Version history/1.1

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Zandronum 1.1
Release date 17 July 2013
Previous 1.0
Next 1.1.1

Zandronum 1.1 is a minor update for Zandronum that was released on 17 July 2013.

Changes

  • The authentication mechanism for non-map related lumps now allows Freedoom 0.8-beta1/Doom clients to join Doom/Freedoom 0.8-beta1 servers. [Torr Samaho]
  • Added a menu option for gl_use_models. [Torr Samaho]
  • Demos now use the lump authentication system to ensure that demos are played back with correct WADs. If demo authentication fails, an error message is printed with a list of needed WADs. New CVAR demo_pure controls this behavior. [Dusk]
  • Added new compatflag "explosion thrust", controlled by the new CVAR compat_explosionthrust. If this is enabled, explosions cause a strong horizontal thrust like in old ZDoom versions. [Torr Samaho]
  • Added client side prediction for the line special ThrustThing and ThrustThingZ when the specials are called from linedefs or sector actions. [Torr Samaho]
  • Improved the client side Z position prediction when passing from one sector into another. [Torr Samaho]
  • Improved the client side position prediction when rocket jumping on bridge things. [Torr Samaho]
  • Added new compatflag "bridge drops", controlled by the new CVAR compat_bridgedrops If this is enabled, non-SOLID things like flags fall through bridges (as they used to do in old ZDoom versions). [Torr Samaho]
  • Extended the launcher protocol to optionally report the value of the CVAR sv_enforcemasterbanlist. [Torr Samaho]
  • Bots now recognize 3d midtextures and know to avoid ones that block their movement and can jump over 3d midtexture railings. [Dusk]
  • Improved the alignment of the health/armor port of the new fullscreen HUD in case the health and armor icons have a different size. [Torr Samaho]
  • The client connect options cl_startasspectator and cl_dontrestorefrags are now collected as flags in the new CVAR cl_connect_flags. [Torr Samaho]
  • A player's country code (determined based on the player's IP) is shown on connect and in the output of the CCMD playerinfo, if a GeoIP.dat compatible with MaxMind's GeoIP library is in the directory of the server binary (or in /usr/share/GeoIP/ or /usr/local/share/GeoIP/ under Linux). The implementation is based on Konar6's kpatch. [Torr Samaho]
  • Clients can prevent their country code from being shown to the other players with the new connect option CVAR cl_hidecountry (default false). [Torr Samaho]
  • If a reason for a kick vote is given, this reason is now included in the ban reason (adapted form Konar6's kpatch). [Dusk, Torr Samaho]
  • Added the "afk2spec" system from Konar6's kpatch (controlled by the new CVAR sv_afk2spec that specifies the number of minutes a player has to be idle before being forced to spectate). Different from kpatch, players are warned before they are forced to spectate and dead spectators are not forced to spectate. [Torr Samaho]
  • Added CVAR con_notifylines (allowed values range from 1 to 50) that allows users to set how many lines the notify field should extend to. [Dusk, Torr Samaho]
  • Added new ACS commands GetPlayerLivesLeft and SetPlayerLivesLeft. In game modes using sv_maxlives, these commands allow to access and change how many times the specified player is still allowed to respawn. [Torr Samaho]
  • Added new ACS command KickFromGame (int playernumber, str reason). This command forces the specified player to spectate and can only be used in an ACS script on a server. [Torr Samaho]
  • Added Circunei Z's patch that adds PWO support. It can be activated with "switchonpickup == 3" and configured using the weapon setup menu and the new ORDERDEF lump. [Torr Samaho]
  • Added NORANDOM support to A_CustomBulletAttack and A_FireBullets (ported from ZDoom revision 2318). [Torr Samaho]
  • Added new CVAR cl_connectiontype (default 1, allowed values 0-1). The lower the number, the less network traffic the server will try to send to the client. Currently this is very limited and only has one effect: With a setting of 1, blood sprites are spawned on the client with a size depending on the damage dealt, while they are always at full size if it's 0. [Torr Samaho]
  • Added new compatflag "ZDoom 1.23b33 jump physics ", controlled by the new CVAR compat_123b33jumpphysics. If this is enabled, jumping behaves more like it did in ZDoom 1.23b33. In particular, the MAP26 reverse window jump is not possible anymore. [Watermelon, Torr Samaho]
  • The CCMD say_team now considers true spectators, i.e. non-dead spectators, to be a team in team based gamemodes. [Torr Samaho]
  • Hopefully fixed player class related Hexen startup crashes. [Torr Samaho]

