Jump to content

Version history: Difference between revisions

127,228 bytes added ,  23 August 2016
no edit summary
No edit summary
No edit summary
Line 1,491: Line 1,491:
* In true single player mode (i.e. offline and with no multiplayer emulation) if there is no custom F1 textures defined via MAPINFO for the current map, the standard help screen is shown instead of Skulltag's game-sensitive F1 help screens. [Torr Samaho]
* In true single player mode (i.e. offline and with no multiplayer emulation) if there is no custom F1 textures defined via MAPINFO for the current map, the standard help screen is shown instead of Skulltag's game-sensitive F1 help screens. [Torr Samaho]
* When a player starts chat spamming, he is now muted instead of kicked. [Rivecoder]
* When a player starts chat spamming, he is now muted instead of kicked. [Rivecoder]
==== v0.97d5 security update 1 ====
* Extended the server side client command protection to protect from commands the client is allowed to use often, but that still can be abused for a DOS attack. If a client floods the server with such commands (more than 100 in 10 seconds), the client is kicked and banned for 10 minutes. Commands of this type include toggling the console, toggling chat status and taunting. [Torr Samaho, SuperGod]
==== 0.97d5 ====
* Added server side client command protection. If a client floods the server with protected commands (more than 6 in 60 seconds), the client is kicked and banned for 10 minutes. [Torr Samaho, SuperGod]
* Fixed: Certain kinds of chat messages that only consist of color codes and white spaces wiped out all other messages currently on the screen. [Torr Samaho, SuperGod]
* Fixed: Parsing ban, white or admin list under Linux could crash. [Torr Samaho]
* The server doesn't relay chat messages that only consist of color codes and white spaces anymore. [Torr Samaho, SuperGod]
==== v0.97d4 ====
* Extended the authentication mechanism for non-map related lumps to check all lumps included by DECORATE lumps and all ACS library lumps included by LOADACS lumps. [Torr Samaho, SuperGod]
* Fixed: The map authentication didn't cover the BEHAVIOR lump. [Torr Samaho, SuperGod]
* The authentication mechanism for non-map related lumps now allows Freedoom/Doom clients to join Doom/Freedoom servers. [Torr Samaho]
* Fixed: If a server was queried for unknown flags, these flags were not removed from the Flags field in the answer. [Torr Samaho]
* Fixed: The clients crashed if the server sent them malformed packets. [Torr Samaho]
==== v0.97d3 security update 1 ====
* Fixed a critical security bug of the server. Thanks a lot to kgsws for submitting a detailed report on this issue along with an implementation of the exploit. [Torr Samaho]
* Fixed: A malicious client could skip the map authentication. Thanks to kgsws for his detailed report on this. [Torr Samaho]
* Fixed: The RCON utility crashed when somebody said a chat string with "%n" or similar printf compatible format parameters. Again thanks to kgsws for reporting. [Torr Samaho]
* Changed: All line breaks are removed from the comment when an entry is added to the banlist or whitelist. Thanks to kgsws for pointing me to this. [Torr Samaho]
==== v0.97d3 ====
* Several improvements to the RCON utility: [Rivecoder]
** Added support for favorites, with stored addresses and passwords.
** Added a tray icon to which you can hide the window, and from which you can launch favorites.
** Added file version metadata and an "about" screen.
** Fixed: If you tried to reconnect to a nonexistent server, you wouldn't get 3 retries.
* The authentication mechanism for non-map related lumps now gives detailed warnings on which auto-loaded files contain which protected lumps. [Torr Samaho]
* Added new CVAR sv_suddendeath (default true). If set to false, CTF or Skulltag games don't go into sudden death mode when the time limit is hit and no team has more points than all other teams. Instead the game is considered to be a draw. [Torr Samaho]
* Added new MAPINFO flag "islobby". If a duel is made on a map with this flag, the countdown and the map reset are skipped, e.g. useful for a map selection map like AlexMan's duel16. [Torr Samaho, SuperGod]
* Fixed: The code to check the maximum allowed effective skin sprite width/height didn't work with UDMX under Linux. [Torr Samaho]
* Fixed: For the purpose of sv_smartaim, players of different teams were considered to be friends in non-deathmatch based team game modes, e.g. CTF. [Torr Samaho, SuperGod]
* Fixed: A client possibly crashed when the server instructed it to spawn blood of an actor the client doesn't know. [Torr Samaho]
* Fixed: The network traffic needed by Sector_SetFade and Sector_SetColor increased linearly with the number of sectors that have the given tag instead of being constant. [Torr Samaho, SuperGod]
* Fixed: If the model flag rotation-speed was used with a value other than 1, the rotation "skipped" every five seconds. [Torr Samaho]
* Fixed: Friendly actors or actors using A_Chase or A_LookEx could cause the server to freeze completely when the first player connects or the last player disconnects. [Torr Samaho, SuperGod]
* Fixed: The one and five minute announcer warnings didn't work at all for clients. [Karate Chris]
* Fixed: The network traffic needed by SetLineTexture increased linearly with the number of lines that have the given identification number instead of being constant. [Torr Samaho, SuperGod]
* Fixed: The ACS command SectorSound didn't work properly online if it was called by a line. [Torr Samaho, SuperGod]
* Fixed: Under certain circumstance inactive BatSpawners were treated as active on the clients. [Torr Samaho, SuperGod]
* Fixed: The chat sound was played even when messages are disabled. [Torr Samaho, SuperGod]
* Fixed: Unfinished client connections to the server didn't timeout properly. [Torr Samaho, SuperGod]
* Fixed: Teleport_EndGame caused the server to get stuck. Nevertheless, end sequences are not supported online. They are just skipped. [Torr Samaho, SuperGod]
* Fixed: The CCMDs dumpmap, initpolymosttest, quickload, quicksave, select, slot, togglemap and vid_setmode caused the server to crash instead of being ignored. [Torr Samaho]
* Fixed: When the server changed the map while a newly connected client was still loading the map, this client didn't get informed about the map change causing severe sync issues. [Torr Samaho, SuperGod]
* Fixed: If you died in co-op and somebody else ended the map before you respawned, you would start the next map with only default inventory, no matter what dmflags was set to. (ported from ZDoom revision 691). [Torr Samaho]
* Fixed: Under rare circumstances a client could crash while connecting. [Torr Samaho, SuperGod]
* Fixed: Some kind of puffs were not spawned in their crash or melee state on the clients online. [Torr Samaho, SuperGod]
* Fixed: Sounds of puffs in the melee or crash state were not played on the clients online. [Torr Samaho, SuperGod]
* Fixed: Projectiles killing a player, never entered their Crash or XDeath state. [Torr Samaho]
* There is now a 10 second time limit on joining. [Torr Samaho, SuperGod]
* There is now a 30 second time limit on name changes for clients. [Torr Samaho, SuperGod]
* CVAR timelimit now also applies to cooperative game modes. [Torr Samaho, SuperGod]
* Further tuned the UPnP code to make it compatible with more routers. [Torr Samaho]
==== v0.97d3 RC2 ====
* Fixed: When using the CCMD kill in the console, the "in console" icon over the player's head was not removed. [Torr Samaho]
* Fixed: Detection of the local IP under Linux did not work properly. [Torr Samaho]
* Fixed: The ScaleNx code messed up camera textures. [Torr Samaho]
* Fixed some seemingly random problems occurring to clients in CTF or Skulltag games. [Torr Samaho]
* Fixed an exploit that allowed to crash servers. Kudos to kgsws for submitting a detailed report on this issue. [Torr Samaho]
* Fixed: Seemingly randomly clients completely froze in CTF / Skulltag. [Torr Samaho]
* Changed: Players are now notified that they can only pick up a team's flag if there are people on that team. [Torr Samaho]
* Changed the SSDP packet the server sends to find the UPnP root device. This should make the UPnP support compatible with more routers. [Torr Samaho]
==== v0.97d3 RC1 ====
* Added temporary bans! [Rivecoder]
* Added full TEAMINFO support across all game modes. [Karate Chris, Torr Samaho]
* Optimized the actor spawning code. The name of the actors used to be sent across the network, but now only a 'short' is sent. [Karate Chris, Torr Samaho]
* Added a custom implementation of the Scale2x/3x/4x algorithm as proposed in http://scale2x.sourceforge.net/ to the OpenGL renderer. This should get rid of the blurriness caused by OpenGL filtering and is controlled by the new CVAR gl_texture_hqresize, which defaults to 0. Textures/sprites whose width or height exceeds the new CVAR gl_texture_hqresize_maxinputsize (default 512) are not upsampled. The new CVAR gl_texture_hqresize_target (default 0) controls whether everything should be upsampled (value 0) or sprites and fonts only (value 1). [Torr Samaho]
** gl_texture_hqresize == 0 : no scaling
** gl_texture_hqresize == 1 : Scale2x algorithm
** gl_texture_hqresize == 2 : Scale3x algorithm
** gl_texture_hqresize == 3 : Scale4x algorithm
* Added UPnP support (invoked by the command line parameter "-upnp"). If used, the server tries to automatically add a port mapping on the router that connects the server to the internet. The external port of the mapping can be overridden by #n, if Skulltag is invoked with "-upnp #n". [Torr Samaho]
* Added medal families: "higher" medals, such as incredible, now immediately replace lower medals, such as excellent. This means that when on a spree, you can go right from excellent to incredible, accuracy to precision, impressive to most impressive, and so on without waiting for the lower medal to slide off. Overall this makes the queue run a lot faster, especially if you have a large backlog of medals. [Rivecoder]
* Added an "in console" icon that's shown above a player's head when he's in the menu or console. [Rivecoder, Torr Samaho]
* The five/one minute warning announcer sounds are now played. [Rivecoder]
* Added chat substitution inspired by ZDoom. [Karate Chris]
* Added a chat sound for Strife. [Karate Chris]
* Added a 'singleplayer' console command, complimentary to the 'multiplayer' / 'netgame' console command. [Karate Chris]
* Added CKeen's submission for an updated Italian language file. [Karate Chris]
* Significantly reduced the net traffic used by P_MoveThing, e.g. used by SetActorPosition. [Torr Samaho]
* Added basic SECTINFO support, currently only displayed in coop info. The SECTINFO parser supports use with the LANGUAGE lump to allow translatable locations. [Blzut3]
* Added Domination as a built in game mode. [Blzut3, Torr Samaho]
* Added new actor property "limitedtoteam", currently only has any effect when applied to a player class: When a player joins a team with a player class that is limited to be used only by another team, the player is immediately respawned with the first class that is open to the team just joined. [Torr Samaho]
* Improved Skulltag's response to DOS attacks. Players will be able to keep on playing even if the server is being massively attacked (by several hundred computers or more). In that case, Skulltag will shut off all new connections until the attack subsides. [Rivecoder]
* Added new team class selection menu: When joining a team from the team selection menu and more than one player class is available, there now is a menu that lets you select among the available classes (respects limitedtoteam). [Torr Samaho]
* Added new dmflag "award damage dealt instead of kills", controlled by the new CVAR sv_awarddamageinsteadkills. If enabled, a player gets one point per 100 damage dealt and doesn't get any extra points for killing monsters. The scaling is done, so that players don't get outrageous amounts of points. Internally no rounding is done, so you'll get your points no matter if you dealt the damage in one or in several attacks. The flag works in all gamemodes, where kills are awarded (coop, survival, invasion). [Torr Samaho]
* Added NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. (ported from ZDoom revision 876). [Torr Samaho]
* Added a new entry to the HUD options menu to toggle cl_drawcoopinfo. [Torr Samaho]
* Added new DECORATE actor flag CLIENTSIDEONLY. The server doesn't spawn such actors, the clients spawn them on their own. Therefore, they never should need any network bandwidth. Only use it on actors that don't affect the game in any way (visuals aside) and only use it, if you know what you are doing! [Torr Samaho]
* Added new dmflag "force alpha", controlled by the new CVAR sv_forcealpha. If this is enabled, clients are enforced to display alpha, i.e. render as if r_drawtrans == 1. [Torr Samaho]
* Added the cvar sv_enforcemasterbanlist; if true, the server enforces the master server's banlist. This is totally optional and is provided as a convenience to the server hoster and Skulltag staff. [Rivecoder]
* Added new command ClearBots to BOTINFO (has to be used outside the braces), that clears all previously defined bots (including Skulltag's hardcoded bots). [Torr Samaho]
* Banned clients are now told the reason for their ban. [Rivecoder]
* Added new DECORATE weapon flag NOAUTOAIM. Weapons with this flag behave as if CVAR autoaim was 0 (as long as the level allows freelook). [Torr Samaho]
* Added new compatflag "no crosshair", controlled by the new CVAR compat_nocrosshair. If this is enabled, clients are not allowed to use a crosshair. [Torr Samaho, SuperGod]
* Added new compatflag "old weapon switch", controlled by the new CVAR compat_oldweaponswitch. If this is enabled, players always switch weapons on pickup (as in vanilla Doom). [Torr Samaho, SuperGod]
* Fixed a positioning bug with rank/spread on the classic HUD when st_scale was off. [Rivecoder]
* Fixed: the 'ColorSetter' and 'FadeSetter' actors were broken online. [Karate Chris]
* Fixed: SKININFO skins couldn't use sounds from the Sounds subdirectory of PK3s/ZIPs. [Torr Samaho]
* Fixed: Save games were missing the number of remaining Archviles in Invasion. [Torr Samaho]
* Fixed: The Logitech G15 code possibly caused a crash after a map change. [Torr Samaho]
