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* Raised the maximum number of players from 32 to 64. sv_maxclients and sv_maxplayers still default to 32 to stay compatible with existing mods. [Torr Samaho]
* Raised the maximum number of players from 32 to 64. sv_maxclients and sv_maxplayers still default to 32 to stay compatible with existing mods. [Torr Samaho]
* When a spectator enters the game its associated scripts are stopped. Previously the scripts just were disassociated, causing them to continue running even after the player disconnects. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect. [Torr Samaho]
* When a spectator enters the game its associated scripts are stopped. Previously the scripts just were disassociated, causing them to continue running even after the player disconnects. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect. [Torr Samaho]
=== Skulltag ===
==== 0.98d ====
* Added unlagged support for player positions (controlled by the new CVAR sv_nounlagged). Clients can deactivate unlagged for their own attacks by setting cl_unlagged to 0. [Spleen, Torr Samaho, Eruanna]
* Extended the chat substitution by $location, the name of the current player position as specified by SECTINFO. [Torr Samaho]
* Extended coop info to work in team games (only info about the team-mates is shown). [Torr Samaho]
* Added kgsws' Weapon DropItem patch. [Torr Samaho]
* Added new CVAR sv_limitnumvotes (default true) that allows to turn of the vote flooding protection. [Torr Samaho]
* The server-master challenge now includes the revision number of the server. [Torr Samaho]
* Rewrote the master ban list sending code. If necessary, the ban list now can be sent split over multiple packets. [Torr Samaho, SuperGod]
* Considerably improved client side crouch prediction. [Torr Samaho]
* Added new CVAR sv_coop_damagefactor (default 1.0). If set to any positive value other than 1.0, it multiplies the damage dealt to players by monsters with this value. [TIHan, Spleen]
* Fixed: Sector_SetFloorPanning with negative offsets didn't work properly online. [Torr Samaho]
* Fixed: Newly connecting clients were not informed about altered floor and ceiling heights of linked sectors. [Torr Samaho]
* Fixed: The "Join server" command in the Windows server console didn't work properly. [Torr Samaho]
* Fixed: Under some circumstances the ACS function ReplaceTextures didn't work properly online. [Torr Samaho]
* Fixed: Some color codes were not properly removed from the logfile output and the output of the SDL client to stdout. [Torr Samaho]
* Fixed: "use weaponname" didn't bring up the chosen weapon online. [Torr Samaho]
* Fixed: "lms_allow* false" didn't prevent the player from getting the corresponding weapon if it belonged to the default inventory of the player class. [Torr Samaho]
* Fixed: The server didn't do any sanity checks on the version string connecting clients send before printing the string. [Torr Samaho]
* Fixed: sv_gravity and sv_aircontrol are not synchronized between clients and server. [Torr Samaho]
* Fixed: A_ReFire didn't work properly online for morphed players. [Torr Samaho]
* Fixed: Dead spectators using chasecam don't lose it when being reborn and chasecam is not allowed for non-spectators. [Torr Samaho]
* Fixed: When a player was named "<server>" or "* <server>", certain messages generated chat sounds while they shouldn't have. [Torr Samaho]
* Fixed: The network traffic needed by Sector_SetRotation increased linearly with the number of sectors that have the given tag instead of being constant. [Torr Samaho]
* Fixed: With sv_logfiletimestamp == true, the timestamp appeared multiple times per line when calling playerinfo. [Torr Samaho]
* Fixed: When the respawn invulnerability runs out, the player body becomes opaque instead of returning to its default alpha value. [Torr Samaho]
* Fixed: The ACS command TakeInventory didn't work properly online if it was used to take a bigger inventory amount than the target actually had. [Torr Samaho]
* Fixed an exploit that allowed a player to get rid of its team in a team based game mode. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
* Fixed some online sync issues with moving floors and ceilings linked with Sector_SetLink. [Torr Samaho]
* Fixed problems with A_KillSiblings online. [Torr Samaho]
* Fixed: Clients are not informed about the momentum or the angle of actors spawned by RandomSpawner online. [Torr Samaho]
* Fixed more problems with A_PlaySoundEx and looping sounds online. [Torr Samaho]