Fixes

  • Fixed: Newly connecting clients were not properly informed about a music change if the music name was longer than 15 characters. [Torr Samaho]
  • Fixed: Attached 3d midtexture heights were not reset properly during map resets. [Dusk]
  • Fixed: Clients appeared to get double ammo from weapons while playing demos. [Dusk, Torr Samaho]
  • Fixed: The server sent its revision number with short instead of long precision to the master. [Torr Samaho]
  • Fixed: In single player with multi player emulation enabled a player couldn't change the player class by turning to a spectator and rejoining. [Torr Samaho]
  • Fixed: The line special SendToCommunicator didn't work properly online. [Torr Samaho]
  • Fixed: When morphing a player, the server didn't inform the other clients about the ammo amount of the morphed player. [Torr Samaho]
  • Fixed compatibility issues of skulltag_actors.pk3 with some Skulltag mods. [Torr Samaho]
  • Fixed: Using the playdemo command while playing a client side demo in free spectate mode caused the game to crash. [Torr Samaho]
  • Fixed: Client didn't display the correct armor values of the other players right after connecting or after a "changemap" map change. [Torr Samaho]
  • Fixed: The terminator sphere and the hellstone could not be replaced by mods. Note that you need to replace them by something derived from "Terminator" or "PossessionStone" respectively. Otherwise the game modes will not work as intended. [Torr Samaho]
  • Hopefully fixed: Doors sometimes didn't open after pressing +use online. [Torr Samaho]
  • Fixed: A malformed server packet could crash the client. [Torr Samaho]
  • Fixed: Clients didn't play open or close sounds of animated doors online. [Torr Samaho]
  • Fixed: The server didn't inform the clients to remove bouncing missiles hitting water. [Torr Samaho]
  • Fixed: The weapon a player started with after respawning wasn't recorded properly in a client side demo. [Torr Samaho]
  • Fixed: The ACS command SoundSequence didn't work properly online. [Torr Samaho]
  • Fixed: Newly connecting clients were not properly informed about active ActorMovers. [Torr Samaho]
  • Fixed: The "Join server" command in the Windows server console didn't work if the server loaded wads that are in directories with a space in their name. [Torr Samaho]
  • Fixed: Recording client-side demos with a filename consisting of more than 255 characters caused problems. [Torr Samaho]
  • Fixed: The server didn't instruct newly connecting clients to spawn dead actors that are not corpses. [Torr Samaho]
  • Fixed: Using "togglemap" while a client side demo was loading caused the game to crash. [Torr Samaho]
  • Fixed: Joining a server with a cumulative PWAD name exceeding 255 characters using the internal server browser caused the game to crash or freeze. [Torr Samaho]
  • Fixed: With "sv_maprotation 1", "sv_randommaprotation 1" and only one map in the rotation the server froze when exiting the map. [Torr Samaho]
  • Fixed: A_MStaffTrack could cause the clients to crash in online games. [Torr Samaho]
  • Fixed: Clients could crash after the server instructed them to add NOBLOCKMAP to an actor. [Torr Samaho]
  • Fixed: Lagging clients were not affected by things like sector damage. [Torr Samaho]
  • Fixed: Using reconnect while playing a demo caused the game to crash. [Torr Samaho]
  • Fixed: The lag icon was missing from zandronum.pk3. [Torr Samaho]
  • Fixed: If a player respawned with a console, chat or lag icon above his head, the icon vanished. [Torr Samaho]
  • Fixed: A_M_CheckAttack and A_M_BFGSound would cause desyncs. [Dusk]
  • Fixed: In A_M_Punch, the server didn't inform the clients about the changed angle. [Torr Samaho]
  • Fixed: The internal server browser tried to connect to servers even though the necessary wads were not loaded. Now it refuses to connect and lists the missing wads instead. [Torr Samaho]
  • Fixed: demo_skiptics with a negative argument could crash the game. [Torr Samaho]
  • Fixed: If the team of a player with a class limited to the current team was changed to another team, the automatic respawning with a valid class left behind a ghost at the old position of the player. [Torr Samaho]
  • Fixed: A malformed kick reason could crash the server. [Torr Samaho]
  • Fixed: The server didn't inform the clients who exited a level (ported from Konar6's kpatch). [Torr Samaho]
  • Use the crashcatcher.c from the latest ZDoom (r3071, r3089 (includes the i_main.cpp change since it's required), r3329, r3747, and r3928). This solves the forkbombing issue in the crash handler. [Blzut3]