* Fixed: If a player is respawned online with a different player class than before, neither the skin nor the translation of this player is adjusted to the new class on the clients. [Torr Samaho]
* Fixed: A client entering a LMS/TeamLMS server crashes, if the wads running on the server give the player no starting weapon at all. [Torr Samaho]
* Fixed: The server statistics for total data transfer in and out overflowed at 2 gigabyte. Now no overflow should occur before 16 exabyte of traffic are reached. [Torr Samaho]
* Fixed: If a player disconnected or changed to a spectator while being morphed, various problems occurred. [Torr Samaho]
* Fixed: If a player is killed online, its death view doesn't follow the killer. [Torr Samaho]
* Fixed: If a player turns into a spectator, the currently active sounds associated to it are not stopped. [Torr Samaho]
* Fixed: Using weapnext or weapprev while recording a single player demo crashed the game. Nevertheless, single player demos are not supported and will go out of sync quickly. Use client demos instead. [Torr Samaho]
* Fixed: Some sight check related problems in A_DoChase occurred in games with more than one player. Offline this caused monsters to move strangely, online this caused monster movement sync issues. [Torr Samaho]
* Fixed: Spectators could trigger sector transitions offline. [Torr Samaho]
* Fixed: The scoreboard of the win32 server console is not updated when changing to intermission. [Torr Samaho]
* Fixed: The game crashed while spawning a player in certain game modes (e.g. lms), when certain inventory items (e.g. weapons) were replaced by actors that are not inventory items. [Torr Samaho]
* Fixed: When entering the name of the save game in the save menu, the underscore denoting the cursor position is possibly displayed too far to the right. [Torr Samaho]
* Fixed: The points of the teams in team possession are not displayed on the new fullscreen HUD if text scaling is activated. [Torr Samaho]
* Fixed: A single malformed packet could possibly crash any client. [Torr Samaho, SuperGod]
* Fixed: Under rare circumstances the server crashed when creating a FlashFader. [Torr Samaho, SuperGod]
* Fixed: If an actor is spawned client side with A_SpawnItemEx, A_SpawnItemEx calls without the client side flag made by this actor don't spawn anything at all. [Torr Samaho]
* Fixed: Bots were not affected by PROP_FROZEN or PROP_TOTALLYFROZEN. [Torr Samaho]
* Fixed: Player names ending with "\c" caused various glitches. [Torr Samaho]
* Fixed: The ACS function CreateTranslation with syntax "a:b=[red1,green1,blue1]:[red2,green2,blue2]" didn't work properly online. [Torr Samaho]
* Fixed: The code to check the maximum allowed effective skin sprite width/height checked some textures it shouldn't have checked. [Torr Samaho]
* Fixed: If a spectator that is waiting in line leaves the game, the join queue is not updated properly. [Torr Samaho]
* Fixed: After a map change in CTF/ST to a map without a team selection room, the players who were waiting in line in the previous map were not removed from their join queue positions. [Torr Samaho]
* Fixed: Under some conditions one could exit a map during the countdown in survival, e.g. with line special LS_Teleport_NewMap. Now players trying to exit during the countdown are killed. [Torr Samaho]
* Fixed: Several code pointers didn't work properly online in the death state of a player, e.g. A_PlaySound. [Torr Samaho]
* Fixed: The ACS command FadeTo didn't work online if the last argument (seconds) was 0.0. [Torr Samaho]
* Fixed: Under certain conditions the CMPGNINF parser didn't accept proper botteam entries. [Torr Samaho]
* Fixed: Player classes using certain code pointers caused "ghost" players to appear under certain conditions. For example this affected Sjas in GvH. [Torr Samaho]
* Fixed: Under certain circumstances changing the CVAR playerclass messed up the ColorRange property of the console player skin (fixed itself upon respawning). [Torr Samaho]
* Removed the default values for sv_motd, sv_website, and sv_hostemail. sv_motd would show the wrong version over time, and the others should be blank if not set by the server hoster. [Rivecoder]
* Fixed: Online a player and all its corpses used the same translation, i.e. if a player changed his color all corpses of this player changed their color too. [Torr Samaho]
* Fixed: The new fullscreen HUD doesn't respect the maxhealth property of the current player class. [Torr Samaho]
* Fixed: Instagib ignored the ammo types of Railgun replacements. [Blzut3]
* Fixed: After changing the map online or a map reset, the game possibly crashes when using cl_stfullscreenhud == false. [Torr Samaho]
* Fixed: ParticleFountain doesn't work properly online for the first player that connects to a server. [Torr Samaho]
* Fixed: Things like DeadDemon are not spawned on the clients online. [Torr Samaho]
* Fixed: Legacy-style 3D floors/liquid linetypes didn't work for Doom-format maps. [Torr Samaho]
* Changed up the display of medals when you have the key down. Higher medals are now on the right, opposite their subordinates. [Rivecoder]
* Each player's "ready to go on" status, shown at the intermission, can now only be turned on. Hopefully, this will help clear up what this command is for and prevent rapid toggling of it. [Rivecoder]
* Rank/Spread is no longer drawn if there's only one player. [Rivecoder]
* Armor is no longer drawn on the new HUD if you don't have any. [Rivecoder]
* You can now join the game while spectating during intermission. [Rivecoder]
* You no longer have to wait 10 seconds to change your team during the team last man standing countdown. [Karate Chris]
* Changed: The FLOATBOB flag is not applied to spectators anymore, no matter if the corresponding player class has it or not. Furthermore, spectators now always have flags3 = MF3_NOBLOCKMONST, flags4 = 0 and flags5 = 0. [Torr Samaho]
* Changed: Spectators now always have forwardmove 1, sidemove 1 and viewheight 41 (default values from PlayerPawn), no matter how the values of the corresponding player class are. [Torr Samaho]
* Changed: Spectators are fixed in their spawn state and don't execute any code pointers. [Torr Samaho]
* Changed: If a player selects the "Random" player class, a new class is selected randomly every time the player respawns. [Torr Samaho]
* Changed: In a single player campaign with a team based game mode, you can now rejoin after spectating with the in game join team menu, if you select the team the campaign wants you to have. [Torr Samaho]
* Hard-coded bots have been exported to BOTINFO. [Blzut3]
* Changed: If ArtiTeleport is used in a team game and the user is on a team with valid starts on the current map, the user is now teleported to a random team start of the user's team. [Torr Samaho]
* Changed: GrenadeLauncher doesn't auto aim anymore (it now has the NOAUTOAIM weapon flag). [Torr Samaho]
==== v0.97d2 ====
* Fixed: The sv_maxclientsperip code didn't take into account timeouts of non finished connection attempts. [Torr Samaho]
* Fixed: the pissed of player face should not work in spectator mode. [Karate Chris]
* Fixed: In game modes that reset, P_DoCrunch and A_BarrelDestroy gave the actor to be destroyed the MF_NOBLOCKMAP flag without unlinking it from the blockmap by calling UnlinkFromWorld(). This possibly caused some strange survival crashes. [Torr Samaho, SuperGod]
* Fixed: Monsters that are alive when a countdown is started in Invasion are not handled properly causing online sync problems. Clients wrongly deleted friendly monsters locally two waves after they have been spawned. Furthermore, the server deleted living hostile monsters that didn't come from an Invasion spawner without notifying the clients about this. Now all living hostile monsters (that can only exist because of bugs or cheats anyway) are deleted when the countdown is started. [Torr Samaho, SuperGod]
* Fixed: In game modes that reset, the server tells newly connecting clients to spawn certain kind of actors even though they are already destroyed, e.g. exploded ExplosiveBarrels. [Torr Samaho, SuperGod]
* Fixed: When a player respawns while a time freezer owned by another player is active, the respawned player can't move anymore as long as the freezer is active. [Torr Samaho, SuperGod]
* Fixed: In cooperative game modes, when the players travel from any map to a map with fewer player starts than players, some of them may end up in a zombie like state. [Torr Samaho, SuperGod]
* Fixed: When an Archvile raises a monster online, on the clients the total monsters counter is increased by two instead of one. [Torr Samaho, SuperGod]
* Fixed: If an invasion monster spawner is hijacked to spawn something that is not a monster, the remaining monster count is not adapted accordingly. [Torr Samaho]
* Fixed: In game modes that reset, when an actor is hidden instead of being destroyed, P_DelSector_List() is not called. This caused some strange survival crashes. [Torr Samaho, SuperGod]
* Fixed: If there is only one player class, the client tells the server that it's going to send the name of it's class (on connect and when changing the CVAR playerclass), but didn't actually do so. This led to network packet parsing errors on the server. [Torr Samaho, SuperGod]
* Fixed: In game modes that reset when using COMPATF_LIMITPAIN, hidden lost souls were counted to the number of lost souls when checking if a pain elemental may spawn a new lost soul. [Torr Samaho, SuperGod]
* Fixed: When a client is kicked because of user info change flood, the server doesn't finish parsing the user info packet, resulting in network packet parsing errors. [Torr Samaho, SuperGod]
* Fixed: The line special Ceiling_CrushStop doesn't work properly online, the crusher is stopped on the server but continues to move on the clients. [Torr Samaho, SuperGod]
* Fixed: The server doesn't inform the clients about the arguments of the SoundEnvironment actor. This prevented reverbs from working online. [Torr Samaho, SuperGod]
* Fixed: A_PlaySound and similar functions didn't work online on actors that don't have a net id, e.g. Blood and derived actors. [Torr Samaho, SuperGod]
* Fixed: A minor grammar error in the possession scoreboard code. [Torr Samaho]
* Changed: Instead of crashing the game when being called twice, AActor::UnlinkFromWorld() now just gives a warning to signal that a bug in the code was encountered. [Torr Samaho]
* Changed: Calling a vote during intermission is not allowed anymore. [Torr Samaho, SuperGod]
* Changed: Clients can't set the CVAR turbo higher than 100 anymore. [Torr Samaho, SuperGod]
* Changed: For consistency with the handling of the CVARs dmflags and dmflags2, the value of the CVAR compatflags is not archived in the ini any more. [Torr Samaho, SuperGod]
==== v0.97d2 RC6 ====
* Optimized the monster movement code. Under some circumstances this drastically decreases network traffic. Compare map09 of dr2008v2.zip to see an example, where a lot of bandwidth is saved. Special thanks to SuperGod for finding a way to reproduce the excessive net traffic. Without it, this problem would still silently be wasting net traffic. [Torr Samaho]
* Added new CVAR sv_nodrop. If set to true on a server, clients can't use the drop CCMD online. [Torr Samaho]
* Added constant SXF_CLIENTSIDE for the "client side spawn" option of A_SpawnItemEx. [Torr Samaho]
* Fixed: The reflection rune's obituary would read "[victim] was killed via [victim]'s reflection rune". [Rivecoder]
* Fixed: Joining a survival invasion server with "start as spectator" off would make you join immediately.  [Rivecoder]
* Fixed: Clients sometimes accidentally switch the weapon of one of the other players locally. [Torr Samaho]
* Fixed a typo in the callvote code. [Rivecoder]
* Fixed a typo in the BFG10k's obituary. [Rivecoder]
* Fixed the fake players exploit; introduced sv_maxclientsperip, which defaults to 2. [Rivecoder]
* Fixed an exploit in the name code which allowed invisible names. [Rivecoder]
* Fixed: Clients may completely freeze, i.e. get stuck in an infinite loop, when handling actors with a looping death state that loops over multiple frames, but doesn't loop back to the beginning of the death state. [Torr Samaho]
* Fixed: The first player waiting in line in a survival invasion game joins the game when one of the in game players leave. [Torr Samaho]
* Fixed: After using the CCMD map on the server, clients may accidentally be blocked for 10 seconds before they can enter the new map. [Torr Samaho]
* Fixed: Clients are not informed if the current sky differs from the default map sky when connecting to a server. [Torr Samaho]
* Fixed: In competitive game modes with sv_noexit == true, players are not killed when trying to exit a map while being in a sector with sector special 75 (dDamage_End). This happened for example in exec.wad on map09. [Torr Samaho]
* Fixed online monster sync problems involving the MF2_BLASTED flag. Among others, this affected A_RadiusThrust. [Torr Samaho]
* Fixed: The 'GetPlayerInfo' ACS command didn't return the correct team. [Karate Chris]
* Fixed: Maps using ACS possibly crash during a map reset. Kudos to SuperGod for finding a way to reproduce this nasty bug! [Torr Samaho]
* Fixed: When a client disconnects from a server, then changes its name in the console, and then reconnects, the server is not informed about the name change. [Torr Samaho]
* Fixed: A single malformed packet could crash any server. Again thanks to Luigi Auriemma for a detailed report on this issue. [Torr Samaho]
* Fixed: Assigning a net id to a moving ceiling used much more CPU time than necessary. This caused certain wads to be displayed at less than 1 fps. [Torr Samaho, SuperGod]
* Fixed some map change related crashes. [Torr Samaho]
* Fixed: Thing_Hate caused serious monster position sync issues online. [Torr Samaho, SuperGod]
* Fixed: Removing SectorAction and derived actors in game modes that reset, didn't remove those from the sector's list of actions. [Torr Samaho]
* Changed: Clients are now always informed when other players are pressing any attack buttons. This is done in a way that doesn't increase net traffic at all and fixes several problems: [Torr Samaho]
** Now fully fixed: Attack animations are not always displayed properly in demos if you are spying a player that you didn't spy when recording the demo.