* Fixed: Client sided RandomSpawners didn't work. [Torr Samaho]
* Fixed: When the server removed a monster or an item with Thing_Remove the total monster and item count was not adjusted accordingly on the clients. Furthermore, removing a monster with Thing_Remove in invasion prevented the current wave from ending. [Torr Samaho]
* Fixed a particular instance of a weapon desync that happened when a player picked up a weapon with compat_oldweaponswitch enabled in the server. [Spleen]
* Fixed: invuse could crash the client when called before the player has a body. [Torr Samaho]
* Fixed: The demo_spectatefreely and demo_skiptonextmap commands could be used while a demo was not playing. [Spleen]
* Fixed: Obituaries on puffs didn't work online on the clients. [Torr Samaho]
* Fixed: The client thought it was lagging when a player joined a game using the "join" command. [Torr Samaho, Spleen]
* Fixed: Grenades could explode twice. The fix also moves part of the hard coded grenade implementation to DECORATE. [Torr Samaho]
* Fixed: When a player gets rid of a weapon/inventory item via the 'drop' console command online, a duplicate of the object that cannot be picked up appears at 0,0 on the map grid on the clients. [Torr Samaho]
* Fixed: When a player turned into a dead spectator online, the spectator body could get stuck in the floor or the ceiling. [Torr Samaho]
* Fixed: Pasting from clipboard into menu string fields could freeze the game. [Torr Samaho]
* Fixed: The client thought it was lagging when a player joined a game from the join queue. [Torr Samaho, Spleen]
* Fixed: Actors derived from actors that use A_Jump could cause clients to crash. [Torr Samaho]
* Fixed: The console command "crouch" didn't have any effect online. Note: It sill doesn't behave exactly online as it does offline but it should work sufficiently well. [Torr Samaho]
* Fixed: A client wrongly assumed that players who were dead while the client connected still had their default health. [Torr Samaho]
* Fixed: When a player with a high ping killed a player with the last available shot of a missile weapon (e.g. BFG), the client locally switched back to that weapon after the obituary was displayed. [Torr Samaho]
* Fixed: The console command "changemap" didn't have any effect when called during a survival countdown. Now the map change is done after the countdown ends. [Torr Samaho]
* Fixed: When landing after falling down far enough with high ping, the client's view sank into the floor. [Torr Samaho]
* Fixed: Clients didn't properly remove certain kinds of inventory items from their inventory locally after using them. [Torr Samaho]
* Fixed: Some characters were not properly escaped in chat messages. [Torr Samaho]
* Fixed: Bots respawned in survival even when out of lives. [Torr Samaho]
* Fixed: Newly connecting clients were not informed about the chat and console status of the other players. [Torr Samaho]
* Fixed: Clients wrongly exploded missiles on their own. [Torr Samaho]
* Fixed: When entering a server, a client spawned a teleport fog at the position of each player already in the game. [Torr Samaho]
* Fixed: Adding a bot in single player after loading a saved game may cause a crash. [Torr Samaho]
* Fixed: When loading a saved game while already in a game with bots present, these bots are not removed. [Torr Samaho]
* Fixed: Players couldn't join a team in the first ten seconds after a server was started. [Torr Samaho]
* Fixed: When leaving a map with the nointermission MAPINFO flag any currently active vote is not stopped properly. [Torr Samaho]
* Fixed: Skulls are not spawned in the Skulltag gamemode if either buckshot or instagib is selected. [Torr Samaho]
* Fixed: When a team takes the lead in TDM the corresponding announcer sound is not played if this team already was leading before the teams got tied or the map was changed. The latter only happened when no other team took the lead at least once since the map change. [Torr Samaho]
* Fixed: Starting an offline skirmish on a gamemode with teamgame == 1 with the "Server picks teams (ST/CTF)" flag enabled could cause the game to freeze. [Torr Samaho]
* Fixed: Chat and team messages are printed as white in the console instead of the corresponding user selected message color. [Torr Samaho]
* Fixed problems with the join command offline: If it was used while already in the game, the player was respwaned at a player start and left behind a dummy player at the old position. If it was used in a gamemode with teams while spectating, the player joined the game but wasn't put into a team. [Torr Samaho]