  • Fixed: When recording a client side demo the special client side commands (like weapon changes) were not recorded at the correct position of the demo stream but always after the currently processed server packet. [Torr Samaho]
  • Fixed: The effect of a MapRevealer was not reset during map resets. [Torr Samaho]
  • Fixed: Too long ban reasons could crash the server. [Torr Samaho]
  • Fixed: Trying to switch to a nonexistent map could crash the server. [Dusk, Torr Samaho]
  • Lessened the client / server sync problems caused by A_JumpIfTargetInLOS. [Torr Samaho]
  • Fixed: A_CheckSight caused desyncs online. [Dusk]
  • Fixed: A client didn't notice if it missed the last packet(s) of a full update till something happened on the server that made the server send a new reliable packet to the client. [Torr Samaho]
  • Fixed: When a spectator entered the game its associated CLIENTSIDE scripts were stopped but were disassociated. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect. [Torr Samaho]
  • Fixed: Spectators were affected by Heretic's wind specials. [Torr Samaho]
  • Improved the X/Y/Z position sync of non-player actors moved by hit scan attacks online. [Torr Samaho]
  • Fixed: demo_spectatefreely didn't show a crosshair or cl_identifytarget information when the software renderer was used. [Torr Samaho]
  • Fixed: If A_SkullPop is used in the first frame of a player's XDeath state, the player doesn't drop any important items like flags. [Torr Samaho]
  • Fixed: Players couldn't use the kill command during the first ten seconds after a server was started. [Torr Samaho]
  • Fixed: If a player joined spectators while frozen to ice damage, the view would remain blended blue. [Dusk]
  • Fixed: Strife phosphorus grenade fire did not behave properly online. [Dusk]
  • Fixed: Players were not awarded a frag when killing another player with poison (ported from ZDoom revision 4040). [Torr Samaho]
  • Fixed: All LIGHTINING scripts were executed as if they were CLIENTSIDE. [Dusk]
  • Fixed: Memory issues with skin loading that led to a crash. [Blzut3]
  • Fixed an exploit that allowed a manipulated client to bring its player into an undefined state leading to various problems. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
  • Fixed: Level authentication did not work at all with UDMF maps. [Dusk]
  • Fixed: CLIENTSIDE scripts were not stopped on clients online during map resets. [Torr Samaho]
  • Fixed: Lightning was not stopped during map resets. [Torr Samaho]
  • Fixed: Arguments of actors were not reset to their initial values upon map resets. [Dusk, Torr Samaho]
  • Fixed: The monster bandwidth saving system that uses the last updated actor positions didn't work properly for actors right that got their momentum changed externally before ever moving on their own. [Torr Samaho]
  • sv_coop_damagefactor is not archived in the config file anymore, but reset to its default value when the game starts. [Torr Samaho]
  • Chex now uses the Doom status bar code allowing the new fullscreen HUD (cl_stfullscreenhud) to be used in Chex. [Torr Samaho]
  • Changed the default of the CVARs cl_run and freelook to true. [Torr Samaho]
  • To work around problems of Zandronum's state jump handling, clients now try to break infinite state loops of zero duration by not allowing any actor to go through more than 10000 states in one tic. [Torr Samaho]
  • If the selected intermission pic (or WINERPIC/LOSERPIC in non-team game modes) doesn't exist, INTERPIC is used. [Torr Samaho]
  • If D_STWIN/D_STLOSE doesn't exist, the standard intermission music is used instead. [Torr Samaho]
  • Changed: Spectators are now allowed to use noclip. [Torr Samaho]
  • Non-Strife games now add the WASD control layout to the default binds (all existing ZDoom default binds are unchanged). [Torr Samaho]
  • The commands "say" and "say_team" can't be called by ConsoleCommand anymore. A mod should not be allowed to say anything in the player's name. [Torr Samaho]
  • When trying to start a new game from the menu while connected to a server and more than one player class is available, the player is now told to disconnect first instead of being automatically disconnected immediately. [Torr Samaho]
  • The CVARs sv_adminlistfile, sv_banfile and sv_banexemptionfile can't be changed by ConsoleCommand anymore. [Torr Samaho, Dusk]
  • Disabled G15 support by default, this fixes some problems with certain gaming mice. To re-enable G15 support, define USE_G15 in the compiler settings. [Torr Samaho]