** When using coop spy, other players may get stuck in the attack state locally.
* Changed default value of the CVAR sv_showwarnings to false. Should only be turned on for debugging purposes. [Torr Samaho]
* Increased the packet buffer size from 256 to 1024. Hopefully this reduces the chance of being forced to quit a network game due to packet loss. [Torr Samaho]
* The maximum allowed effective skin sprite width/height is now limited corresponding to the width/radius of the player class the skin belongs to. This fixes an exploit of the skin dir. [Torr Samaho]
* Added the ALLOWCLIENTSPAWN flag to the DynamicLight actor. This fixes that map spawned dynamic lights are not working online, but comes with the drawbacks of ALLOWCLIENTSPAWN. [Torr Samaho, Karate Chris]
* Renamed the Heretic spawner HexenGhostSpot to HereticGhostSpot. [Torr Samaho]
==== v0.97d2 RC3 ====
* Completely NEW and expanded encryption of the executable, so that hacking it is now even more difficult than before. [SuperGod]
* Added support for OpenGL texture compression. Depending on the GPU capabilities up to four new texture formats (COMPR_RGBA, S3TC_DXT1, S3TC_DXT3, S3TC_DXT5) are selectable with gl_texture_format. [Torr Samaho]
* Actor flag ALLOWCLIENTSPAWN is now available in DECORATE. The server doesn't tell clients to spawn actors with this flag, the clients spawn them on their own when loading the map. This is useful for decorations that will never be moved, removed, or changed in any way. Only use it, if you know what you are doing! [Torr Samaho]
* Added CKeen's submission for an updated Italian language file. [Karate Chris]
* Added new CVAR sv_pure (default true). If set to false, the extended authentication mechanism for non-map related lumps is disabled. This is mainly intended for testing purposes and LAN play, official servers will always set sv_pure to true. [Torr Samaho]
* Added UDP server console flood protection and improved the messages generated by unexpected challenges. [Torr Samaho]
* Added a workaround that allows to inform 97d-beta4.3 (or earlier) clients trying to connect to a 97d2 (or newer) server that there version is outdated. [Torr Samaho]
* Fixed: The activator of the alarm should receive a message. [Karate Chris]
* Fixed: The Sigil was broken client side. [Karate Chris]
* Fixed: Strife's AlienSpectre, EntityBoss, Inquisitor, LoreMaster, Programmer's lightning, Sentinel and Templar didn't work properly online. [Karate Chris]
* Fixed: Dead spectators aren't revived after a map change in survival invasion. [Torr Samaho]
* Fixed: A single malformed packet could be use to freeze a server for about 5 seconds. Kudos to Luigi Auriemma for submitting a detailed report on this issue. [Torr Samaho]
* Fixed: Coop info possibly covers the keys displayed in the fullscreen HUD. [Torr Samaho]
* Fixed: Players may get stuck after a map reset in invasion. [Torr Samaho]
* Fixed: The kill count is not reseted after a map reset in invasion. [Torr Samaho]
* Changed: Changes to the CVAR sv_maxlives are now applied on the next map change (like done with sv_cheats). This fixes the problems that previously occurred when changing sv_maxlives during a game. [Torr Samaho]
==== v0.97d2 RC2 ====
* Added basic HUD model support. [Torr Samaho]
* Added survival invasion! In particular, added new CVAR sv_maxlives. This specifies how many times you are allowed to respawn in survival and invasion. sv_maxlives == 0 means no respawing in survival, but unlimited respawning in invasion. [Torr Samaho]
* Added coop info display to show the status of the other players (health, armor, weapon, ammo) in cooperative game modes. Can be toggled by the new CVAR cl_drawcoopinfo. Inspired by the Zalewa/SuperGod enhanced version of VoltlocK's Ally Display. [Torr Samaho]
* Added double definition support for the old DECORATE standard. In this case, the new actors override the old ones. [Rivecoder]
* Under Windows, choosing "browse servers" in the Multiplayer menu brings up a new menu, letting you choose between IDEse and the internal browser. Hopefully, this should prevent newbies getting stuck at the old browser. [Rivecoder]
* Added the CVAR chat_sound. With it, you can turn chat sounds off (0), play the default (1), or the Doom 2 (2) or Doom 1 (3) sounds. [Rivecoder]
* Added the dynamic light definitions for Strife made by Dark_Knight. [Torr Samaho]
* The error message of the float parser under Linux now mentions the LANG enviroment variable as possible cause for the error. [Torr Samaho]
* Added CVAR cl_allowmultipleannouncersounds (default true). If true, multiple announcer sounds can be played at once (like in 97D beta 4.3 and earlier), otherwise any announcer sound stops all previous announcers (like in 97D). [Torr Samaho]
* Extended the authentication mechanism for non-map related lumps to get rid of more exploits. [Torr Samaho]
* All the server side code that manipulates actors on the clients now checks for valid net ids. A warning is printed if it's not possible to manipulate an actor because of a missing net id. [Torr Samaho]
* Added: sv_maxlives can now be configured from the "General settings" Windows server window. [Torr Samaho]
* Added new CVAR sv_showwarnings (default true). If set to false, the new server side warning messages are suppressed. May be necessary for certain mods to prevent the warnings from flooding the log. [Torr Samaho]
* Fixed: The 'summonfoe' console command didn't work online. [Karate Chris, Torr Samaho]
* Fixed: Using the CCMD stat crashes the server. [Torr Samaho]
* Fixed: A_Chase doesn't work properly online when a custom missile or melee state is specified as argument. [Torr Samaho]
* Fixed: Summoning a monster that doesn't count as a kill with the CCMD summonfriend messed up the invasion monster count online. [Torr Samaho]
* Fixed: If a spawn by A_SpawnItem or A_SpawnItemEx is blocked, the server still instructs the clients to spawn the thing, leading to a "ghost" actor on the clients. [Torr Samaho]
* Partially fixed: Attack animations are not displayed in demos if you are spying a player that you didn't spy when recording the demo. By design this has display problems with weapons using A_ReFire. [Torr Samaho]
* Fixed: The summon commands should inform a client when an invalid class is specified. [Karate Chris]
* Fixed: The Cleric's staff didn't animate correctly when draining health. [Karate Chris]
* Fixed: 'A_SetBlend' didn't work online. [Karate Chris]
* Fixed: Heretic survival crashes within seconds after the countdown ends. [Torr Samaho]
* Fixed: SetFont() doesn't work properly online. [Torr Samaho]
* Fixed: A_Mushroom possibly causes problems with the invasion monster count. [Torr Samaho]
* Fixed: Level spawned actors revived by an Archvile aren't restored by GAME_ResetMap(). [Torr Samaho]
* Fixed: Level spawned actors that have been respawned in nightmare aren't restored by GAME_ResetMap(). [Torr Samaho]
* Fixed: Level spawned actors that have been removed by A_FreezeDeathChunks aren't restored by GAME_ResetMap(). [Torr Samaho]
* Fixed: GAME_ResetMap() didn't properly restore the total number of monsters in case of monsters that were not spawned by the map and removed during the game, e.g. killed lost souls spawned by a pain elemental. [Torr Samaho]
* Fixed: Enter scripts were run twice in all game modes that reset (expect for invasion). For example this broke the custom HUD of sp_usimp.pk3 in survival. [Torr Samaho]
* Fixed: If the ACS function SetActorPitch was called on a server, the clients were not notified about the updated pitch. [Torr Samaho]
* Fixed: No melee sound is played online by A_CustomComboAttack. [Torr Samaho]
* Fixed: For some actors the server tried but failed to instruct the clients to set the actor to a certain frame. [Torr Samaho]
* Fixed: A_Print crashes the server online. [Torr Samaho]
* Fixed: When starting a new survival game offline, while one is currently in progress, you immediately get "mission failed". [Torr Samaho]
* Fixed problems with A_Respawn online. [Torr Samaho]
* Fixed: In coop games a client didn't keep track of the ammo of other players when they were firing / reloading their weapons. [Torr Samaho]
* Changed: Spectators are now allowed to use chasecam in all game modes. [Torr Samaho]
* Changed: When a jump is done online in A_JumpIfCloser, the server now synchronizes the actor position with the clients to reduce the sync issues caused by the client side monster movement. [Torr Samaho]
* Dormant actors are no longer removed in Invasion countdowns. [Rivecoder]
* Extended the 'sv_nocallvote' console variable. When 'sv_nocallvote' is at 0, all players can call votes, when it's at 1, no players can call votes, when it's at 2, only players in game can call votes. [Karate Chris]
* Removed the tediously annoying crouching console variable. [Karate Chris]
* Restored the plasma bump compat flag handling from the pre 97b era. This doesn't perfectly resemble the vanilla Doom behavior, but should be better than nothing. [Torr Samaho]
* The IWAD is now displayed in the internal browser. [Karate Chris]
==== v0.97d ====
* Added an authentication mechanism for several non-map related lumps to get rid of some exploits. [Torr Samaho]
* Added flood protection to the drop/invdrop command. You can't use it online more than once per second anymore. [Torr Samaho]
* Added CCMD kickfromgame_idx, works like kickfromgame but uses the player index instead of the name. [Torr Samaho]
* Added new inventory flag FORCERESPAWNINSURVIVAL. Items with this flag are respawned in survival even if sv_itemrespawn is false. [Torr Samaho]
* Fixed: Damaging a charging lost soul online leads to serious sync issues regarding the lost soul between client and server. [Torr Samaho]
* Fixed a z position client/server sync issue of floating monsters. [Torr Samaho]
* Fixed: Enter scripts are not executed in team games when a spectator joins a team. [Torr Samaho]
* Fixed exploit: Dropping ammo at baby and nightmare skill levels would give you back more than you dropped (ported from ZDoom revision 708). [Torr Samaho]
* The drop/invdrop command is not allowed online in non-cooperative game modes anymore. [Torr Samaho]
* RadSuit now has the FORCERESPAWNINSURVIVAL inventory flag. This was necessary because some maps are nearly impossible to finish in survival with sv_itemrespawn == false. [Torr Samaho]
==== v0.97d RC10 ====
* Restored Windows 98/ME compatibility. [Torr Samaho, Rivecoder]
* Added one missing dmflag2 and seven missing compatflags to the "Configure DMFlags" server window. [Torr Samaho]
* Added CCMD addbanexemption to add entries to the whitelist. [Torr Samaho]
* Added CCMDs delban and delbanexemption to remove entries from the banlist/whitelist. [Torr Samaho]
* Added CCMD viewbanexemptionlist to print the whole whitelist. [Torr Samaho]
* If (sv_banfilereparsetime > 0) the whitelist is now reparsed in addition to the banlist. This also applies to the CCMD reloadbans. [Torr Samaho]
* Added admin list support. Clients with an IP on this list can now join even if the server is full. The new CVAR sv_adminlistfile specifies the filename of the list. [Torr Samaho]
* Fixed: The red/blue team scores messages in CTF online are at the wrong position. [Torr Samaho]
* Fixed: A successful kick vote doesn't kick the target. [Torr Samaho]
* Fixed: A client with idmypos set to true crashes when connecting to a server. [Torr Samaho]
* Fixed: In case cl_medals == true, carrier floating icons are not removed immediately after the carrier looses the item. [Torr Samaho]
* Fixed: The new icon and medal hierarchy doesn't always prevent medals from overriding carrier icons. [Torr Samaho]
* Fixed: The fraglimit code is executed on client and server, causing several problems. Among them is the incorrect number of wins display in duels online. [Torr Samaho]
* Fixed: Toggling the "Lose half ammo (CO-OP)" box in the "Configure DMFlags" server window doesn't automatically update the dmflags value in the window. [Torr Samaho]
* Fixed: Thing_Remove doesn't properly remove invasion spawners. [Torr Samaho]
* Fixed: OPEN NET scripts are not executed on the clients online. [Torr Samaho]
* Fixed: AActor::CopyFriendliness doesn't update the the invasion monster count. For example this fixes problems with friendly Painelementals in invasion. [Torr Samaho]
* Moved "Lose powerups (CO-OP)" and "Lose half ammo (CO-OP)" boxes to the DMFlags section of the "Configure DMFlags" server window. [Torr Samaho]
* Raised CLIENT_TIMEOUT from 25 to 40 seconds. This should fix the timeout problems after intermission in Heretic. [Torr Samaho]
* Changed the default value of vid_renderer to 0 (software renderer) to reduce compatibility problems with systems that can't use the GL renderer. [Torr Samaho]
* Increased the maximal number of servers that can be handled by the internal server browser from 256 to 512. [Torr Samaho]
==== v0.97d RC9 ====
* No more paper thin sprites: Added x/y axis billboard mode for sprite rendering! It is controlled by the new CVAR gl_billboard_mode, which defaults to 2. [Torr Samaho]
** gl_billboard_mode == 1 : y axis billboard (the way GZDoom renders sprites)
** gl_billboard_mode == 2 : x/y axis billboard (the mode countless of people have requested :D)
* Added support for 3d floors in coop game modes, i.e. Coop, Survival and Invasion. [Torr Samaho]
* Added custom states and custom damage types (ported the change from ZDoom revision 368-378). [Torr Samaho]
* Added Linux OpenGL support! [Torr Samaho, Costja]
* Completely revamped monster movement online! Monsters now move much more smoothly, and require far less bandwidth than before. [Carnevil]
* Thoroughly updated Skulltag's ZDoom base to the latest ZDoom SVN repository revision (currently 622). [Torr Samaho 366-554+558-622, Carnevil 555-557]
* Crash logs should finally work on all Windows machines. [Torr Samaho]
* Added a completely new 97d announcer that was made by SuperGod in a professional sound studio based on the voice of Carnevil. [SuperGod, Aabra, Carnevil, Rivecoder]
* Added new sprites for the Abaddon. [Jimmy91]
* Upgraded the GZDoom renderer to 1.0.29! [Torr Samaho 1.0.25-1.0.26+1.0.28-1.0.29, Carnevil 1.0.27]
* Added client-side scripts! Scripts with the NET tag are now purely executed on the client end. This reduces bandwidth usage, and allows things like custom HUD displays to work properly. [Carnevil]
* Added Logitech G15 support! Skulltag now natively supports a (fairly basic) LCD applet which displays the HUD, console, and a few other things. [Rivecoder]
* Added the dynamic light definitions for Heretic and Hexen from ZDoomGL. [Torr Samaho]
* Added invasion spawners for Heretic! [Carnevil, Aabra, and Tun]
* Added invasion spawners for Hexen! [Gez, Torr Samaho]
* Enhanced the IWAD selection box, allowing users to see their version, select their IWAD, and set video settings. It also looks nicer. [Rivecoder]
* Improved the revision display in the console. [Rivecoder]
* Added the r_drawspectatingstring CVAR, which can be used to hide that message for screenshots or movies. [Rivecoder]
* Skulltag can be build and run without FMOD now (without sound, of course). This makes it possible to build servers for systems that FMOD doesn't support, like FreeBSD. [Torr Samaho]
* Added CVAR sv_markchatlines (default false). If set to true, all chat lines will be preceded by a string saying "CHAT " in the server console / logfile. This is to make the chat lines readily identifiable, necessary for MiX-MaN's IRC server control tool for example. [Torr Samaho]
* Added Player.RunHealth property (ported the change from ZDoom revision 448). [Torr Samaho]
* Server console: you can now kick, ban, and IP check directly from the main scoreboard. [Rivecoder]
* Server console: when kicking or banning, reasons can now have spaces. [Rivecoder]
* Server console: added a statusbar - you can now see your IP, Public/Private/LAN status, current map, and version. [Rivecoder]
* Improved the display of the bottom string; 'x allies/opponent' display now reflects that of the player you're spying; added a few missing linebreaks. [Rivecoder]
* Added a GTK+ version of the IWAD selection box (ported the change from ZDoom revision 451). [Torr Samaho]
* Ported the updated startup screen code from GZDoom 1.0.24 to ST. This includes simulations of Heretic's, Hexen's and Strife's startup screen. [Torr Samaho]
* Class selection screen is now shown when joining a multiplayer non Hexen, not team based game with more than one available player class. [Torr Samaho]
* sv_banfile can now be a path, so that banfiles can be placed anywhere. [Rivecoder]
* Added "Class" to the player setup menu. [Carnevil]
* Ban reasons are read from the banfile now. [Torr Samaho]
* Revamped the way the ban list is handled internally. This allows an unlimited number of bans and fixes a memory leak. [Torr Samaho]
* Added basic inventory drawing support to the Skulltag Doom HUD (doesn't respect scaling yet). [Torr Samaho]
* Revamped the way double defined actors are handled: If a definition of an already defined actor is encountered, "2" will be appended to the name and the new actor replaces to old one. This should give full compatibility with PWADs that use actors whose name conflict with Skulltag actors. [Torr Samaho]
* If a replaced weapon is added to a slot with setslot, the replacement weapon will also be added to the slot. [Torr Samaho]