* Fixed: When a player used the morphme cheat without argument in a game other than Heretic or Hexen, he lost his current weapon after morphing back. [Torr Samaho]
* Fixed: Directly after using the disconnect command to manually disconnect from a server loading saved games didn't work. [Torr Samaho]
* Fixed an exploit that allowed a player to greatly increase its speed. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
* Fixed: The leading team is not announced properly if all teams with players on have negative frags and sv_maxteams is smaller than four. [Torr Samaho]
* Fixed: When a client disconnects, the servers doesn't clear the cheats of the corresponding player slot. [Torr Samaho]
* Fixed: ArtiBlastRadius didn't work properly online and affected spectators. [Torr Samaho]
* Fixed: Medals icons of enemies were not shown properly. [Torr Samaho]
* Fixed: The local client flood timers (e.g. for "changeteam") are not reset during error clean up. [Torr Samaho]
* Fixed: The angle of a player is not set according to the spawn point after a 'nointermission' map change online. [Torr Samaho]
* Fixed problems with A_CustomMissile on CLIENTSIDEONLY actors that happened when the spawning was blocked. [Torr Samaho]
* Fixed: After a "changemap" map change two teleport fogs were spawned for each non-spectator player. [Torr Samaho]
* Fixed: The server didn't enforce connecting clients to send their full userinfo, e.g. name, color, skin, etc. [Torr Samaho]
* Fixed: After a "changemap" map change from a competitive game mode to an invasion map 3D floors didn't work properly. [Torr Samaho]
* Fixed: Joining, taunting, chatting and weapnext/weapprev were not disabled during demo playback. [Torr Samaho]
* Fixed: The local spectator player created by demo_spectatefreely was affected by freelook restrictions of the player who recorded the demo. [Torr Samaho]
* Fixed: Opening / closing the console or the menu during demo playback affected the console icon status of the player who recorded the demo. [Torr Samaho]
* Fixed: Bots could join in survival and survival invasion while the game was in progress. [Torr Samaho]
* Fixed: When a dead player turned into a spectator, the spectator body still had the CORPSE flag. [Torr Samaho]
* Fixed: The ACS command UnMorphActor caused a crash when it was called with (tid == 0) and the world as activator. [Torr Samaho]
* Fixed: When sv_noteamselect was true in a game mode without teams, every player (including spectators) was put on a team after a "changemap" map change. [Torr Samaho]
* Fixed: When sv_noteamselect was true in a game mode with teams, players connecting as spectators were put on a team even though being a spectator. The same happened after a "changemap" map change. [Torr Samaho]
* Fixed: When a player carrying a flag/skull/terminator sphere/hellstone gets a medal, the medal isn't displayed as floaty icon, but the floaty icon corresponding to the carried item fades out when the awarded medal would. [Torr Samaho]
* Fixed a crash problem of the Windows server related to dynamic lights. [Torr Samaho]
* Fixed: The playback of improperly closed client side demos (a crash happening during the recording can cause demos to be improperly closed) was not properly stopped at the end of the demo. [Torr Samaho]
* When adding a ban for an address that is already banned or when updating the expiration time of an existing ban, the comment of the existing ban is now updated. [Torr Samaho, SuperGod]
* When a monster that is a friend of a player kills something, the corresponding player is treated as source of the kill (code submission from kgsws). [Torr Samaho]
* The CVAR sv_enforcebans now only affects local bans, enforcement of master server bans is still controlled by the CVAR sv_enforcemasterbanlist. [Torr Samaho, SuperGod]
* The ACS function PlayerInGame() now returns false for spectators. [Torr Samaho]
* Changed the 'Smooth mouse movement' menu option from smooth_mouse to m_filter. smooth_mouse doesn't have any effect in Skulltag, so it doesn't need a menu entry. [Torr Samaho]
* In TLMS all players in the winning team that are still alive at the end of the round get awarded a win. Furthermore, the wins are displayed in the scoreboard in TLMS like already done in LMS. [Torr Samaho]
* Fixed some crash problems with demo_spectatefreely. [Torr Samaho]
* Extended sv_forcegldefaults to cover gl_fogmode: If sv_forcegldefaults is true, gl_fogmode == 0 is treated as if gl_fogmode == 1. [Torr Samaho]
