Author |
Message |
Konan
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Wednesday, March 16, 2011
Latest SVN:
http://ZEQ2.ucoz.com
ZEQ2 Lite Beta - GS Edition:
http://ZEQ2.ucoz.com
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Zielan
KoRnified
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Wednesday, March 16, 2011
1492 is the lastest
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Zeth
The Admin
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Wednesday, March 16, 2011
Do NOT attempt to make standalone zip files of the SVN like this. It updates several times a day usually and you'll just cause a lot of conflicts in versions between people.
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Konan
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Wednesday, March 16, 2011
Zeth wrote : Do NOT attempt to make standalone zip files of the SVN like this. It updates several times a day usually and you'll just cause a lot of conflicts in versions between people.
Its perfect for uninformed participators, who can't download it but wanna try..
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Domo-Kun
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Wednesday, March 16, 2011
Zielan wrote : 1492 is the lastest  I thought we were supposed to wait till domi said it was safe to update D:
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Konan
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Wednesday, March 16, 2011
domodestuction wrote : Zielan wrote : 1492 is the lastest  I thought we were supposed to wait till domi said it was safe to update D:
you mean..next year march 15?
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EqR
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Wednesday, March 16, 2011
They told us not to update unless they tell us, because if they're still developing ZEQ2 Lite. So it's likely that there will be versions that won't work properly or at all, so it's best to stick with the version Domitjen tells us is okay for download/play.
Otherwise, you may just end up with a "broken" version.
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LegendarySS4
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Wednesday, March 16, 2011
It's true might as well wait for an update.
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Buksna
Blaizing
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Wednesday, March 16, 2011
Update everytime you want to!!!
Yeah its true that some revisions in future might be more unstable then this current one but there is REVERT option in SVN
You can update as much as you want but if latest revision is too buggy for you then revert to the one you want and continue playing
So lets say that this latest one is "stable" - if something happens in future always revert to this one - END
Point of giving access to everyone is because you guys can check what's happening behind the scenes
As long there are avalible revisions it means that this is not "dead"
Check things out and revert - reverting and updating takes seconds so it's not big deal
Regards
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DarkPrince_92
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Wednesday, March 16, 2011
That sounds awesome
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Domitjen
The Champ
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Wednesday, March 16, 2011
DO NOT LISTEN TO Buksna!
It is true that you can revert, but I give you all 4 tries until you will experience svn locked error or other issues. Then you will all ask how it comes, which makes us lose time because we have to explain.
Just wait with updating until announced in the topic. How hard can that be?
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nielsmillikan
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Wednesday, March 16, 2011
Or they could just 'google' the error and figure out the solution. How hard can that be?
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Domitjen
The Champ
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Wednesday, March 16, 2011
nielsmillikan wrote : Or they could just 'google' the error and figure out the solution. How hard can that be?
Most of them don't even find the thread with all the info when it's right in the IRC topicname, or stickied in discussion forum...
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Grega
Perpetual Traveler
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Wednesday, March 16, 2011
You guys really need to organize some playtesters.
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Domitjen
The Champ
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Wednesday, March 16, 2011
Grega wrote : You guys really need to organize some playtesters.
Some are assigned to that Grega.
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Grega
Perpetual Traveler
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Wednesday, March 16, 2011
Domitjen wrote : Grega wrote : You guys really need to organize some playtesters.
Some are assigned to that Grega.
How about bug tracking. You have that handled or is it by heart?
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Domitjen
The Champ
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Wednesday, March 16, 2011
Grega wrote : Domitjen wrote : Grega wrote : You guys really need to organize some playtesters.
Some are assigned to that Grega.
How about bug tracking. You have that handled or is it by heart?
We have a bugtracker.
But the main issue are the uknown command errors which causes 80% off the crashes right now. So that's priority.
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Grega
Perpetual Traveler
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Thursday, March 17, 2011
Domitjen wrote : Grega wrote : Domitjen wrote : Grega wrote : You guys really need to organize some playtesters.
Some are assigned to that Grega.
How about bug tracking. You have that handled or is it by heart?
We have a bugtracker.
But the main issue are the uknown command errors which causes 80% off the crashes right now. So that's priority.
Did you try biulding in debug prints into the code that's most likely causing the crash in order to pinpoint a more exact area?