* Added MD2/DMD/MD3 model frame interpolation, controlled by the the new CVAR gl_interpolate_model_frames. [Torr Samaho]
* Added model skin color translation support. The skin texture may only use colors from the game palette, otherwise it won't work properly. [Torr Samaho]
* Models respect the actor render style now, e.g. a model of a player with an invisibility sphere is rendered translucent. To reduce the problems caused by missing depth sorting, back face culling is used. This doesn't work if the model is not a closed surface. [Torr Samaho]
* Added z-offset support to MODELDEF. [Torr Samaho]
* Added flag ROTATING to MODELDEF. If this is set, the model constantly rotates like the weapon pickup models in Doomsday. [Torr Samaho]
* Made the model rotation customizable: [Torr Samaho]
** rotation-speed  float: Specify the speed of the rotation
** rotation-vector float float float: Specify the x, y and z component of the vector of the rotation
** rotation-center float float float: Specify the x, y and z coordinate of the center of the rotation
** (Defining rotation initializes the speed to 1, the vector to (0,1,0) and the center to (0,0,0))
* Added flag IGNORETRANSLATION to MODELDEF. [Torr Samaho]
* Added workaround to smooth the model interpolation of actors that use the same frame twice in a row. Most of the standard Doom monsters do this in their see state. Can be activated by the new model flag INTERPOLATEDOUBLEDFRAMES. [Torr Samaho]
* Added flag PITCHFROMMOMENTUM to MODELDEF. If this is set, the pitch of a model is estimated from the momentum of the corresponding actor. For example this can be used to render the models of rockets fired with a vertical angle different from zero properly. [Torr Samaho]
* Added flag NOINTERPOLATION to MODELDEF. If this is set, the model frame interpolation is deactivated for this actor. [Torr Samaho]
* Added DECORATE flags FORCEYBILLBOARD and FORCEXYBILLBOARD. If set, the selected billboard mode is enforced (overriding the gl_billboard_mode setting) when the sprite of the actor is drawn. This only affects the OpenGL renderer. [Torr Samaho]
* Added CCMD getIP for server admins, which can be used to the IP address of a player. [Rivecoder]
* Added CCMD getIP_idx for server admins, uses indexes from playerinfo. [Rivecoder]
* Added CCMD ban_idx for server admins, to ban by index. [Rivecoder]
* When you run playerinfo from the server or RCON, player IPs (including port) are now displayed. [Rivecoder, Torr Samaho]
* The compact vote screen now obeys text scaling and displays nicely after voting. [Rivecoder]
* You can now see who voted for what on the scoreboard. [Rivecoder]
* On the scoreboard, multiple icons can be shown next to players (bot, talking, ready, handicap, vote). [Rivecoder]
* Crash logs can now be configured by the new CVAR crashlogs, which defaults to 1: [Torr Samaho]
** crashlogs == 0 : crash logs are turned off (not recommended)
** crashlogs == 1 : the standard crash dialog is shown
** crashlogs == 2 : the crash report is automatically written to disk using an unused filename of type CrashReportXXX.zip in the directory controlled by the new CVAR crashlog_dir (very useful for server admins)
* Added different particle drawing options to the GL renderer, controlled by the new CVAR gl_particles_style (default 2). [Torr Samaho]
** gl_particles_style == 0 : square (the way GZDoom renders particles)
** gl_particles_style == 1 : round
** gl_particles_style == 2 : smooth
* Added "give stdweapons" cheat that gives all weapons except for the Skulltag ones. Useful if you want to start a game in the middle of a Doom coop megawad for example. [Torr Samaho]
* Added A_SpawnItemEx (ported the change from ZDoom revision 392+393+545 and made a few changes for the client/server architecture). [Torr Samaho]
* Added a "client side spawn" option to A_SpawnItemEx. [Torr Samaho]
* The "following" string is now drawn in that person's team color (if playing a teamgame). [Rivecoder]
* Added customizable gravity per actor (ported the change from ZDoom revision 456 and added necessary netcode). [Torr Samaho]
* Added VSpeed DECORATE property so that an actor can be given an initial vertical speed (ported the change from ZDoom revision 373). [Torr Samaho]
* Added the possibility to build a server only binary that needs less depdendencies than the client. [Torr Samaho]
* Skins that the server does not have can now be seen by all players who have them. [Carnevil]
* Added disconnect scripts! They execute when a player leaves a game after being a non-spectating player. [Carnevil]
* The "showmedals" key can now we used while playing back demos. [Carnevil]
* Added the "stopdemo" command, which stops a client-side demo if one is playing. [Carnevil]
* Any weapons given by default to a player when he spawns (such as the railgun in instagib) can now be replaced via DECORATE. [Carnevil]
* Buckshot and instagib can now be set for campaigns. [Carnevil]
* The "Held by:" and "Scored by:" messages now display in one flag CTF. [Carnevil]
* Weapon flag NOLMS is now available in DECORATE. Weapons with this flag are not given to the player in LMS. [Torr Samaho]
* Added whitelist support. IPs on this list are always considered not to be banned. This can be used to define exemptions from a range ban. The new CVAR sv_banexemptionfile specifies the filename of the list. [Torr Samaho]
* Code pointer A_CheckRailReload is now available via DECORATE. [Torr Samaho]
* Converted Minigun and Railgun to DECORATE. The DECORATE code of the Minigun was inspired by the STMinigun from tutnt.pk3. [Torr Samaho]
* Added buckshot and instagib to the Skirmish menu. [Rivecoder]
* Added netcode for the CCMDs invdrop and drop. [Carnevil, Torr Samaho]
* Added CCMD kick_ip to kick players based on their IP. Usage: kick_ip <ip:port> [reason]. [Torr Samaho]
* Added new dmflag "keep teams", controlled by the new CVAR sv_keepteams. If this is enabled, players keep their team after a map change. [Torr Samaho]
* The server now informs the client if it tries to call a map/changemap vote to a map that is not in the rotation. [Torr Samaho]
* You can now tab-complete RCON commands in the console. [Rivecoder]
* Improved the resolution and quality of Skulltag's icon. [Kristus]
* Added new CVAR sv_nokill. If set to true on a server, clients can't use the kill CCMD online. [Torr Samaho]
* Added new CVAR cl_alwaysplayfragsleft (default value false). If set to true, the "x frags left" announcer sounds will always be played (no matter if already played before). [Torr Samaho]
* Fixed: values for text scaling under 4 would crash. [Rivecoder]
* Rank/spread/DM stats and team scores now show up in the ZDoom - and hence Heretic -  HUD. [Rivecoder]
* Fixed: Ignoring definitions of already defined decorate actors which use ":" or "replace" didn't work. [Torr Samaho]
* Fixed: After a map change some type of custom weapons are lost on the client side (Fist and NewPistol in KDiZD for example). [Torr Samaho]
* Fixed many problems with Heretic and Hexen during network games. Both games should be quite playable now online! [Carnevil]
* Flags and skulltag skulls now work in any Doom engine-based game. [Carnevil]
* If you're spying someone and aren't allowed to view their stats, Skulltag now draws dashes on the original HUD. [Rivecoder]
* Monsters that do not leave a corpse now respawn properly in survival co-op. [Carnevil]
* Monsters that are crushed by moving ceilings now respawn properly in survival co-op. [Carnevil]
* Items now properly have their specials reset when a map resets. [Carnevil]
* Enter scripts are now executed whenever the map resets. [Carnevil]
* HUD messages that are broken into two or more lines that are centered horizontally now display properly in all scaled resolutions. [Carnevil]
* Fixed the LMS/TLMS column display on the scoreboard. Wins are no longer shown in TLMS, as players do not obtain wins. [Rivecoder]
* Players no longer get stuck in their idle animation if they bump into something in network games. [Carnevil]
* All escape codes (such as linebreaks) are now removed from chat, except for color codes. [Rivecoder]
* Players are now properly spawned when switching to a map with less player starts than players in cooperative mode. [Carnevil]
* You can no longer crash the server by banning somebody with an extremely long reason string. [Rivecoder]
* The list of players displayed by the server console should no longer have any ghost players. [Carnevil]
* Fixed glitchy screen shaking that would occur when riding moving sectors in network games. [Carnevil]
* Fixed a potential crash when using kick_idx on numbers greater than 32. [Rivecoder]
* Fixed glitch that could result in a duel being reset when a spectator leaves the game. [Carnevil]
* Players can now join a team from spectator mode when the "players cannot switch teams" dmflag is enabled. [Carnevil]
* Removed CVAR sv_stay97c3compatible, since Skulltag has been incompatible with 0.97c3 since beta 4. [Torr Samaho]
* When respawn telefragged in LMS and survival games, you no longer instantly respawn when the "Allow instant respawn" compatflag is enabled. [Carnevil]
* Players can no longer be put into a team game without being assigned a team. [Carnevil]
* The cast pics in the finale are now scaled properly. [Carnevil]
* Stealth monsters now work properly on the client end. [Carnevil]
* Thing_Activate and Thing_Deactivate not work properly in network games. [Carnevil]
* Fixed a bug in which under certain circumstances, incorrect sounds would play in network games if the server and client didn't have the same wads loaded. [Carnevil]
* Rune icons now show up correctly on the HUDs. [Rivecoder]
* Seconday ammo is now displayed on the fullscreen HUD. [Rivecoder]
* Improved the display of the bottom string; 'x allies/opponent' display now reflects that of the player you're spying; added a few missing linebreaks. [Rivecoder]
* The Linux version now uses the directory "~/.skulltag/" instead of "~/.zdoom/". [Torr Samaho]
* Fixed: A disconnecting Linux client doesn't tell the server that he is quitting. [Torr Samaho]
* Fixed crash that would occur when flags/skulls were returned on maps where point (0,0) was an instant return zone. [Carnevil]
* The "actor hits ceiling" sector action now works properly. [Carnevil]
* Objects moved by thing_move now show up in the proper location on the client end. [Carnevil]
* The class selection menu now properly animates. [Carnevil]
* Players who become spectators when killed now have their bodies left on the field. [Carnevil]
* Fixed glitches that would occur when changing to a map without enough starts for the number of players playing. [Carnevil]
* Reorganized and regrouped a good chunk of the classic HUD code - item holders, team scores, and rank/spread. [Rivecoder]
* Improved: The white flag 'held' display now always strips color codes, text scaling or not. [Rivecoder]
* Heretic/Hexen invasion HUD now displays properly. [Rivecoder]
* One Flag CTF now uses the classic HUD's iconic score display, and not the basic team scores one. [Rivecoder]
* Removed cl_alwaysdrawdmstats and cl_alwaysdrawteamstats. [Rivecoder]
* The reminder about how you cannot talk to players/spectators in LMS is now affected by text scaling. [Carnevil]
* Fixed: If you loaded a game while a demo was playing, you'd be stuck. [Rivecoder]
* The dmflag "Don't spawn multiplayer weapons in co-op games" now works properly. [Carnevil]
* Skulltag score pillars now go into the correct frame when the blue team scores a point. [Carnevil]
* The number of found and total items on the map now updates properly. [Carnevil]
* Ambient sounds now work properly in network games. [Carnevil]
* Classic HUD elements now show up in all games. [Rivecoder]
* Heretic: CTF and Skulltag scores now use icons. [Rivecoder]
* Classic HUD: In LMS, the top-right counter now reflects your wincount, not fragcount. [Rivecoder]
* The neutral color that the crosshair takes on when spying has been improved. [Rivecoder]
* In modes without a 'new HUD', the setting is now ignored. [Rivecoder]
* The music now stays off when you pick up a second time freeze sphere. [Carnevil]
* Heretic key markers now display the proper color in network games. [Carnevil]
* The inventory bar now closes if you use an inventory item in network games. [Carnevil]
* Fixed: Players using a scaled skin (such as Massmouth) would look like midgets to players with skins off. [Rivecoder]
* Monsters killed during the countdown and other similar phases are no longer counted towards the killed monster total in invasion mode. [Carnevil]
* Fixed: The server doesn't tell the clients about the changed ammo capacity when executing the SetAmmoCapacity ACS function. [Torr Samaho]
* Fixed: The muzzle flash on the chaingun and minigun only works online properly for player one. [Torr Samaho]
* Stacked sectors now work properly in network games. [Torr Samaho]
* Changing bloodcolor via DECORATE now works properly online. [Torr Samaho]
* Fixed: Teleport in Sector doesn't tell the clients the correct player angles online. [Torr Samaho]
* ASkyViewpoint and ASkyPicker now work properly online. [Torr Samaho]
* Fixed: If the ACS function SetActorAngle was called on a server, the clients were not notified about the updated angle. [Torr Samaho]
* Changed: If the CCMD changemus is called on the server, the music is changed on all clients now. [Torr Samaho]
* Fixed the decorative images in the DMFlags and Settings server windows. [Rivecoder]
* The "player team" menu item now has the proper number of options. [Carnevil]
* Friendly monsters no longer add to the monster total in invasion mode. [Carnevil and Torr Samaho]
* The option to display bullet puffs as particles now works properly on the client end. [Carnevil]
* The number of duels remaining is now reflected correctly on the scoreboard. [Carnevil]
* Players other than the first player can now see locked door messages in network games. [Carnevil]
* When spying a player in survival who dies, your HUD is now properly updated. [Rivecoder]
* Color codes that span multiple characters are now properly removed when stripping color codes from strings. [Carnevil]
* The number of consecutive regular and railgun hits are now reset whenever a new duel, LMS round, or possession round begins. [Carnevil]
* The bots now retain their userinfo properties if you change your during the course of a bot match. [Carnevil]
* Fixed: Thing_Remove called on an invasion pickup spawner leads to crashes when a player picks up something spawned by the destroyed spawner. [Torr Samaho]
* Fixed: The line special Scroll_Floor doesn't work properly online. [Torr Samaho]
* Fixed: ExtraFloor LightOnly didn't work in GL. [Torr Samaho]
* The CCMD puke didn't do anything when executed on a client. Now clients can always puke net scripts and if sv_cheats is true they may puke all scripts. Puke should also work on the server now. [Torr Samaho]
* Fixed: Clients using an armor with savepercent 100 don't get informed by the server if they lose armor but no health. [Torr Samaho]
* Fixed: The ACS function GiveInventory doesn't update the armor amount to a client properly, if it's used to give an armor to the player of the client. [Torr Samaho]
* Custom invasion spawners now signal that a map is an invasion map. [Carnevil]
* The arch-vile active sound now plays properly in network games. [Carnevil]
* The "turn180" command now works properly in network games. [Carnevil]
* The FadeTo ACS command now works properly in network games. [Carnevil]
* Fixed ally icons: they now show properly when spectating or spying. [Rivecoder]
* The quad damage power no longer wears off if the doomsphere expires while possessing the terminator artifact. [Carnevil]
* Fixed an issue with crushing ceilings in which they would stop after making contact with a thing on the client end. [Carnevil]
* Fixed: A client could crash when using spynext, before being fully spawned into the level. [Torr Samaho]
* Fixed: Playing the intro of KDiZD with the software renderer in low resolution could lead to a freeze (ported from ZDoom revision 492). [Torr Samaho]
* Fixed: A client using a custom playerclass in Doom that doesn't have fist and/or pistol could crash when spawning. [Torr Samaho]
* Fixed: SSG loading sound doesn't play online. [Torr Samaho]
* Fixed: The ACS function Scroll_Texture_Both doesn't work properly online. [Torr Samaho]
* Fixed: Clients picking up dehacked items aren't always told the correct item amount online. [Torr Samaho]
* Changed: The positions of all actors with the MF3 flag ISMONSTER are now updated online. This fixes problems for example with NeoDoom (mouse) and Njzd2001.wad (super imp). [Torr Samaho]
* Partially fixed: SetPlayerProperty not working properly online. [Torr Samaho]
* Clients are now informed of a bot's team when a bot is added in team games. [Carnevil]
* Fixed bug that allowed the total items count on a level to be inaccurate. [Carnevil]
* Fixed bug in which sector sounds would continue to play for moving sectors after a map was reset. [Carnevil]
* Additive translucency now works properly in multiplayer games. [Carnevil]
* When Floor_LowerInstant is used on a sector, actors within that sector now properly have their sector z height updated properly in network games. [Carnevil]
* The revent's melee sounds now play properly in network games. [Carnevil]
* Demos no longer end when the server changes maps using the "map" command. [Carnevil]