* When a player leaves the game, the FriendPlayer property of all monsters belonging to this player is cleared (based on a code submission from kgsws). [Torr Samaho]
* When called from a CLIENTSIDEONLY actor, A_CheckSight now only checks whether the consoleplayer sees the actor. [Torr Samaho]
* Weapon ammo is no longer displayed in coopinfo when sv_infiniteammo is enabled. [Spleen]
* The CVAR timelimit is now ignored again in invasion and survival as it was before 0.97d3. It never worked in invasion or survival anyway and was intended only for non-coop modes. [Torr Samaho]
* For technical reasons disabled saving while bots are in the game. Also disabled saving in multiplayer, the saved games couldn't be loaded anyway. [Torr Samaho]
* Removed the "Player team" option from the offline skirmish team bot setup menu. This didn't have any effect and the player is supposed to select the team from the in game join menu anyway. [Torr Samaho]
* Removed the "Botskill" option from the offline skirmish bot setup menus. This already can be configured in the main offline skirmish menu. [Torr Samaho]
* Re-enabled the "resurrect" command in single player. [Torr Samaho]
* Spectators don't spawn a teleport fog anymore when entering a map. Other clients didn't see this fog anyway when the spectator initially joined the server. [Torr Samaho]
* Using "spectate" while a client side demo is played now does the same as "demo_spectatefreely". [Torr Samaho]
* Decreased the default value of sv_maxpacketsize to 1024 (the default used in 98b and earlier versions), the higher value used in 98c caused "waiting for server" problems on some servers. [Torr Samaho]
==== 0.98c ====
* Skulltag now supports Intel based Macintoshes (mainly done by backporting ZDoom revisions 1571, 1581, 1607, 1736, 1779, 1780, 1786-1788, 1793, 1807, 1814, 2122). [Blzut3, Torr Samaho]
* Added basic outbound net traffic analysis code for the server. This code allows to find out which actor classes and which ACS scripts use how much net traffic and should greatly simply the identification of network bandwidth hogs in custom mods. [Torr Samaho]
* Added a verification system that allows the master server to verify that a server-master-challenge came from an existing server. Furthermore, servers now acknowledge the receipt of the ban list to account for packet loss. [Torr Samaho]
* Added new CVAR sv_logfile_append (default false). If enabled, a logfile is started and there already is a file with the specified name, the new log is appended to the existing file. [Torr Samaho]
* Added free spectate mode for client side demos, started with the new CCMD demo_spectatefreely. In this mode, you can move freely while the demo is played as if you were a spectator while the game was recorded. [Torr Samaho]
* Added new DECORATE actor flag SERVERSIDEONLY. The clients don't spawn such actors, only the server does. Therefore, spawning or manipulating these actors does not need network bandwidth. Only use it on actors that are always invisible and don't block the movement of players. [Torr Samaho]
* Added new dmflag "don't identify target player", controlled by the new CVAR sv_noidentifytarget. If this is true, clients are enforced not to identify players, i.e. behave as if cl_identifytarget == 0. [Torr Samaho]
* Added new dmflag "always apply lmsspectatorsettings", controlled by the new CVAR sv_applylmsspectatorsettings. If this is true, lms_spectatorchat will be respected in all game modes. [Torr Samaho]
* Added the invasion spawners for Strife made by GorpusMorpus. Also thanks to Archfile for cleaning the doomednums. [Torr Samaho]
* Extended the launcher protocol to optionally report the values of the new flag CVARs dmflags3 and compatflags2. [Torr Samaho]
* Added CCMDs ignore_idx and unignore_idx to ignore/unignore players by index. [Torr Samaho, SuperGod]
* Added new CVAR sv_randomcoopstarts (default false). If true, in cooperative game modes players are spawned at random player starts instead of the one designated for them. [Torr Samaho]
* Further extended the OpenGL wallhack protection to catch another update of the hack. [Torr Samaho, SuperGod]
* Added new dmflag "don't draw coop info", controlled by the new CVAR sv_nocoopinfo. If this is true, clients are enforced not to coop info, i.e. behave as if cl_drawcoopinfo == 0. [Torr Samaho]
* Fixed: G_SecretExitLevel causes a skill change to 0 due to a typo by VC in G_ChangeLevel parameter list [Eruanna]
* Fixed: sv_forcegldefaults 1 doesn't properly enforce the default GL lighting mode after a map change. [Eruanna, Torr Samaho]
