Zandronum 1.2

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Torr Samaho
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Zandronum 1.2

Post#1 by Torr Samaho » Sun Sep 01, 2013 8:05 pm

We are happy to announce the release of Zandronum 1.2!

This is mainly a small update to fix some rough edges of 1.1 and recently discovered exploits. The most noticeably change probably is that the authentication error messages are completely revamped. Not it should be much easier to find out why a server can't be joined when an authentication error occurs.

Here is the full changelog since 1.1.1
[spoiler]

Code: Select all

*+   - Revamped the authentication error messages: The server now reports which kind of authentication failed (i.e. protected lump or map) and reports a list of all loaded PWADs including their md5 checksums. The client also automatically logs the corresponding local values which should make it much easier to pinpoint the cause of an authentication error. [Torr Samaho]
+   - Added compat_fullweaponlower to emulate vanilla without bundling it with another flag. [Water]
+   - Added new dmflag "no medals", controlled by the new CVAR sv_nomedals. If this is true, clients are enforced not to show medals, i.e. behave as if cl_medals == 0. [Torr Samaho]
-   - Fixed crashes related to loading many announcers. [Torr Samaho]
-   - Fixed: +showscores did not always respond properly when viewing a demo. [Dusk]
-   - Fixed: Monsters near a ledge sometimes appeared as constantly falling down and teleporting back on clients online. [Torr Samaho]
-   - Fixed: Interpolation points and actor moves didn't work properly on clients after a map reset online. [Torr Samaho]
-   - Fixed: Client side demo recording could crash the client. [Circunei Z, Torr Samaho]
-   - Fixed a lastX/Y/Z desync between client and server. [Water]
-   - Fixed: Calling a map/changemap vote with an existing non-map lump as argument caused the server to throw an error. [Torr Samaho]
-   - Fixed: When a player carrying the flag died or disconnected, the flag was spawned on the floor instead of the actual Z position of the player. [Torr Samaho]
!   - The commands "wait", "error", "error_fatal" and "crashout" can't be called by ConsoleCommand anymore. [Torr Samaho] 

[/spoiler]

Binaries are available from our downloads page, as per usual.

Please remember that minor version bumps do not include major changes to the ZDoom base.
Last edited by Blzut3 on Mon Sep 02, 2013 5:07 am, edited 1 time in total.

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RE: Zandronum 1.2

Post#2 by Catastrophe » Sun Sep 01, 2013 8:09 pm

I'm sure the no-medals flag will be used heavily in competitive servers.

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RE: Zandronum 1.2

Post#3 by IdeIdoom » Sun Sep 01, 2013 8:15 pm

Well this was a quick update.
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>   edd
<+Dastan>   boxxy skin when
<+Shift>   dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>   Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>   well, if i'd be a girl, i would say ideidoom has ok looks

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RE: Zandronum 1.2

Post#4 by Ermac » Sun Sep 01, 2013 8:16 pm

Good Job guys, you were quick (:
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RE: Zandronum 1.2

Post#5 by Disguise » Sun Sep 01, 2013 8:18 pm

Niiiiiice! Amazing as always, you guys!
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RE: Zandronum 1.2

Post#6 by Tux » Sun Sep 01, 2013 8:44 pm

Wow, that's fast! althrough, why did you block wait from CCMD?
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RE: Zandronum 1.2

Post#7 by Watermelon » Sun Sep 01, 2013 8:48 pm

Do you mean ConsoleCommand?
I can't see why someone would want to use wait when you can just use ACS delays

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RE: Zandronum 1.2

Post#8 by Torr Samaho » Sun Sep 01, 2013 8:52 pm

Tux wrote:Wow, that's fast! althrough, why did you block wait from CCMD?

Wait in the ACS command ConsoleCommand could be used for exploits. You can still freely use wait in the console.

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RE: Zandronum 1.2

Post#9 by Klofkac » Sun Sep 01, 2013 9:42 pm

Are skulltag_actors or zandronum PK3 modified like they were in 1.1 release?
Last edited by Klofkac on Sun Sep 01, 2013 9:47 pm, edited 1 time in total.
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RE: Zandronum 1.2

Post#10 by Lord_of_D: » Sun Sep 01, 2013 11:47 pm

well, its something, thanks for updating :)
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RE: Zandronum 1.2

Post#11 by Blzut3 » Mon Sep 02, 2013 5:07 am

Klofkac wrote:Are skulltag_actors or zandronum PK3 modified like they were in 1.1 release?