* The Strife popup screens now display properly under all resolutions. [Carnevil]
* The flag/skull dropped announcer sounds now play properly in network games. [Carnevil]
* Objects in water zones now exhibit the proper physics on the client end. [Carnevil]
* Spectators waiting in line now have their position in line updated when someone in line leaves. [Carnevil]
* Special case puffs, such as the blaster claw puff in Heretic, now spawn in the proper state on the client end. [Carnevil]
* Chaingunners and spider masterminds now go to the proper state after killing a player when playing as a client. [Carnevil]
* Going to a new map in single player as a spectator no longer results in weirdness. [Carnevil]
* Bots no longer become dormant when switch maps in team-based modes. [Carnevil]
* The "pushable" flag now works properly. [Carnevil]
* Colorized strings that print quotations now work properly. [Carnevil]
* Custom status bar faces no longer reset when another player respawns. [Carnevil]
* The F1 help screens for team possession and OFCTF now work properly. [Carnevil]
* Votes are now cleared out if there is a map change during the vote. [Carnevil]
* When watching through another players eyes while playing a demo, the camera now stays in that person's eyes if you respawn. [Carnevil]
* Fixed a crash that would occur when saying something with "%n" in the server console. [Carnevil]
* The random powerup no longer displays its pickup string twice in network games. [Carnevil]
* Fixed a glitch in which frags as a result of the reflection rune would create ghost players when hitscan weapons were used. [Carnevil]
* Dehacked actors that are dropped items now appear properly on the client end. [Carnevil]
* When connecting to a server in which the game mode is undergoing a countdown, the countdown ticks now display properly. [Carnevil]
* A_CustomPunch and A_ThrowGrenade now work properly in client mode. [Carnevil]
* Sounds originating from puffs now play properly in network games. [Carnevil]
* Spectators can no longer trigger terrain effects. [Carnevil]
* Removed the "connection type" cvars (they weren't being used anyway). [Carnevil]
* The chat text color options in the messages menu now work properly. [Carnevil]
* Thing translations now work properly online. [Carnevil, Torr Samaho]
* Fixed a crash that would occur occasionally when dead bodies become submerged. [Carnevil]
* The mancubus fireball and hectebus fireball no longer have the same spawn ID. [Carnevil]
* Fixed glitch in which cycling through weapons using the "weapnext" and "weapprev" would occasionally display the weapon name. [Carnevil]
* HUD message logging now works properly on the client end. [Carnevil]
* Improved the scrolling of the server console. When you scroll up, it no longer snaps back down a new message. [Rivecoder]
* Fixed: Bots would be put on "no team" after an intermission. [Rivecoder]
* Fixed: Bots cause hudmessages to appear for player 1 offline. [Torr Samaho]
* Fixed: Clients with activated prediction ignore the CF_FROZEN and CF_TOTALLYFROZEN flags locally. [Torr Samaho]
* Fixed: Display problems with the CPU name string shown on startup. [Torr Samaho]
* Fixed potential crashes, when trying to add a ban even though the maximum number of bans is already reached. [Torr Samaho]
* Fixed: P_MorphPlayer and P_UndoPlayerMorph don't work online. [Torr Samaho]
* Fixed: The dynamic lights of the Hectebus and the grenade caused major slowdowns. [Hidon, Torr Samaho]
* Fixed: If a client is forced to leave a server due to an error, the client doesn't tell the server that it's leaving. [Torr Samaho]
* Prevented the "Tried to render from a NULL actor." error from occurring in software. [Torr Samaho]
* Fixed: A_GiveToTarget does not work properly online. [Torr Samaho]
* Fixed: Firing the minigun with only one bullet still made it play its sound twice. [Torr Samaho]
* Fixed: The give cheats online overwrote the item amounts on the client instead of increasing them. [Torr Samaho]
* Converted DarkImp to DECORATE. [Kinsie, Torr Samaho]
* Fixed memory leaks during map changes on the server. [Torr Samaho]
* Fixed: When a bot is removed, its memory is not freed. [Torr Samaho]
* Fixed: During every tick in which a client receives a network packet, it potentially does a DNS lookup of the master server, even if only receiving packets from the server. This fixes the freezing issues on the client occurring online every five minutes. [Rivecoder, Torr Samaho]
* Fixed: Using nextmap or changemap when not in a level leads to a crash. [Torr Samaho]
* Fixed: Clients don't play the attack sound of A_CustomBulletAttack. [Torr Samaho]
* Fixed: A_CustomPunch doesn't update the remaining ammo amount on the clients online. [Torr Samaho]
* Fixed: Starting a conversation online crashes the server. NOTE: Only the crash is prevented, the conversation still won't work properly online. According to the code, ZDoom doesn't support conversations in multiplayer yet. [Torr Samaho]
* Fixed: sv_fastweapons is not synchonized between clients and server. [Torr Samaho]
* Fixed: A_CustomComboAttack doesn't spawn the missile on the clients online. [Torr Samaho]
* Fixed: Entering a command in the console with 64 or more chars may cause a crash. [Torr Samaho]
* Fixed: If a client collects all pieces of one weapon online, but not all on the same level, it won't get the completed weapon before the next map change. [Torr Samaho]
* Fixed some potential issues during map authentication. [Torr Samaho]
* Fixed: Attempting to spawn a monster with A_SpawnItem, A_SpawnItemEx or any of the ACS spawn functions always increased the number of remaining monsters in invasion, no matter if the spawn was successful or not. [Torr Samaho]
* Fixed: SKININFO ignores crouchsprite definition. [Torr Samaho]
* Fixed: SelectRandomCooperativeSpot always returned the first spot. This should resolve the massive telefragging in coop when there are more players than player starts. [Torr Samaho]
* Fixed: Under some circumstances the server told the clients to set CF_REVERTPLEASE in LS_ChangeCamera even though it shouldn't. [Torr Samaho]
* Fixed: client_SetPlayerCamera should remove "past viewer" information from the renderer in case the camera changed position or direction since the last time it was looked through. [Torr Samaho]
* Fixed: Non spectator players in coop game modes could "spynext" to spectators. [Torr Samaho]
* Fixed: Position and angle of polyobjects are not reverted to the starting values when a map resets. [Torr Samaho]
* Fixed: r_deathcamera doesn't work online if the player possesses the terminator artifact. [Torr Samaho]
* Fixed: Things removed by Thing_Remove are not restored when a map resets. [Torr Samaho]
* Fixed: When trying to refresh the server list in the internal server browser more than once within 10 seconds, you got a "Unknown command from master server: 4" message instead of a proper warning. [Torr Samaho]
* Fixed: When selecting a powered weapon with "weapnext" or "weapprev" the name of the non-powered version of the weapon was displayed (in case cl_showweapnameoncycle is set to true). [Torr Samaho]
* Fixed: Using addbot on a map with no appropriate player starts for the selected game mode leads to a crash. [Torr Samaho]
* Fixed: Every LAN broadcast called gethostname() to get the local IP. This could lead to serious lag on servers. [Torr Samaho]
* Survival co-op is now disabled in hubs. [Carnevil]
* Skulltag's invasion spawners are now defined in skulltag.pk3. [Carnevil]
* Skulltag.wad is now loaded before doom2.wad. This should fix certain texture errors. [Carnevil]
* Changed Skulltag's connection process so that the map is now loaded before a full snapshot of the map is sent. This should result in a smoother connection process. [Carnevil]
* You can no longer exit a map during the countdown in survival invasion. [Carnevil]
* Starting a new game from the main menu now disables multiplayer emulation and resets dmflags. [Carnevil]
* Enter scripts are now called whenever a player joins a game without being a spectator. [Carnevil]
* Changed the order of some of the elements on the player setup menu. Hopefully it's a little more organized now. [Carnevil]
* Spaces no longer count towards the three character minimum on player names. [Rivecoder]
* There is now a 10 second time limit on suicides. [Carnevil]
* Changed the default team chat text color to brick. [Carnevil]
* Announcer sounds can no longer overlap each other. The second sound now stops the first. [Carnevil]
* "x frags left" announcer sounds are no longer played if a sound for a lower anount of frags left has already been played. [Carnevil, Torr Samaho]
* The possession countdown is now bolder in higher resolutions. [Rivecoder]
* The win32 server console now uses Tahoma as its font, and should be easier on the eyes. [Rivecoder]
* Skulltag.exe's metadata now includes the SVN revision number it was built with, and whether it's a released or internal build. [Rivecoder]
* Merged the 'kick player' and 'ban player' server dialogs. [Rivecoder]
* Updated the grenade sprite name from GREN to SGRN to fix Strife conflicts. [Aabra, Rivecoder]
* Renamed the PANEL1-7 textures to PWPANEL1-7 to avoid naming conflicts. [Carnevil]
* The 5 column scoreboard can now show up in resolutions of 600x and up. (Changed from 800). [Rivecoder]
* Accessing the console no longer ends a demo if watching one. [Carnevil]
* In the three column scoreboard display, ping is now shown instead of time. [Rivecoder]
* The local.txt file generated from the crash dialog now says Skulltag instead of ZDoom and also reports the SVN revision number. [Torr Samaho]
* All of the classic HUD elements (scores, holders) are hidden when you hide the entire HUD. [Rivecoder]
* You can now see item holders and team scores while spectating in the classic HUD. [Rivecoder]
* The chase cam selection of the consoleplayer is now applied also when spying another player. [Torr Samaho]
* Replaced con_messagecolor with con_colorinmessages, and made it a three way var. 0 disables all color, 1 enables it, and 2 just removes color from the chat part. [Rivecoder]
* Changed the icon and medal hierarchy. It is now Hellstone > Terminator > Flag/Skull > Lagging > Chatting > Ally. Also, when a player gets a medal it overrides only lagging, chatting, and allied status. [Rivecoder]
* A proper error message is given when Skulltag is started with a shareware IWAD. [Torr Samaho]
* If a monster is killed in invasion, one monster corpse from the previous wave is removed (if there still is such a corpse). This should improve the speed on maps like ALINV11. [Torr Samaho]
* Changed: sv_fastweapons is now clamped to values between 0 and 2. [Torr Samaho]
* Changed: The server doesn't call P_Ticker anymore if there are no players. This significantly reduces CPU usage on maps with many monsters (of course only as long as there are no players). [Torr Samaho]
* Changed: If a player selects a new player class, the class will now be changed when respawning. So it's not necessary anymore to spectate and rejoin to change the class. NOTE: Players are still not allowed to change their class in single player or coop game modes offline. [Torr Samaho]
* Changed: playercount() now returns the number of active players, i.e. number of players - number of spectators. [Torr Samaho]
* Team Deathmatch games now display proper messages, and (if a draw game) enter sudden death, when the timelimit is hit. [Rivecoder]
* Changed: The buckshot modifier is now ignored in non Doom 2 games. [Torr Samaho]
* Replaced the CVARs cl_masterip and sv_masterip by the new global CVAR skulltag_masterip (default value skulltag.servegame.com). [Torr Samaho]
* Reduced CLIENT_TIMEOUT from 65 to 25 seconds. [Torr Samaho, SuperGod, Rivecoder]
* Changed: Client side demos now save the game version including the revision number. [Torr Samaho]
* Raised the big team game messages so that they don't block your view. [Rivecoder]
==== v0.97d-beta4.3 ====
* Fixed vulnerability that allowed clients to crash all other clients by saying a chat string with "%n". [Carnevil]
==== v0.97d-beta4.2 ====
* Fixed vulnerability that allowed servers to be crashed be a remote party. [Carnevil]
* Fixed vulnerability that allowed clients to be crashed by another playing saying a very long chat string. [Carnevil]
* Fixed a crash that would occur frequently in game modes in which the map experiences a map reset at some point (LMS, duel, survival, etc.). [Carnevil]
* Players no longer lose their team affiliation when they die in team LMS. [Carnevil]
==== v0.97d-beta4.1 =====
* Added a new display on the 'Target Identification' to help shift to the new ally icon. [Rivecoder]
* Added a new 'information unknown' display for when spying. [Rivecoder]
* When spying somebody who's health you don't know, the crosshair is now a neutral color. [Rivecoder]
* If a definition of an already defined decorate actor is encountered, instead of exiting with an error, it's simply ignored. [Torr Samaho]
* Refined the code that hides health/armor in instagib. It now only hides it in deathmatch. (You could set the instagib flag and play coop, for example). [Rivecoder]
* Fixed client-side crash that would occur when connecting to buckshot servers. [Carnevil]
* Fixed server-side error that would result in numerous overflow messages and strange behavior on the client end. [Carnevil]
* Fixed client-side crash that would occur when a sound played with the original sound curve compatflag enabled and the player's view was not active. [Carnevil]
* Fixed crash that would occur if the level time became too high (or in the case of clients, joining servers that have been up for more than two days without a map change). [Carnevil]
* Pointlimit is now properly implemented in team games. [Carnevil]
* The console player's states now update properly in client mode. [Carnevil]
* Error handing (not the same as a crash) is now properly handled on the server end. [Carnevil]
* The correct name is now highlighted on the scoreboard. [Carnevil]
* Fixed issues with player prediction that could cause noticeable issues when running up stairs. [Carnevil]
* Ping is now displayed on the scoreboard during client demo playback. [Carnevil]
* Restructured the way the contents of the autoload directories are loaded. Now the Linux version also loads files in the subdirectories of the Skulltag directory. [Torr Samaho]
* Removed d2st10 from Skulltag's maplist. It should no longer appear in the Skirmish menu or default rotation. [Aabra and Rivecoder]
==== v0.97d-beta4 ====
* Added Linux client and server support! [Torr Samaho]
* ADDED CLIENT-SIDE DEMO RECORDING! You can now record a demo when connecting to a server with the "-record" <demo name> command line argument. Demos can be played back with the "playdemo" console command. [Carnevil]
* Added custom invasion spots! You can now use your own custom monsters, pickups, and weapons in invasion mode! [Carnevil]
* The crash dialog now works for servers as well! Now, if a Skulltag server crashes, it can be debugged and fixed! [Carnevil]
* Added new messages for Skulltag and Capture the Flag for returned and taken skulls/flags! [Rivecoder]
* Improved the display of the scored messages, adding support for self assists and making them smaller. [Rivecoder]
* Blood brightness is now properly applied in OpenGL mode. [Carnevil]
* All weapons are now given in LMS/team LMS mode, except for those excluded by the allowed weapon flags, and those flagged as not appearing in LMS mode. [Carnevil]
* When time expires in a possession game, it now goes into sudden death until someone holds the stone. [Carnevil]
* Added a specific error message for WSAEHOSTUNREACH in NETWORK_LaunchPacket. This makes it easier to see if an error is caused by a failed LAN broadcast. [Torr Samaho]
* Skins now support names of up to 24 characters in length. [Carnevil]
* D_AddDirectory now auto loads all wads and pk3s in a directory, not only wads. This leads to autoloading of pk3s in the skins directory. [Torr Samaho]
* You can now join a full server if you are connecting from localhost. [Torr Samaho]
* The Linux server doesn't need a frame buffer anymore. [Torr Samaho]
* Linux server accepts console input. The console input reading can be disabled with "-noinput". [Torr Samaho]
* IDESE now supports zip files! [Bond]
* IDESE: Adapt to new color scheme (in player names), increase max startserver configs to 200. [Bond]
* Changed: LAN broadcast now don't go anymore to 255.255.255.255 but instead to the broadcast address depending on the class of the network the server is in. This should improve the behavior under Windows and is essential under Linux, since the Linux kernel doesn't seem to permit broadcasts to 255.255.255.255. [Torr Samaho]
* Added CVAR sv_logfilenametimestamp (default true). If it's true, a timestamp will be appended to the name of the logfile generated by the CCMD logfile. [Torr Samaho]
* Added CVAR sv_logfiletimestamp (default true). If it's true, a timestamp will be added before every string printed to the logfile generated by the CCMD logfile. [Torr Samaho]
* Fixed issues with the IWAD/PWAD list for servers when hosting .pk3s with embedded .wad files. [Carnevil]
* The crash dialog now displays properly whenever Skulltag crashes. [Carnevil]
* Fixed bug in which obituary messages would get screwed up when players had long names.