* Fixed: Executing spynext/spyprev on the server caused the server to crash. [Torr Samaho]
* Fixed: The server ignored the CLIENTSIDEONLY flag for map spawned actors. [Torr Samaho]
* Fixed: Players that turn into spectators kept their TID. [Torr Samaho]
* Fixed: A_PlaySound/A_PlaySoundEx did not loop properly online. [Torr Samaho]
* Fixed: If a morphed player defected to another team, a voodoo doll was left behind. [Torr Samaho]
* Fixed: After morphing/demorphing, clients don't properly display the health corresponding to their new form. [Eruanna, Torr Samaho]
* Fixed problems with player names containing incomplete color codes of type "\c[X". [Torr Samaho]
* Fixed: Malformed net packets could be used to disguise chat messages as normal console messages. [Torr Samaho, SuperGod]
* Fixed: In LMS/TLMS and coop with "sv_shotgunstart 1" client side demos, the consoleplayer's starting weapon is not properly recorded. [Torr Samaho]
* Fixed: When a player suicided online with "skill 0", the clients thought the player had a health of 24388 instead of 0. [Torr Samaho]
* Fixed: When a spectator disconnected, the disconnect particle effect was created at its last known position. Now the effect is already created when a player turns into a spectator. [Torr Samaho]
* Fixed a server crash that could happen directly after a "map" map change when there were players in the game before the map change. [Torr Samaho]
* Fixed: A client that disconnected before spawning as spectator could cause an active duel to be reset. [Torr Samaho]
* Fixed: Exploding projectiles didn't properly enter their xdeath or crash state on the clients online. [Torr Samaho]
* Fixed: Spectators could bump non-teleport line specials offline. [Torr Samaho]
* Fixed: If a player turned into a spectator while crouching, the spectator kept the slow crouching speed. [Torr Samaho]
* Fixed: Actors like LostSoul that deal damage by slamming could cause player health desyncs on the clients. [Torr Samaho]
* Fixed: Unmorphing with the morphme cheat didn't work properly online. [Torr Samaho]
* Fixed: A morphed player using the slot command online could cause weapon desync issues. [Torr Samaho]
* Fixed: When servers that enforce the master ban list received an updated ban list from the master, they didn't automatically kick newly banned players already in game. [Torr Samaho, SuperGod]
* Fixed: The AC value in Hexen is not displayed properly anymore on a client after an inter-hub map change. [Torr Samaho]
* Fixed: Non-bouncy missiles disappeared when hitting the sky. [Torr Samaho]
* Fixed some player class selection problems in non-cooperative offline skirmishes. [Torr Samaho]
* Fixed: The Hexen invasion spawners still used ArtiInvulnerability instead of ArtiInvulnerability2. Thanks to Gez for submitting a patch for this. [Torr Samaho]
* Fixed: When there are only two teams, the scoreboard only shows the score of the leading team instead of both scores. [Torr Samaho]
* Fixed: A_FireGoldWandPL1 and A_FireBlasterPL1 did not award accuracy / precision medals. [Torr Samaho]
* Fixed: The ACS function ReplaceTextures didn't work properly online and its effects were not reverted during a map reset. [Torr Samaho]
* Fixed: If the packet with the client's map change authentication is lost, the client stayed on the old map locally. [Torr Samaho]
* Fixed: When playing a client side demo with a "map" map change, the console could be flooded by "No body for player" errors and Skulltag could crash. [Torr Samaho]
* Fixed: When a non Windows binary crashed, the crash catcher always got stuck. [Torr Samaho]
* Fixed: When a non Windows binary can't find any IWAD, it just exits without any error message. [Torr Samaho]
* The crash catcher in non Windows binaries now hopefully works better with recent GDB versions. [Torr Samaho]
* Fixed: Bots didn't use the default movebob value 0.25. [Torr Samaho]
* Fixed: LMS/TLMS rounds end prematurely when only one player / team survives the spawn telefragging after the map reset. [Torr Samaho]
* Fixed: Starting a standard coop offline skirmish when survival was active didn't work. Instead a new survival game was started. [Torr Samaho]
* Fixed: Powerup HUD icons overlap the HUD corner score. [Torr Samaho]
* Fixed parsing problems with floats when the language setting uses ',' instead of '.' as float seperator under Linux. [Torr Samaho]
* Fixed: Using "+deathmatch 1" as command line argument didn't work with non Windows binaries. [Torr Samaho]
* Fixed: Under some circumstances, the wrong obituaries were displayed online. [Torr Samaho]
