16, 2014 9:09 pm
- Location: United Kingdom
- Clan: Zandronum
- Clan Tag: [Za]
-
Contact:
#150
Post
by Sean » Thu Oct 19, 2017 4:26 pm
∞Phantasm wrote: ↑Thu Oct 19, 2017 1:41 pm
Any possibility of porting over a few aesthetic features from GZDOOM for this? SSAO, Lights, and Brightmaps?
If by lights you mean dynamic lights, then Zandronum has supported them since, like, forever. Same with brightmaps.
There's probably a bunch of renderer differences between Zandronum and GZDoom that would make SSAO and all those other fancier rendering stuff infeasible.
<capodecima> i dont say any more word without my loyer jenova
-
Catastrophe
- Retired Staff / Community Team Member
- Posts: 2559
- Joined: Sat Jun 02, 2012 2:44 am
#151
Post
by Catastrophe » Thu Oct 19, 2017 4:46 pm
Yep, as Sean said, if we did bring those features into ZCC, we'd face trouble when Zandronum inevitably updates and our stuff conflicts with theirs.
-
∞Phantasm
- New User
- Posts: 8
- Joined: Tue Oct 10, 2017 3:21 pm
#152
Post
by ∞Phantasm » Thu Oct 19, 2017 5:31 pm
Ah ok... Fair enough, thanks. Not sure why GZDOOM looks better (other than the SSAO), but I was referring to the lights.pk3 and brightmaps.pk3 it comes with and has the checkbox for them when you launch GZDOOM. All of which seem to be missing from Zandronum. Tried loading those pk3s but they dont seem to have any effect in Zan.
Actually I guess I was confusing brightmaps with bloom in that screenshot.
-
Sean
- IRC Operator
- Posts: 956
- Joined: Thu Jan 16, 2014 9:09 pm
- Location: United Kingdom
- Clan: Zandronum
- Clan Tag: [Za]
-
Contact:
#153
Post
by Sean » Thu Oct 19, 2017 6:52 pm
Yeah, the bloom is infeasible for the same reason as SSAO it seems.
It also appears that lights.pk3 is part of zandronum.pk3 (hence why it appears to have no effect), and I can't really verify if brightmaps actually work or not...
<capodecima> i dont say any more word without my loyer jenova
-
Ivan
- Addicted to Zandronum
- Posts: 2220
- Joined: Mon Jun 04, 2012 5:38 pm
- Location: Omnipresent
#154
Post
by Ivan » Thu Oct 19, 2017 8:36 pm
Sean wrote: ↑Thu Oct 19, 2017 6:52 pm
Yeah, the bloom is infeasible for the same reason as SSAO it seems.
It also appears that lights.pk3 is part of zandronum.pk3 (hence why it appears to have no effect), and I can't really verify if brightmaps actually work or not...
Brightmaps do work if you're using OGL as renderer and have enabled them.
-
Sir_Swerving
- New User
- Posts: 5
- Joined: Sat Mar 29, 2014 5:56 pm
#155
Post
by Sir_Swerving » Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
-
Fused
- Contributor
- Posts: 673
- Joined: Sat Nov 09, 2013 9:47 am
- Location: Netherlands
-
Contact:
#156
Post
by Fused » Fri Oct 20, 2017 12:20 pm
Sir_Swerving wrote: ↑Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
-
Ivan
- Addicted to Zandronum
- Posts: 2220
- Joined: Mon Jun 04, 2012 5:38 pm
- Location: Omnipresent
#157
Post
by Ivan » Fri Oct 20, 2017 3:08 pm
Fused wrote: ↑Fri Oct 20, 2017 12:20 pm
Sir_Swerving wrote: ↑Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
I thought crouch was detectable somehow in ACS. It's not?
-
Fused
- Contributor
- Posts: 673
- Joined: Sat Nov 09, 2013 9:47 am
- Location: Netherlands
-
Contact:
#158
Post
by Fused » Fri Oct 20, 2017 6:02 pm
Ivan wrote: ↑Fri Oct 20, 2017 3:08 pm
Fused wrote: ↑Fri Oct 20, 2017 12:20 pm
Sir_Swerving wrote: ↑Fri Oct 20, 2017 12:50 am
Is it possible to have a weapon movement setting that lowers the weapon sprite when the player is crouched?
No. Zcsipt allows this with some magic, but this is not possible in Zandronum, nor ZCC.
I thought crouch was detectable somehow in ACS. It's not?
It is, but how are you going to adjust your weapon sprite with it? Unless you specifically make an ACS weapon, it's not going to be possible.
-
Sean
- IRC Operator
- Posts: 956
- Joined: Thu Jan 16, 2014 9:09 pm
- Location: United Kingdom
- Clan: Zandronum
- Clan Tag: [Za]
-
Contact:
#159
Post
by Sean » Fri Oct 20, 2017 6:53 pm
Uh, this is the ZCC thread, so it could just be implemented in C++...
<capodecima> i dont say any more word without my loyer jenova
-
Fused
- Contributor
- Posts: 673
- Joined: Sat Nov 09, 2013 9:47 am
- Location: Netherlands
-
Contact:
#160
Post
by Fused » Fri Oct 20, 2017 9:53 pm
Er, yeah. For some reason I thought he asked if it was already possible in some way. It should be possible to implement. My bad.