* Fixed bug in which some BOOM format maps would mistakenly have lines that block players. [Carnevil]
* Custom invisible bridges now have their radius/height properly updated in network games. [Carnevil]
* Decals now properly disappear when maps reset. [Carnevil]
* The muzzle flash on the chaingun and minigun now works properly. [Carnevil]
* The "block players" flag on lines is now cleared when SetLineBlocking sets the line to BLOCK_NOTHING. [Carnevil]
* Monsters' radius, height, and other properties are now properly restored when resurrected by arch-viles and other means. [Carnevil]
* Your color now updates properly when making changes to your color in the player setup menu. [Carnevil]
* Setting your gender to "other" now works properly. [Carnevil]
* Fixed the 'ZDoom found more than one IWAD' message. [Rivecoder]
* Fixed: SetFont() not working online. [Torr Samaho]
* Fixed: AInterpolationPoint and APathFollower not properly working online. This should also fix the problems with AAimingCamera online in KDiZD. [Torr Samaho]
* Fixed: Online clients may crash during the attack of the Hexen monsters Demon1 or Demon2. [Torr Samaho]
* Fixed: Projectiles shot by Hexen/Heretic monsters are not spawned on the client in an online game. [Torr Samaho]
* Fixed: a Hexen client crashes if the server changes the map with the CCMD map. [Torr Samaho]
* Fixed: ACS function HudMessage online only working for the first player. [Torr Samaho]
* Fixed: A client connected to a server may crash when using the CCMD playerclass followed by a name of a nonexistent class, e.g. a typo in the class name. [Torr Samaho]
* Partially fixed: If the ACS function setThingSpecial is called on the server, the clients are not informed about the new specials. For now only the arguments are updated on the clients, updating the special still has to be implemented. [Torr Samaho]
* Fixed: After choosing a random class with "New Game" or a non existing class with the CCMD playerclass, the player setup menu in Hexen crashes. [Torr Samaho]
* Fixed: Position of AChicken is not updated online. [Torr Samaho]
* Fixed: P_MorphMonster and P_UpdateMorphedMonster don't work online. [Torr Samaho]
* Fixed: Calling AMorphedMonster::Die on a client can cause a crash. [Torr Samaho]
* Fixed: Using the noclip cheat online leads to jerky movement after a map change. [Torr Samaho]
* Fixed: Monsters don't gib online. [Torr Samaho]
* Fixed: CCMD summonfriend doesn't work online (netcode for this was nonexistent). [Torr Samaho]
* Fixed: The line special Thing_Damage (tid, amount, MOD) doesn't work in case of tid == 0. [Torr Samaho]
* Fixed: Keys aren't displayed in the new fullscreen HUD in multiplayer cooperative games. [Torr Samaho]
* Fixed parsing problems of the "bot" key in the campaign info parser. [Torr Samaho]
* Fixed: A_CustomMissile and A_SpawnItem spawn the actors on the client and on the server. [Torr Samaho]
* Changed: The server doesn't spawn dead actors that are not corpses any more on the client during a full update. [Torr Samaho]
* Fixed: RIPPER weapons deal damage on the server and on the client. [Torr Samaho]
* Fixed: If the angle can't be derived from the momentum of a missle, the missle is spawned with the wrong angle on the clients. [Torr Samaho]
* Fixed: User info is in some cases not updated to the server properly on connect, if it was changed when not connected to a server. [Torr Samaho]
* Fixed: A few strings in error messages were referring to ZDoom instead of Skulltag. [Torr Samaho]
* Fixed: ST crashes if a bot is spawned outside a map. Although bots should not be spawned there, ST should not crash in case such a thing happens. [Torr Samaho]
* Fixed: ACS function GiveInventory doesn't tell the correct inventory amount to a client. [Torr Samaho]
* IDESE: Changed server gametype setup: "+gametype 1" in .rsp file. This fixes that some dmflags were not respected in some gametypes. [Bond]
* IDESE: Fixed a problem with bot names (prevented to add bot>6). [Bond]
* Changed the "enemy" to an "ally" icon that displays over your allies in team games. [Carnevil]
* Brought back elements of the old invasion HUD. [Carnevil] (And made them show up at appropiate times - [Rivecoder])
==== v0.97d-beta3 ====
* FIXED THE SPECTATOR WEAPONS BUG! All of the information is updated properly now. No more rocket shotguns. :*( [Torr Samaho]
* Fixed the silent railgun shots bug, and other sound related errors. [Torr Samaho]
* Rewrote the scoreboard code! The scoreboard now shows fewer columns in lower resolutions, has a new 5 column display for CTF/ST/LMS (in 800x600 or higher), and sports a 'chatting' icon for when players are typing. [Rivecoder]
* Added Hectebus fireball and several new light definitions. [Metalhead]
* Added a new female skin, Illucia! [Lazureus]
* Added support for hosting/joining servers with PK3 files! [Torr Samaho]
* Added CVAR sv_stay97c3compatible. If it's true the server will allow 97c3 clients to connect and won't use any network commands they don't understand, i.e. bug fixes, which require network changes, won't be used. If it's false, 97c3 clients can't connect or will desync. [Torr Samaho]
* DECORATE guns now spawn decals online with cl_hitscandecalhack=true. [Torr Samaho]
* DECORATE guns now award accuracy/precision medals to players. [Torr Samaho]
* DECORATE guns now notify bots if the DECORATE versions of the Doom weapons are used. [Torr Samaho]
* Enhanced the 97 fullscreen HUD! [Rivecoder]
* When a team scores in ST/CTF, it now shows who scored and who assisted! [Rivecoder]
* All gamemodes: A small blurb in the top-right corner, next to your frags/points, shows the amount of remaining frags/scores/etc until the level ends. [Rivecoder]
* Team Games: Team scores now appear on the HUD. [Rivecoder]
* Instagib: Health/armor display is automatically hidden. [Rivecoder]
* Infinite ammo: the ammo display is automatically hidden. [Rivecoder]
* LMS: The 'x opponents left' display at the bottom now appears in the fullscreen HUD. [Rivecoder]
* Survival: A new line in survival now shows similar to that of LMS -- it shows how many allies are still alive. [Rivecoder]
* Invasion: Your kill count is now shown in the top-right of the screen. [Rivecoder]
* Duel: Rank is now hidden. [Rivecoder]
* LMS: The line about how spectators can't talk to living players now shows next to the chat prompt, and shows for players too. [Rivecoder]
* Team Possession: Now shows who scored in online games. [Rivecoder]
* Added netcode to handle the use of inventory items online. This should fix the CCMDs "invuseall", "invuse" and "use" - dropping items is not yet supported. (Needs *heavy* testing - brand new code). [Torr Samaho]
* Pistol, shotgun and chaingun decals now work online. [Torr Samaho]
* Added the 'chatting' icon to the scoreboard. [Rivecoder]
* IDESE now supports pk3 files! [Bond]
* Fixed: BlueColumn emits red light, not blue. [Metalhead]
* The Reflection rune announcer is now played on pickup. [Torr Samaho]
* Converted Fist and Chainsaw to DECORATE. [Torr Samaho]
* Fixed ACS functions ClearInventory/DoClearInv online. [Torr Samaho]
* Players' extra data is now update when spying after joining (possible in coop, for example). [Torr Samaho]
* Deactivated chasecam cheat message, in any non deathmatch/teamgame game. [Torr Samaho]
* Fixed: The Chainsaw's kickback was initialized to the default - not 0. (ported from ZDoom) [Torr Samaho]
* Fixed: Hirestex replacements for sprites didn't work properly (ported from GZDoom, kudos to Graf for fixing this in no time!) [Torr Samaho]
* server_GenericCheat only tells the client who toggled chasecam of the cheat, the others don't need to know about it. This fixes display problems, when spying someone who has chasecam on. [Torr Samaho]
* Fixed: jerky movement online in a WaterZone. [Torr Samaho]
* Fixed: Game crashes directly in a cooperative skirmish, e.g. if you start with "+multiplayer +map map01". [Torr Samaho]
* Fixed: player classes not working online. (Needs extensive testing) [Torr Samaho]
* Single player class selection menu now works in singleplayer. (Tested with Hexen and Ghouls vs Marines) [Torr Samaho]
* Class selection are respected in offline skirmish. [Torr Samaho]
* Fixed crashes of the player setup menu. [Torr Samaho]
* Cleaned up the F1 help code; it now only shows during a level or intermission, fixing some bugs. [Rivecoder]
* Positions of Heretic monsters are now updated properly online. [Torr Samaho]
* Positions of Hexen monsters are now updated properly online. [Torr Samaho]
* Fixed: Server crashes at startup, if you try to host a Hexen server without selection a map. [Torr Samaho]
* "addmap", "callvote map" and "callvote changemap" now work on maps contained in pk3s. Maplist now works as well. [Torr Samaho]
* Fixed the "Using unknown weapon type" bug, which happened in Ghouls vs Marines, if you are a Ghoul and fire your weapon after a map change. This should fix this bug once and for all (it occurred for Metal occasionally before) and could also fix the "player starts with fists" in coop bug. [Torr Samaho]
* Fixed: a Heretic client crashes if the server changes the map with the CCMD map. [Torr Samaho]
* Fixed: With switchonpickup == 1, some weapons are brought up powered up on pickup, even if the player doesn't have a PowerWeaponLevel2 active. Affects the mace in Heretic, for example. [Torr Samaho]
* Generalized the way key letters are handled, which are used for weapon changes to reduce network traffic. [Torr Samaho]
* Added the join game menu, which now shows in a team-less game instead of the y/n prompt. This way there can be the 'how to play' choice. [Rivecoder]
* In the oldstyle fullscreen HUD, keys are only shown in coop now. [Rivecoder]
* Reorganized the Display Options menu; added the HUD menu. [Rivecoder]
==== v0.97d-beta2 ====
* Skulltag now erases ZDoomGL settings (any renderer settings, really) the first time you run it on an old profile. [Rivecoder]
* Added spread support rune for your custom DECORATE weapons! [Torr Samaho]
* Upgraded the GZDoom renderer to 1.0.24! [Torr Samaho]
* Updated to Randy's new vector math routines. [Torr Samaho]
* This new vector code fixes a Software bleeding sector rendering bug.
* Fixed the 'change renderer' messages and fixed a typo. [Torr Samaho]
* When hosting a server, sound is automatically disabled. This fixes problems when running Skulltag on servers without sound cards. [Torr Samaho]
* Fixed a server crash with custom ambient sounds (and possibly other undiscovered crashes). [Torr Samaho]
* Fixed transparent textures that blocked projectiles or monsters. [Torr Samaho]
* Fixed the TESTCOLOR grayscale bugs and crashes. [Torr Samaho]
* (Possibly) fixed the respawn invunerability palete bug. This needs testing. [Torr Samaho]
* Fixed the cooperative HUD armor display bug! [Torr Samaho]
* Dynamic lights with a duration of -1 work now. [Torr Samaho]
* Fixed the server maplist "FRAGS" bugs! This needs thorough testing. [Torr Samaho]
* Console command 'addmap' now will only add the map if it exists. [Torr Samaho]
* Console command 'changeteam' now gives an error when used in non-teamgame modes. [Torr Samaho]
* Fixed a crash when the map was reset after the countdown. [Torr Samaho]
* The online hitscan decal fix has now been declared bug-free and officially included for the SSG. [Torr Samaho]
* You can toggle the hitscan decals with the CVAR cl_hitscandecalhack. [Torr Samaho]
* Increased the prescision of texture scaling from GZDoom. [Torr Samaho]
* Removed the old tx and ty CVARs, as they've been removed in ZDoom. [Torr Samaho]
* Reactivated 3DMidtex support and changed ML_3DMIDTEX from 0x4000 to 0x40000000 (same as GZDoom) to fix conflicts. [Torr Samaho]
==== v0.97d-beta1 ====
* ADDED GZDOOM RENDERING! Skulltag has switched renderers and we've dropped the slow and buggy ZDoomGL renderer. This entails fantastic support for ZDoom's features, blistering speed, and fewer bugs! [Torr Samaho!]