* Fixed: When a bot was removed from the game, it didn't execute its disconnect scripts. [Torr Samaho]
* Fixed an exploit that could turn a client into some kind of ghost mode. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
* Fixed: When re-entering a hub map online with more players than there were when leaving that map, the server could crash. [Torr Samaho, SuperGod]
* Fixed: Trying to use chasecam on a non-coop server with sv_chasecam true and sv_cheats false caused the player to be kicked. [Torr Samaho]
* Fixed: LMS crashed on startup when a weapon was replaced via DECORATE with a non-weapon inventory actor. [Torr Samaho]
* Fixed: CCMD useflechette doesn't work online. [Torr Samaho]
* Fixed: After a map change online with respawn invulnerability turned on, clients keep the invulnerability mugshot even after the respawn invulnerability runs out. [Torr Samaho]
* Fixed: Players of an enemy team couldn't be spied when watching a client side demo. [Torr Samaho]
* Fixed: In game modes where players earn "wins", the server returned the number of kills instead the number of wins for each players when asked for SQF_PLAYERDATA. [Torr Samaho]
* Fixed: When a projectile with negative damage hit a player online, the clients were not informed about the health increase. [Torr Samaho]
* Fixed: The server couldn't mute the first player with the ignore command. [Torr Samaho]
* Fixed an exploit that allowed to create line breaks in chat messages. [Torr Samaho]
* Fixed online sync problems with ACS spawned projectiles that are affected by gravity. [Torr Samaho]
* Fixed problems with target switching in gamemodes with teamgame == 1. [Torr Samaho]
* Fixed: Sector_SetLink didn't work online. [Torr Samaho]
* For security reasons, the commands "screenshot" and "dumpmap" can't be called by ConsoleCommand anymore. Thanks to Spleen for reporting this. [Torr Samaho]
* Raised the default value of sv_maxpacketsize to 1400. [Torr Samaho, SuperGod]
* If cheats are disabled, clients are not allowed to use the CCMD testcolor anymore. [Torr Samaho, SuperGod]
* The master server now can hide servers that don't enforce the master ban list. [Torr Samaho, SuperGod]
* skulltag_data.pk3 is not loaded automatically anymore if a non-Doom IWAD is used. [Torr Samaho]
* The player name in team possession score messages is not striped of its color codes anymore. [Torr Samaho]
* The crash catcher in non Windows binaries now also logs the GDB version. [Torr Samaho]
* Removed the hard coded "Turbosphere wearing off..." message from PowerSpeed. Instead the power granted by Turbosphere has an HUD icon now. [Torr Samaho]
* When adding a ban for an address that is already banned, the expiration time of the existing ban is now updated instead of ignoring the addition. [Torr Samaho, SuperGod]
* ArtiFly now has the FORCERESPAWNINSURVIVAL inventory flag. This was necessary for instance to escape the pit in E2M2 in survival in multiplayer with sv_itemrespawn == false. [Torr Samaho, SuperGod]
* When a server side muted client tries to chat, the server messages the client that it's muted and (if applicable) when the mute will run out. [Torr Samaho, SuperGod]
* Removed the definition of CVAR cl_maxcorpses (it had no effect since 98a anymore anyway). [Torr Samaho]
* Instead of kicking clients that send too many movement commands, the excessive commands are just ignored. [Torr Samaho]
==== 0.98b ====
** Greatly improved the windows server dialog! [Rivecoder]
** Things that are entirely new:
*** Added COMMAND HISTORY! Made a mistake entering a command? Want to retrieve a previously-entered command? Just hit the "..." button!
**** NOTE: The command box now acts like the in-game console: you no longer have to precede your commands with a "/" to send them. (This was confusing too many people.)
*** "File|Join server" lets you immediately play on your server!
*** Added a HELP menu! This provides information for newbies and veterans alike.
** Things that are now much easier to use:
*** Completely redid the CONFIGURATION DIALOG! It is now MUCH more intuitively designed, and easier to use.
*** Settings are grouped into tabs!
*** Settings that don't apply to your current game mode are hidden, keeping the dialog nice and clean.
*** Added missing settings (for instance, modifiers and voting settings).
*** Rewrote the STATISTICS DIALOG! You can read everything much more easily.
*** In the CHANGE MAP and MAP ROTATION dialogs, there is now a a list of available maps to choose from! It even autocompletes for you.