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RealDeal
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Thursday, March 17, 2011
good job konan can I put it on my site?
holy cow 350mb
I sware I downloaded 1488 for 200+ mb
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Domitjen
The Champ
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Thursday, March 17, 2011
RealDeal wrote : good job konan can I put it on my site?
holy cow 350mb
I sware I downloaded 1488 for 200+ mb
It will be lacking in identifiable function, it's already outdated.
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Konan
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Thursday, March 17, 2011
RealDeal wrote : good job konan can I put it on my site?
holy cow 350mb
I sware I downloaded 1488 for 200+ mb
Latest SVN or GS Edition? You can share both..I don't care. I hope peoples going to like it because I'm worked on GS 5-10 hour/day and the Team on the original Project and they made a good job.
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Zeth
The Admin
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Thursday, March 17, 2011
You guys really need to organize some playtesters.
That's what the whole community is for now.
How about bug tracking. You have that handled or is it by heart?
Did you try biulding in debug prints into the code that's most likely causing the crash in order to pinpoint a more exact area?
*smiles* That's absolutely adorable.
Yes, there's a side-created bug tracker from one of the contributors. No, it's not entirely necessary given the nature and style of development. Additionally, debug prints are pretty old-school-schema for tracking issues. While they are practical for some cases of variable feedback (not the best choice though), they aren't considerably useful when errors relate to memory leaks or other technically 'random' complications.
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Grega
Perpetual Traveler
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Thursday, March 17, 2011
Zeth wrote : Yes, there's a side-created bug tracker from one of the contributors. No, it's not entirely necessary given the nature and style of development. Additionally, debug prints are pretty old-school-schema for tracking issues. While they are practical for some cases of variable feedback (not the best choice though), they aren't considerably useful when errors relate to memory leaks or other technically 'random' complications.
I am pretty old school in that regard ^^;
But yeah its true that memory leaks are a whole new story. With the debug prints I was more referring to the crash that was mentioned to happen while chatting. I highly doubt that a chat crash is related to a memory leak. Just a wild guess though.
As for the testing being done by the community. Yes the SVN build allows for that. But is it really necessary to tell the people who would be testing it to use a safe build because the newer one is buggy? Especially since SVN has a revert feature that works wonders. We use it all the time with Earth Special Forces. Some times reverting back to over 500 versions trying to find when a bug started happening.
Or am I just reading that wrongly.
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Zeth
The Admin
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Thursday, March 17, 2011
But yeah its true that memory leaks are a whole new story. With the debug prints I was more referring to the crash that was mentioned to happen while chatting. I highly doubt that a chat crash is related to a memory leak. Just a wild guess though.
Actually this issue has been fixed and was related to memory garbage via foreign handling by the Quake C code compiler (and it's inconsistent handling of un-initialized variables). Besides the funky nature of Quake's subset language, if you've ever worked with C strings you'll know they are an absolute NIGHTMARE by comparison to more modern handling in other languages.
As for the testing being done by the community. Yes the SVN build allows for that. But is it really necessary to tell the people who would be testing it to use a safe build because the newer one is buggy? Especially since SVN has a revert feature that works wonders. We use it all the time with Earth Special Forces. Some times reverting back to over 500 versions trying to find when a bug started happening.
The whole "safe build" idea was Domitjen's idea alone and presumes that majority of users will try and achieve a stable play experience. Buksna and myself have clearly stated here on the forums and on the blog post otherwise, but both arguments have plenty of merit to them regardless.
Unlike Earth Special Forces, the SVN is intended to be used for distribution as well as development -- therefore striking a balance between listing the most "stable" build uniquely from the most recent. This is not an uncommon practice of version control usage as a LOT of open-source projects make use of the practice.
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Demarcus
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Thursday, March 17, 2011
Konan wrote :
Latest SVN 1488:
http://letitbit.net/download/53682.52cf014885e78d380754b7256d5c/ZEQ2_Lite_Beta_2.7z.html
or
http://vip-file.com/downloadlib/543378518034998218840323-53682.52cf014885e78d380754b7256d5c/ZEQ2_Lite_Beta_2.7z.html
ZEQ2 Lite Beta - GS Edition:
http://ZEQ2.com/lite/forums/viewtopic.php?t=834
Hey konan, is these the newer versions on ZEQ2 lite or sum?? And witch one has the most characters and maps on it??
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