It shouldn't matter, you should always replace them with the ones provided in the archive. But technically speaking neither of them were modified for this release.

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RE: Zandronum 1.2

Post#12 by Arcade Goon » Mon Sep 02, 2013 7:07 am

Thank you for your hard work.

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RE: Zandronum 1.2

Post#13 by Klofkac » Mon Sep 02, 2013 9:11 am

Blzut3 wrote:
Klofkac wrote:Are skulltag_actors or zandronum PK3 modified like they were in 1.1 release?

It shouldn't matter, you should always replace them with the ones provided in the archive. But technically speaking neither of them were modified for this release.

Thanks for reply, it's just that I compiled the build instead of downloading it.
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RE: Zandronum 1.2

Post#14 by Ch0wW » Mon Sep 02, 2013 11:42 am

Catastrophe wrote:I'm sure the no-medals flag will be used heavily in competitive servers.


You bet!
Every server that will be soon hosted through our "network" will include this CVAR :)

Anyway, nice update :)
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RE: Zandronum 1.2

Post#15 by IdeIdoom » Mon Sep 02, 2013 11:58 am

Ch0wW wrote:
Catastrophe wrote:I'm sure the no-medals flag will be used heavily in competitive servers.


You bet!
Every server that will be soon hosted through our "network" will include this CVAR :)

Anyway, nice update :)


Curiosity, when will you start hosting more servers from your cluster?
Last edited by IdeIdoom on Mon Sep 02, 2013 11:58 am, edited 1 time in total.
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>   edd
<+Dastan>   boxxy skin when
<+Shift>   dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>   Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>   well, if i'd be a girl, i would say ideidoom has ok looks

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RE: Zandronum 1.2

Post#16 by Ch0wW » Mon Sep 02, 2013 1:02 pm

Curiosity, when will you start hosting more servers from your cluster?


As far as I know, this week, or next week.
For best performances, it should have no more than:

Code: Select all

- ICEDM (NS based on chaindude's ChainDM - Duel )
- Duel32 (OS - Duel)
- TDMAX_b3 ( OS - TDM 2o2 ) --> Waiting for b4 btw
- IDL2013 ( NS - CTF ) --> I will have to recompile it for 2 features (asking Konar6 for its binary with selective passwords).
- Joust for DooM (NS - Duel -- Upcoming wad)


All the servers (except instaswitch-needed ones) will have no medals, and classic Doom weaponswitch (I'll remove if people are really annoyed by that).

I'll create a topic once it'll be done.
Last edited by Ch0wW on Mon Sep 02, 2013 4:17 pm, edited 1 time in total.
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RE: Zandronum 1.2

Post#17 by Hypnotoad » Mon Sep 02, 2013 3:22 pm

Ch0wW wrote:

Code: Select all

- IDL2013 ( OS - CTF ) --> I will have to recompile it for 2 features
(asking Konar6 for its binary with selective passwords).



Is it actually OS settings? As in no freelook or jumping etc..? Or was that a typo?

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RE: Zandronum 1.2

Post#18 by AlexMax » Mon Sep 02, 2013 3:32 pm

Nice work on getting another release out so soon. I am on vacation, but I will update my servers as soon as it is convenient to do so.

EDIT: You might want to tag 1.2 in the Bitbucket repository
Last edited by AlexMax on Mon Sep 02, 2013 3:38 pm, edited 1 time in total.
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RE: Zandronum 1.2

Post#19 by Ch0wW » Mon Sep 02, 2013 4:16 pm

Hypnotoad wrote:
Ch0wW wrote:

Code: Select all

- IDL2013 ( OS - CTF ) --> I will have to recompile it for 2 features
(asking Konar6 for its binary with selective passwords).



Is it actually OS settings? As in no freelook or jumping etc..? Or was that a typo?


TBH I didn't know if IDL servers use NewSchool or Oldschool settings. I guess I have been completely wrong...
So, yep, it's Newschool, but with DooM-classic weapon switch. I'm fixing it right now.
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RE: Zandronum 1.2

Post#20 by Torr Samaho » Mon Sep 02, 2013 5:03 pm

Monsterovich wrote:I hate you, developers! I'm tired to update and recompile shitdronum again. No importnant changes. Fuuuuu!!!!!111one :eek:

Apparently you are not aware of the severity of the severity of the callvote exploit. This one alone made a timely update mandatory. Not to mention that the wait exploit was rather serious too and that the demo recording related crash issues were highly annoying.

AlexMax wrote:EDIT: You might want to tag 1.2 in the Bitbucket repository

Thanks for the reminder. Added.


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