* Added dynamic lighting for ALL items for the new renderer! These include Doom items and Skulltag ones. Torches now cast light, plasma shots let out an eeire glow, and the spheres pulse ominously. [Metalhead]
* Added name restrictions on all player names! Players can no longer create line breaks in the middle of their names, use invisible or strange characters, or use blank names! This should make vote kicking easier, and help stem name abuse. [Rivecoder]
* NEW minimal vote screen! A display option, the "Vote Now!" screen takes up a small area at the top of the screen, instead of the entire screen. This should make votes less painful. [Rivecoder]
* Added game-sensitive F1 help. What this does is changes the help screen to match whatever mode you're playing. If, for example, you are playing Possession, the help screen will show you how to play, etc. This can help new players learn the modes, as well as relieve experienced members from having to explain them. Ever had someone not know to score in Skulltag? "F1 DAMMIT!" [Rivecoder]
* Created a new mapinfo entry, "f1"! Mappers can create CUSTOM F1 screens that can explain their ACS mod or level! Each map can have its own screen. Hopefully this should become the standard place to explain your game mode. [Rivecoder]
* Voting can be fined tuned! Added these server cvars: sv_nokickvote, sv_nomapvote, sv_nochangemapvote, sv_nofraglimitvote, sv_notimelimitvote, _nowinlimitvote, sv_noduellimitvote and sv_nopointlimitvote. This way each vote type can be deactivated individually. [Torr Samaho]
* You can longer leave the map rotation with a vote. [Torr Samaho]
* Updated Skulltag's internals to use a hybrid of ZDoom 2.1.8 trunk and GZDoom 2.0.22 code. Not all of the new features (such as custom states) have been used yet. [Torr Samaho]
* Added support for Terminator and Possession starts! TIDs 6000 and 6001, these allow mappers to choose where the Terminator ball and Hellstone spawn at the start of a level! If you don't use these starts, a deathmatch start will be used as normal. [Rivecoder]
* When a player leaves a server, in addition to his frags and wins, his playing time is saved. This means that if you reconnect, your time isn't reset. [Rivecoder]
* Added death frames for Ultimus! [Doomjedi]
* When you get the Doom or Guard sphere, your vision is properly rendered. [Torr Samaho]
* Fixed Teleport to Map special online. [Torr Samaho]
* Fixed a server crash when monsters left a level. [Torr Samaho]
* A player using a doom or guard sphere is rendered in the correct color for the other players. [Torr Samaho]
* Removed the 1 frame delay between when the BFG10K shot explodes and the damages is dealt. This fixes time freeze mode. [Torr Samaho]
* Fixed a crash where if you try to join a server, when having wads with the correct names, but which don't contain the map the server is running. [Torr Samaho]
* Fixed bug where runes weren't stored when you saved the game. Wart 04 is playable now! [Rivecoder]
* Bots ignore additional events if their queue is full (since the queue fills easily in time freeze mode). This should fix the "Event queue size exceeded" bug. [Torr Samaho]
* Added a experimental hack to fix the decals of the super shotgun online. If this works properly, it will be used for all hitscan weapons. [Torr Samaho]
* Fixed the give cheats online. [Torr Samaho]
* When a team scores in possession, the name of the scorer is also shown. [Rivecoder]
* Reorganized the player setup and multiplayer menu. [Rivecoder]
* Some internal changes how Actors are spawned online. I hope this can be used in the future to reduce the problems some have joining a server hosting UTNT. [Torr Samaho]
* Skulltag does not include most of GZDoom's gl-only features for now, such as 3D floors and reflective flats, to prevent advantages over software users.
* 0.97d briefly used ZDoomGL 0.81, but it caused more bugs than it helped. Major props to Torr for his hours of work to get both renderers working.
<pre><nowiki>
----------------------------------------------------------------------------------------------------------
One remark about texture filtering: Because of countless complains in the past that the GL mode in general (regardless if ZDoomGL or GZDoom) is just too blurry and not doomish at all we decided to set the default filtering values in such a way, that the filtering resembles the software mode as closely as possible. These are not the recommended values, but the default ones, so that hopefully software renderer fans won't get scared away by the new renderer seconds after starting it for the first time.
The recommended values are as follows:
If you want to keep the sharpness of software more, but still enjoy filtering benefits, we recommend the settings
texture filter mode = none (mipmapped)
anisotropic filter = 16x
If you don't mind loosing a bit of the sharpness and want to enjoy all OpenGL benefits (as I do), we recommend
texture filter mode = trilinear
anisotropic filter = 16x
Especially if you use the high res textures, the latter is the way to go. Depending on the speed of your graphics card you can lower the anisotropic filter to improve performance.
----------------------------------------------------------------------------------------------------------
</nowiki></pre>
==== v0.97c3 ====
* Disabled several underground hacks, cheats, and hooks that have been circulating through the community.
* NoIntermission is now recognized in multiplayer. Mappers can now use this to create their own intermissions.
* Improved Skulltag's credits, which can be seen by waiting at the menu screen. They also use the DEMO3 slot.
* Strengthened the voting mechanism. Kicking should now be easier and less troublesome.
* Disabled loading of zvox.wad, which plagued servers since the release of 97b.
* Fixed the display of server flags.
* Fixed a ZDoom software bug that causes flashing between the MAPINFO and skybox skies.
* Health now correctly updates once you complete a level in cooperative.
* Removed the unused, pre-0.96 credit lump. Skulltag no longer shows this.
==== v0.97c2 ====
* Improved packet loss handling! Much less bandwidth and CPU power is now required to handle packet loss. Maps that previously were unplayable due to ACS effects should now be playable.
* Added sv_nocallvote, a console variable that gives servers the ability to disable voting.
* The skirmish menu now includes the lump name of the selected map in its display (ex. "MAP01 - Entryway").
* Added the "use old fullscreen HUD" option to the display options menu.
* Fixed infinite loop bug that would occur if a player tried to join the blue team, but all blue team starts were blocked.
* The voting module now only allows valid votes to take place. People can no longer call votes like "fraglimit sex time".
* The server statistics and server information dialogs work once again.
* Enter scripts now execute in deathmatch and in teamgames.
* Fixed crash that would occur when killing a summoned doomplayer.
* Fixed crash that would occur when trying to connect to a server and go to a map at the same time in the command line.
* Enter scripts now execute at the proper time in network games so that their effects are visible.
* Custom weapons that use bullet attacks now work properly in network games.
* The A_FireCustomMissile DECORATE function now works properly in network games.
* A new line occurs before printing ALL of the various display messages above the status bar.
* Barrels now respawn properly when the "barrels respawn" dmflag is enabled in network games.
* Increased the resolution of the camera texture on D2LMS2.
* The lava now animates properly on D2LMS5.
* Updated the version info within skulltag.exe so that the program's internal name, internal version, etc. are accurate.
* Values of 0-65536 are now acceptable for pointlimit in network games, as opposed to 0-255.
* Memory for clients' saved packets (which are resent in the case of packet loss) are now allocated based on sv_maxpacketsize when the server starts. This results in less memory being used, but if sv_maxpacketsize changes, the effects don't take place until the server starts.
* Lowered the possession hold time on a few maps to make scoring a bit easier.
==== v0.97c ====
* In invasion, ammo spawners now never run dry in network games.
* Added a new cvar, sv_usemapsettingswavelimit! When true, this automatically sets the wavelimit when a map changes based on whatever the wavelimit is for the map during the single player campaign.
* Added a new cvar, sv_usemapsettingspossessionholdtime! When true, this automatically sets the possession hold time when a map changes based on whatever the possession hold time is for the map during the single player campaign.
* Added a new property that can be set to campaign info for maps: possessionholdtime! This sets the amount of time the possession artifact should be held for to score a point on possession maps.
* Added a new lindef special, Teleport_NoStop (154)! This special works like Teleport, except your momentum is not brought to a complete stop. This is now used in D2ST2.
* Fixed crash that would occur when entering the text scaling menu with con_virtualwidth and con_virtualheight uninitialized.
* Fixed bug in which if you got respawn telefragged in survival co-op, you would remain dead for the round (now you can play when the number of players exceeds the number of player starts!).
* Fixed crash that would occur if you had cl_skins set to 0, and someone joined the game.
* Fixed crash that would occur when an obituary with the same person as the victim and the attacker was printed.
* Fixed crash that would occur when trying to select a weapon using the slot command while in spectator mode.
* Fixed glitches that would occur when connecting to a server in which large number of packets are sent out (such as the "no player 1 start" issue that would occur when connecting to large in-progress invasion maps).
* Fixed bug in which the game would go into an infinite loop on a map where a non-monster had the dormant flag when the map tries to reset (ex. at the start of a duel).
* Dehacked pickups now work properly in network games.
* Disabled the cosmetic scripts in D2LMS6 so that it no longer lags people out.
* D2LMS10 now has items placed on it, so it's playable in possession/team possession mode.
* Fixed bug in which after a map change in survival co-op, respawned dead players would float like spectators.
* Fixed bug in which the possession and terminator artifacts would not be properly dropped when someone disconnects from a server.
* Fixed bug in which if a player who was carrying the hellstone got crushed by a ceiling, it would leave behind a ghost hellstone.
* Fixed bug in which monsters respawned on nightmare mode would be invisible on the client end.
* Fixed bug in which if a line's blocking status changed during the course of the map (ex. it started off blocking everything, but was changed to not blocking anything), this information would not be passed along to connecting clients.
* Fixed bug in which ghost flags and skulls could sometimes be present on a map when connecting to a server.
* Fixed bug in which a player's pointcount would not be correctly updated after scoring a point in skulltag.
* Ambient sounds now work properly in network games.
* The SetActorProperty() ACS command now works properly in network games.
* The SetLineTexture() ACS command now works properly in network games.
* Fixed display issue in which there would be too large of a gap between notify messages in certain resolutions/scaling settings.
* Fixed display issue in which HUD messages with newlines would not display properly.
* The grenade launcher spawner now spawns actually spawns the grenade launcher.
* When connecting to a possession or team possession server, the game state is now properly updated.
* The "map", "changemap", and "nextmap" commands now take you to the proper map.
* The join queue now properly lets multiple join at certain events (such as when a round of LMS ends).
* The "centerview" command now works properly in network games.
* Lookspring now works properly in network games.
* Powerups that are given as part of a player's inventory between maps are now handled properly.
* Dead players now spawn in the right location when the "spawn in the same spot" dmflag is enabled after a map change.
* Scripted marines now work properly in network games.
* Actors summoned with the summon cheat now show up properly in network games.
* Fixed bug in which spectators would flicker due to their respawn invulnerability when entering games.
* Speed trails now inherit their x/y scale from their owner.
* Items in sectors that have had their floor height change during the course of the map now revert to the correct Z position when a map resets.
* The countdown for various modules no longer ticks if the game should be paused (ex. if the menu is activated in single player).
* Fixed bug in which lead changes would be announced improperly when spying through the eyes of someone else.
* Fixed bug in which the announcer pickup entry for the random powerup would always be played, even if the person picking it up wasn't the player's camera.
* Fixed bug in which starting a new game while playing a game of survival co-op on a server resulted in the new game being in survival mode as well.
* The BFG10K now uses the proper pickup message.
* The "FIGHT!" message now apperears when a duel begins.
* You can now edit the dmflags for a skirmish while a demo is playing.
* Weapon DECORATE mods that use the "MELEEWEAPON" or "EXPLOSIVE" properties no longer cause an error when loaded.
* A "Victory!" or "Perfect!" medal is no mistakenly awarded to player 0 or player 1 at the conclusion of a team LMS round.
* The melee sound for imps and barons of hell now play properly in network games.
* The HUD now displays the correct number of opponents remaining in LMS games when somebody dies.
* In team possession, the left column on the scoreboard now displays players' points, as opposed to fragcount.
* The correct intermission screen (depending on whether you win or lose) is now displayed in possession.
* First frag medals can no longer be awarded during the countdown phase of a duel.
* Fixed D2DUEL10 so that are no more areas of the void that you can walk on.
* Servers no longer display the "Unknown texture: STFST01" message during intermission.
* Fixed some missing textures on D2LMS5.
* Fixed some missing textures on D2ST4.
* Fixed some texture misalignments on D2INV3.
* The texture WOOD10 is no longer bugged.
* The texture ICKWALL7 is no longer bugged.
* The texture N_CMPT2R now has the proper height.
* The server no longer cares what version of Skulltag you're using, as long as the network version is the same.
==== v0.97b ====
* ADDED OPENGL RENDERING! Skulltag now has the ability to use hardware accelerated rendering through the OpenGL graphics library. Enjoy! :)
* Added POSSESSION DEATHMATCH mode! In this mode, players gain points by possessing a demonic stone that spawns at a random spot when the level begins. Hold onto it for a certain period of time, and you win the round! ... oh yeah, and did I mention you can't use any weapons while in possession of the stone? :)
* Added TEAM POSSESSION mode! This is just like possession DM, but it is played in teams.
* Added SURVIVAL COOPERATIVE mode! In this new cooperative mode, players stay dead until one of his buddies ends the level, or all of his buddies die. This new mode is much more hardcore, and should be lots of fun! :D
* Added INVASION COOPERATIVE mode! In this new cooperative mode, players fight off waves of monsters. Play in single player, or with friends! Whoever survives the longest wins!
* Added a new EPISODE, "The Impending Nightmare!" This is episode three in the main menu, and features maps from the INVASION game mode!
* ADDED 8 NEW MAPS of an entirely new type, DUEL! These maps are D2DUEL1-D2DUEL10 (D2DM3 became D2DUEL2, and D2DM9 became D2DUEL9).
* ADDED 10 NEW MAPS of an entirely new type, LAST MAN STANDING! These maps are D2LMS1-D2LMS10.
* ADDED 5 NEW MAPS of an entirely new type, INVASION! These maps are D2INV1-D2INV5, and are playable from the episode in the "NEW GAME" menu!
* ADDED 3 NEW DEATHMATCH MAPS! D2DM3: Combat Center, D2DM9: Infernal Chamber, and D2DM10: Final Atonement.
* ADDED 2 NEW CTF MAPS! D2CTF9: Disaster, and D2CTF10: Doomed Sea.
* ADDED 7 NEW ST MAPS! These new maps are D2ST1 (the old D2ST1 has become D2ST3), and D2ST4-D2ST9 (too many to list :D).
* Added a new powerup, called the "Guardsphere"! This new powerup causes you to take 1/4 of the damage you normally take.
* Clients now have the ability to call a vote! Clients can now vote on whether or not to kick or ban a player, change the map, or change the limits (fraglimit, timelimit, etc.). Simply use the "callvote" console command, or use the "Call vote" command under the "Multiplayer" menu.
* Added simple skulltag mode! You can now create a skulltag teamgame map by simply placing two skulls, team starts, and score pillars! NO SCRIPTING REQUIRED! More on how to set up the score pillars later (it's easy!).
