Zandronum 3.2.1

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Kaminsky
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Zandronum 3.2.1

#1

Post by Kaminsky » Tue Aug 05, 2025 2:15 am

We are happy to announce the release of Zandronum 3.2.1!

This comes with a brand new CVar, "sv_printconnectionmessages", allowing server hosts to control whether messages for clients that haven't fully connected appear in the server console (i.e. the "unknown challenge (x)" error messages can now be ignored), as well as a few small fixes. Most notably:
  • Fixed a regression where skins didn't play some of their sounds correctly.
  • Fixed another regression where morph weapons with the WEAPON.NOLMS flag could no longer be given to players after they already spawned in (T)LMS.
  • Morph-related fixes and improvements, especially with the NOMORPHLIMITATIONS actor flag that was added in 3.2.
Here's the full changelog since 3.2:

Code: Select all

+	- Add the CVar sv_printconnectionmessages, which controls whether messages and errors for clients not completely connected to the server are printed to the server console. [Sean]
-	- Fixed: some of the sounds that a skin was using weren't playing correctly. [AKMDM]
-	- Fixed: spectators were unable to pass through teleporters while using the unrestricted spectator mode. [AKMDM]
-	- Fixed: weapons with the NOLMS flag were no longer given to players after they already spawned in (T)LMS, particularly morph weapons. [AKMDM]
-	- Fixed: a player that morphed into a class with the NOMORPHLIMITATIONS flag didn't keep their pitch, and would instead spawn with any weapon they previously owned already selected if they had no morph weapon, in online games. [AKMDM]
-	- Fixed: players were briefly unable to move upon (un)morphing to/from a class with the NOMORPHLIMITATIONS flag. [AKMDM]
-	- Fixed: clients sometimes weren't given CustomInventory items on their end, even though they successfully picked them up on the server's end. [AKMDM]
!	- The screen now bobs for morphed players with the NOMORPHLIMITATIONS flag. [AKMDM]
!	- There's now a short period when the player can still switch to the weapon they picked up upon respawning, even when they're pressing the fire button(s) and cl_noswitchonfire would've prevented it. [AKMDM]
As always, the new binaries are available in our downloads page.

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Fused
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Re: Zandronum 3.2.1

#2

Post by Fused » Tue Aug 05, 2025 6:40 am

Thank for you fixing all these NOMORPHLIMITATIONS related bugs so quickly, appreciate it!
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Sean
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Re: Zandronum 3.2.1

#3

Post by Sean » Tue Aug 05, 2025 9:24 am

\o/ I get top billing in the changelog
<capodecima> i dont say any more word without my loyer jenova

Samuzero15tlh
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Re: Zandronum 3.2.1

#4

Post by Samuzero15tlh » Tue Aug 05, 2025 2:39 pm

Yay! I posted this message somewhere else!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

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