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  Topic: [ACS] PLAYERINFO_TIME always returns -1
Kilgore

Replies: 1
Views: 289

PostForum: Fixed Bugs   Posted: Sat Sep 09, 2017 7:54 am   Subject: [ACS] PLAYERINFO_TIME always returns -1
Fixed. Will appear on the next release.
  Topic: Server 1.10 Beta 08
Kilgore

Replies: 12
Views: 2129

PostForum: General Offtopic Chat   Posted: Wed Sep 06, 2017 7:42 am   Subject: Server 1.10 Beta 08
Lyfe made a [url=http://downloads.zdaemon.org/zserv110b08_freebsd10.tgz]freebsd 10.x binary. See if that helps.
  Topic: FYBO #315 - Exec
Kilgore

Replies: 0
Views: 756

PostForum: Frag Your Brains Out   Posted: Sun Oct 23, 2016 6:42 pm   Subject: FYBO #315 - Exec
Time for one more run of the classic maps. High voltage as usual Wink

http://hs.keystone.gr/zdmaps/anim/exec.gifSunday, October 23

The session starts at 19:00 BST / 14:00 EDT
  Topic: FYBO #314 - TinyDM
Kilgore

Replies: 1
Views: 681

PostForum: Frag Your Brains Out   Posted: Sun Oct 09, 2016 2:07 pm   Subject: FYBO #314 - TinyDM
This Sunday let's go with a very interesting (and "lively") map set by L@P's own dA_g0dFad3R: . It doesn't get much more frantic than that Wink

http://hs.keystone.gr/zdmaps/anim/tinydm.gif ...
  Topic: FYBO #313 - Barrels o'Fun
Kilgore

Replies: 6
Views: 1185

PostForum: Frag Your Brains Out   Posted: Sun Oct 02, 2016 9:54 am   Subject: FYBO #313 - Barrels o'Fun
Let's try something offbeat by Milian and other distinguished members of the ZDaemon community: . The twist is that players look like barrels so it's not always obvious who you should be shooting at; ...
  Topic: FYBO #312 - GW2 (GreenWar2)
Kilgore

Replies: 2
Views: 882

PostForum: Frag Your Brains Out   Posted: Sun Oct 02, 2016 9:38 am   Subject: FYBO #312 - GW2 (GreenWar2)
Sure Smile
  Topic: FYBO #312 - GW2 (GreenWar2)
Kilgore

Replies: 2
Views: 882

PostForum: Frag Your Brains Out   Posted: Sun Sep 25, 2016 3:29 pm   Subject: FYBO #312 - GW2 (GreenWar2)
Let's try the successor to an old favorite: . Always a very fun WAD to play.

http://hs.keystone.gr/zdmaps/anim/gw2.gifSunday, September 25

The session starts at 19:00 BST / 14:00 EDT
  Topic: FYBO #311 - Classix
Kilgore

Replies: 1
Views: 765

PostForum: Frag Your Brains Out   Posted: Sun Sep 18, 2016 1:40 am   Subject: FYBO #311 - Classix
I'll take the opportunity to thank the Godfather for the excellent work in administering and hosting FYBO; it's been lots of fun and we are all indebted to him.

How about we kick off FYBO's 7th sea ...
  Topic: ZD seems to be running slower for me? Why? CPU?
Kilgore

Replies: 8
Views: 7094

PostForum: Rejected Bugs   Posted: Sat Jan 02, 2016 7:02 pm   Subject: ZD seems to be running slower for me? Why? CPU?
If it happens only to you and when no new version has come out...
  Topic: [ACS] CreateTranslation() & Thing_SetTranslation()
Kilgore

Replies: 1
Views: 1087

PostForum: Pending Requests   Posted: Fri Nov 06, 2015 8:27 am   Subject: [ACS] CreateTranslation() & Thing_SetTranslation()
The wiki is from ZDoom, so the claims there are about that program: not ZDaemon. You're really describing a request to increase some limit: not a bug. I'm not rejecting it, but it needs reclassificati ...
  Topic: [ACS] Expand Get/Set/Check-ActorProperty() functions
Kilgore

Replies: 1
Views: 1176

PostForum: Implemented Requests   Posted: Sun Oct 18, 2015 11:38 pm   Subject: [ACS] Expand Get/Set/Check-ActorProperty() functions
Done. It will show up on the next beta (1.10b08)
  Topic: sv_joinlimit value visible to players
Kilgore

Replies: 7
Views: 3018

PostForum: Implemented Requests   Posted: Thu Oct 15, 2015 10:21 pm   Subject: sv_joinlimit value visible to players
From the changelog: 1. Modified the "Press the 'USE' key to join" message shown to
spectators in survival when sv_joinlimit is in effect. The new
message either displays the remain ...
  Topic: Make first players spawn at spots 1, 2, 3, etc...
Kilgore

Replies: 4
Views: 1951

PostForum: Implemented Requests   Posted: Wed Oct 14, 2015 10:50 am   Subject: Make first players spawn at spots 1, 2, 3, etc...
From the changelog:19. The coop/survival spawning algorithm has been reworked as follows:
a. In SP mode: for "spectator spawn", "normal in-game spawn",
and ...
  Topic: [ACS] Print names of named scripts when using scripstat
Kilgore

Replies: 1
Views: 1140

PostForum: Implemented Requests   Posted: Wed Oct 14, 2015 10:49 am   Subject: [ACS] Print names of named scripts when using scripstat
From the changelog:18. Various minor ACS improvements:
a. ACS named scripts will be case-insensitive.
b. Script names are shown by name and number where applicable.
c. An &quo ...
  Topic: Reason for axing playlist
Kilgore

Replies: 3
Views: 1561

PostForum: ZDaemon Development   Posted: Sun Oct 11, 2015 11:39 am   Subject: Reason for axing playlist
Because it has no place in a game. I would understand it if you were talking about in-game music (eg, from a wad). But this is "outside music"; if you want that, use any of a million media p ...
  Topic: Contacting developers with crash dump
Kilgore

Replies: 2
Views: 1381

PostForum: ZDaemon Development   Posted: Sun Oct 11, 2015 11:20 am   Subject: Contacting developers with crash dump
Put it on some hosting service like [url=http://www.speedyshare.com/]speedyshare and send us the download link either here or on IRC (preferably).
  Topic: ARM Server
Kilgore

Replies: 11
Views: 5378

PostForum: ZDaemon Development   Posted: Mon Sep 28, 2015 7:31 pm   Subject: ARM Server
The two things (1.10 betas and the specific problem) are about as related to each other as coffee and air balloons Wink
  Topic: ZD bombs out on malformed MAPINFO
Kilgore

Replies: 7
Views: 2345

PostForum: Implemented Requests   Posted: Mon Sep 28, 2015 6:46 pm   Subject: ZD bombs out on malformed MAPINFO
Well... users may find it inconvenient, but the given mapinfo *is* bad and zdaemon is right in rejecting it. Calling it "bombing out" implies that it's somehow zdaemon's fault, and well... ( ...
  Topic: [1.10] Hexen cleric and mage initial sprite error
Kilgore

Replies: 2
Views: 2478

PostForum: Fixed Bugs   Posted: Sun Sep 13, 2015 3:38 am   Subject: [1.10] Hexen cleric and mage initial sprite error
Fixed. It will appear on the next release.
  Topic: Lack of tid 0 activator handling in Radius_Quake
Kilgore

Replies: 1
Views: 1401

PostForum: Fixed Bugs   Posted: Sat Sep 12, 2015 12:50 am   Subject: Lack of tid 0 activator handling in Radius_Quake
Fixed. It will appear on the next release.
 
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