* Instead of being its own game mode, "instagib" is now a cvar that you can set to true or false and use with ANY OTHER GAME MODE! This means that you can how have instagib FFA matches, or instagib duels, or even instagib SKULLTAG!
* Added the "buckshot" cvar! Similarly to instagib, when this is set to true, players start off with just the SSG, and no items spawn on the level, creating a SSG-only battle!
* Made changes to almost all of the existing maps to improve their gameplay! Now, Skulltag's existing maps should be even better!
* Completely rewrote the packet loss system! This fixes MANY of the glitches encountered during multiplayer play, such as ghosts, having a weapon but not being able to switch to it, etc.! This will also make existing games smoother!
* Upgraded the ZDoom version to 2.1.7! Enjoy all the benefits that result from this, such as greatly advanced DECORATE support!
* Added the "text scaling" menu! This menu allows you to scale text to make it display as it would in ANY resolution! So, for all of you who use giant resolutions, now you can easily make the text readable, without making it TOO big!
* In cooperative games, players now spawn at a random cooperative starts if they don't have one themselves! This means that you can now have up to 32 man cooperative games, even if the map only has a single player start!
* Added cooperative backbacks! Backpacks containing all your items are now dropped whenever you die in cooperative mode! This can be disabled with the "compat_disablecooperativebackpacks" flag. (CURRENTLY DISABLED)
* The HUD now displays whomever is the terminator in terminator mode!
* The HUD now displays however many players are left standing in LMS mode!
* Added several new skins! These include "Nazi Guard", "Nazi Chaingunner", "Seenas" and "Synas"!
* The BFG10K has been almost completely redone! The weapon now charges before it fires, and has new graphics! It now also uses the same amount of ammo per shot in deathmatch and teamgames as in single player games.
* Improved the fullscreen HUD! Now it does a far better job of arranging things, and shows you what your max. health/armor is, and shows you if you're carrying the flag/skull in CTF/ST! If you wish, you can use the old fullscreen HUD by setting cl_stfullscreenhud to false.
* Added a new and improved medal display screen! Now, when you hit the "show medals" button, it shows you the number of medals you've earned in the current match in a much nicer fashion!
* Dramatically improved the display of various HUD elements in fullscreen (aka when the status bar doesn't display), such as the scores in CTF and ST!
* Added a way to configure the privliges of spectators during LMS games! Now, the server can set "lms_spectatorview" and "lms_spectatorchat" to true or false, to allow/disallow spectators to have the ability to view players or chat respectively while spectating during LMS games.
* Added the "First frag!" medal! This medal is awarded to the person who gets the first frag in a deathmatch game.
* Added the "Termination!" medal! This medal is awarded when you frag the terminator in terminator mode.
* Added the "Spam!" medal! This medal is awarded when you kill more than one person at the SAME TIME with the BFG9000!
* Added the "Capture!" medal! This CTF medal is awarded when you successfully capture your opponent's flag.
* Added the "Tag!" medal! This ST medal is awarded for successfully tagging your opponent's skull on a score pillar.
* Added the "Defense!" medal! This CTF/ST medal is awarded when you frag a flag carrier.
* Added the "Assist!" medal! This CTF/ST medal is awarded when you return your flag, prior to your team capturing the flag.
* Rewrote the announcer module, so that now CUSTOM announcer entries can be specified! The new entries can be played by specifying an object's pickup announcer entry in DECORATE.
* "Victory!" is now awarded for winning a LMS match, and "Perfect!" is now awarded for winning a LMS without losing any health.
* Added the ability to use wildcards in server bans! Bans such as 38.38.*.* are now possible.
* Added a new cvar, sv_flagreturntime! This sets the amount of time flags/skulls will return in after dropped. The default value is 15.
* Added tall versions of the Doom and Doom 2 skies! Thanks, EarthQuake (aka Seismos)! :)
* The map now resets to its original state at the start of each duel, and round of LMS.
* Added some new textures, featuring blood coming from a cacodemon's mouth, and also a Hell Knight splattered against a wall! Thanks, Baphomet!
* Added red and blue evil eye objects, as well as red and blue candles.
* Added silver versions of all the red teleport flats.
* Text now displays and an announcer sound now plays when a flag or skull is dropped in CTF or skulltag mode.
* Added a new "nextmap" command! This is similar to "changemap", except ST advances to the next map, instead of the map specified. The next map is determined by the order in MAPINFO or the map rotation.
* Added a new linedef flags that only blocks PLAYERS! It is usable with the new Skulltag DB config file.
* Added a new menu option in the server console for managing LMS settings! This option can be used for configuring the allowed weapons in an LMS match, as well as setting the privliges for spectators (can they watch the game, talk to players in the game, etc.).
* Addded many, many new textures! Thanks, Nick Baker! :)
* You can now choose which powerups the random powerup item cycles through! For instance, you could have it only cycle between the doomsphere and guardsphere! More on this later.
* On the HUD during one flag CTF, players names now display entirely in their team's color, so you can tell which team possesses the white flag at a glance.
* When spectating through the eyes of another player, a message saying "FOLLOWING - <name of player>" is now displayed at the bottom of the screen.
* White flag pickup messages now indicate which team picked up the flag, instead of it merely saying "White flag taken!"
* Cameras now work in multiplayer games!
* Added death frames for the "Hissy Hogger" skin... eons after being relevant.
* Bots can no longer be added past the sv_maxclients limit in servers.
* Slightly improved the win sequence of normal deathmatch modes, and team games! Now, instead of exiting to intermission immediately, there's a slight pause where "<name of winner> WINS!" is displayed, similarly to duels and LMS.
* Added the "kickfromgame" command for server admins! Instead of kicking the player from the game, this simply removes them from the game by forcing them to spectate.
* Added a new "Auto-select" option that is now the default option when choosing a team in various team modes. This selects the most appropriate team for the player to join based on scores, number of players, etc. "Join random" now selects a purely random team.
* Added new decorative items: tall and small white torches, tall and small yellow torches, and tall and small red tech lamps!
* Made some minor cosmetic improvements to D2DM6 and D2DM7.
* Added a new cvar called sv_banfilereparsetime! This new cvar allows servers to periodically re-parse the banfile, with sv_banfilereparsetime being the time in seconds between parsings. This can be quite helpful when running multiple servers, since now if you ban someone, you don't have to manually add the ban on each server!
* Added a new cvar called r_maxparticles. This sets the maximum number of particles allowed on the screen. It default value is the same as the previous default value for max. particles, which is 4000. You can still load Skulltag with -numparticles to override this.
* Added unique sound lumps for grenades' launch and explosion. Now it's possible to make a new sound for rockets or grenades that do not affect one another.
* Increased the power of the prosperity rune! You can now pick up green armor past 100%, AND it raises both your max. health and max. armor to 250%!
* The sprites for the red armor have been completely redone, and greatly improved!
* The railgun color specified by your userinfo now applied to the inner railgun trail in teamgames (where the outer trail corresponds to your team color).
* Added a set of gray nukage flats.
* Added a bunch of gory new decorations featuring the doomguy!
* Added more frames of animation to the flags, as well as improving their quality.
* Added a set of blue teleport flats.
* Added a display message and announcer sound for when the white flag is returned.
* When r_drawtrans is false, instead of players with the invisibility sphere being fully visible, their effect instead changes to that of the partial invisibility sphere.
* Skulltag now displays the ZDoom version along with its version in the lower left corner of the console.
* Improved the shading on the shoulder pads of the Base II skin.
* Added cleaned up versions of FLAT22 and FLAT24 (the red and blue jump pad flats). These don't have stray red/blue pixels around the edge.
* Spectators spying through someone's eyes can now see the effects of that person's regeneration rune.
* Fixed single player demo recording! You can now record demos in single player without ST crashing immediately.
* The "no exit" dmflags now applies to teamgames as well as deathmatch games.
* The resistance rune (and also the guardsphere) now protects against damage not originating from a player (nukage, etc.)
* Removed D2ST2.
* Fixed bug that allowed certain map specials that execute when all of a certain monster are dead (such as the arachnotrons on MAP07) to execute more than once.
* Fixed bug that allows you to set sv_cheats to true, log onto a server, and use the automap cheat to see other players on the map.
* Fixed bug that allowed you to strafe or run backwards with turbo enabled without getting kicked from the server.
* Frags are no longer awarded for respawn telefragging.
* Grenades no longer bounce off of "line_horizon" lines.
* If the music changes at some point during the level, clients who connect afterwards now have the correct music play on the map (this fixes the problem in which 8bitctf.wad wouldn't play any music in network games).
* You can no longer change teams continously in teamgames.
* Weapons now give you give you the correct amount of ammo in teamgames.
* Fixed several flats that were either duplicates, or had names of existing textures. As a result, some flats have either been deleted or renamed. I apologize since I know this will screw up some (hopefully not a lot) existing wads, but I would be more than happy to update the wads.
* Your armor points now properly update whenever you're damaged in network games.
* Fixed bug where in terminator mode, the player's body was not flagged as being solid, allowing you to run through other solid objects.
* When connecting to a server, players who are dead when you connect now appear dead.
* People carrying flags/skulls in CTF/ST no longer have the flag/skull appear next to their name on the scoreboard (there's no need; it displays nicely in the bottom-right corner).
* Fixed bug where if you spectated after grabbing a flag in CTF, the scoreboard would still show you as carrying the flag.
* When a player is killed while possessing the terminator orb, the terminator orb is now properly removed from his possession (no more dead players with terminator icons above their head).
* Removed the "cl_scalescoreboard" cvar (it's no longer needed; just use the "text scaling" menu instead).
* The megasphere and soulsphere announcer events now works properly.
* "Spawn farthest" is no longer defaulted to "true" in duel mode.
* Latched cvars are no longer unlatched during map changes on the client end.
* Fixed bug where the white flag would not properly return in simple CTF games if it was dropped in an instant return sector.
* Monsters flagged as multiplayer only no longer count towards the total number of monsters in a level in single player.
* FOV can now be set in client games when the "Disable FOV" dmflags is disabled.
* The terminator ball now respawns if it's destroyed by a closing door, etc.
* Simple CTF mode now works properly if you have two types of player starts in your CTF map (ex. single player starts and teamgame starts).
* The white flag now returns after 30 seconds after being dropped whenever a player switches teams, leaves the game, etc. (previously, it would only return if a player died while holding it).
* Fixed bug where ledges next to spring pads would behave like spring pads.
* Players no longer lose frags for respawn telefragging a teammate, due to lack of starts.
* Monster bodies now disappear upon respawn in multiplayer.
* The red teleport texture from Hexen now animated properly.
* In network games, Teleport_Line now behaves properly.
* Removed instagib mode, team instagib mode, and instagib CTF mode (see above).
* Removed oldschool mode. Deal with it.
* Removed the cacodemon skin and bot.
* Fixed the shape on many of the powerup sprites so that they're more spherical.
* Chasecam can now be used in cooperative mode in multiplayer games.
* Railgun colors are now red/blue in teamplay deathmatch.
* Fixed the misnamed "D2M3_5" flat. It is now as it should be: "DEM3_5".
* Weapon sounds no longer play multiple times when spectating through someone else's eyes.
* Players' max. ammo in LMS/TLMS is now based on the player's editable internal max. ammo setting, instead of hard-coded values.
* In cooperative games, you now respawn properly if you're dead during intermission.
* Removed the survival DM gameplay mode (it's been replaced by survival coop which is MUCH better!).
* The "x frags left!" announcer events now play even if you're a spectator.
* Fixed the sprite alignments on the random powerup.
* Removed "r_drawweapon". "r_drawplayersprites" already exists and does the same thing.
* Fixed bug where the chat bubble could still appear over someone's head even when they run around.
* Reduced the occurance of "SERVER_Addcommand: Server command queue size exceeded!", which would often occur when working with the map rotation list dialog.
* Removed the ZDoom portion of skulltag.wad, and placed it in a new file: skulltag.pk3.
* Replace the skulltag episode, "Tournament of the Damned," with the invasion episode, "The Impending Nightmare."
* D2DM3 has now become D2DUEL2, and D2DM9 has now become D2DUEL9.
* D2ST3 has now become D2ST2, and D2ST1 has become D2ST3 (confused yet?).
* Spawn protection is now disabled when once a new weapon is fully raised.
* Invisibility objects can no longer be carried while carrying a flag or skull.
* Flag icons that display over someone's head when they carry a flag have been scaled down.
* You can now press the "fire" key to resapwn when you die, in addition to being able to press "use".
* Reverted the fix for executing dead boss specials multiple times to the way it was before, because people just have to have their Dehacked patches.
* The "duellimit" and "winlimit" cvars is no longer archived.
* The bots' chat files are now located within skulltag.pk3.
* Skulltag now defaults to being in a window, rather than fullscreen. That way, if people have issues with firewalls (such as ZoneAlarm), they can more easily deal with the problem, and not get hung up.
* blood_fade_scalar, which controls the blood fade brightness, now defaults to "0.5" (it used to be 1.0). Now, new players aren't blinded when they get hit by something.
* Changed the bots "Charon" and "Pluto"'s name to "Seenas" and "Synas" respectively (they also have their own skins!).
* In duel mode, a new duel now starts after intermission, instead of everyone being made a spectator.
* Skins based off monster sprites now have sprite names that are unique.
* cl_startasspectator now defaults to "false," so that new players have a chance to configure their settings without getting shot at.
* Health, armor, etc. now appears blank on the status bar when spectating through the eyes of someone whose health, armor, etc. you are not allowed to know.
* Changed the hectebi's attack to something more reminiscent of a mancubus.
* "cl_cheatskins", the cvar that allows cheat skins to be used, is now "false" by default.
* To score on skulltag mode score pillars, you no longer have to press space! You can now simply bump into them.
* Red/blue skulls can now be picked up like normal in non-skulltag teamgame modes like normal (CTF, default teamgame, etc.)
* If you suicide or are killed by the enviornment while possessing the terminator orb, you now lose 10 frags as opposed to one.
* "Incredible!" medals are now awarded if you get another kill within two seconds of receiving an "Incredible!" medal. In previous versions, an "Excellent!" medal would be awarded in this situation.
* "Most Impressive!" medals are now awarded for every 2 consecutive hits you make with the railgun after receiving a "Most Impressive!" medal. In previous versions, an "Impressive!" medal would be awarded in this situation.
* "Total Domination!" medals are now awarded for every 5 frags you get without dying after receiving a "Total Domination!" medal. In previous versions, a "Domination!" medal would be awarded in this situation.
* "Precision!" medals are now awarded for every 5 consecutive hits you make after receiving a "Precision!" medal. In previous versions, an "Accuracy!" medal would be awarded in this situation.
* The player who "You've taken the lead!", "You've lost the lead", etc. announcer events refers to is now the display player, not the console player.
* Instead of randomly being able to get invulnerability with the random powerup, you now get the guardsphere instead.