*** The dialog itself! The console is bigger, you can now see what game mode the server's using, and it's just more intuitive overall.
** Smaller things:
*** You can click the status bar to quickly adjust who can see your server and copy its IP.
*** You can also click the labels at the top of the dialog, to quickly change the map or adjust settings.
*** When editing the MOTD, you now get a reference of all the color codes!
*** When you go to close the server, it will warn you if there are players connected.
*** There is now a button to view the logfile.
*** You can now add bots by right-clicking the scoreboard.
**** This menu also now supports temporary bans, and copying IPs is also simpler.
*** You can now very easily tell if you're running a public version because the status bar will simply show the version as "98a", "98b", and so on. Only in testing builds are the SVN revisions shown.
** Bug fixes:
*** Fixed: the scoreboard would flicker if a timelimit was set, but no players were present.
*** Removed several unneeded or defunct dialogs.
*** The scoreboard and player list have been updated to support newer Skulltag features (like the "award damage instead of kills" DMFlag).
* Added support for Maxim Stepin's hq2x/3x/4x pixel upsampling algorithm, like Scale2x/3x/4x controlled by the CVAR gl_texture_hqresize. In compliance with the LGPL, the upsampling code itself resides in a dynamically linked library. [Torr Samaho]
** gl_texture_hqresize == 4 : hq2x algorithm
** gl_texture_hqresize == 5 : hq3x algorithm
** gl_texture_hqresize == 6 : hq4x algorithm
* Added an IWAD setup screen that is shown instead of the fatal error message when no IWAD is found. [Rivecoder]
* Added new CCMD printjoinqueue that allows the server to list the full join queue. [Torr Samaho]
* Added new dmflag "only spawn sp actors in coop", controlled by the new CVAR sv_coop_spactorspawn, based on a code submission by TIHan. If this is true in a cooperative game mode, map actors are spawned as if the game was single player. [Torr Samaho]
* Extended the effect of the MAPINFO flag "islobby": Maps with this flag now behave as if sv_noexit is false (except for A_BossDeath and A_BrainDie). [Torr Samaho]
* Backported A_WeaponReady from ZDoom revisions 1698, 1711, 1720, 1723, 1776, 1789. [Torr Samaho]
* Re-added support for 32 player starts for non Strife games. [Torr Samaho]
* Added new actor properties "visibletoteam" and "visibletoplayerclass". Only players that are in the team specified by "visibletoteam" can see this actor, it is invisible to all other teams. "visibletoplayerclass" is the counterpart for playerclass based visibility. [Torr Samaho]
* Added flags ALIGNANGLE and ALIGNPITCH to MODELDEF. If both are set, the model always faces the camera. If only ALIGNANGLE is set, the model faces the camera in the x/y plane. Note: ALIGNPITCH is not supposed to be used without ALIGNANGLE. [Torr Samaho]
* Added flag ROLLAGAINSTANGLE to MODELDEF, a special flag for flat, beam like models. [Torr Samaho]
* Fixed several problems with D'Sparil (Sorcerer1/Sorcerer2) online. [Torr Samaho]
* Fixed: In lms/teamlms players didn't get weapons whose game property is "any". [Torr Samaho]
* Fixed: If an actor with MF_SKULLFLY slams into something online, it possibly stops moving on the clients and starts to teleport around (This affected the Minotaur). [Torr Samaho]
* Fixed: If a client was removed from the join queue after a map change without being allowed to join, the client was not informed about the removal. [Torr Samaho]
* Fixed: The join queue was cleared in duel after a "changemap" map change. [Torr Samaho]
* Fixed: Inventory items that insert themselves into the player's inventory are not restored after a map reset after being used by the player. [Torr Samaho]
* Fixed: When traveling between maps in a hub online, two different actors possibly use the same network id. Among other things, this can cause clients to crash. [Torr Samaho]
* Fixed: The weapdrop command doesn't work online. [Torr Samaho]
* Fixed: CLIENTSIDE enter scripts are not executed after a "changemap" map change. The fix changes the timing of enter scripts: Instead of running them when the server finished loading the level, they are run when the client finished loading the level. This means though that there is a time gap between spawning a player and running the corresponding enter scripts. [Torr Samaho]
* Fixed: If the server instructed the clients to start a CLIENTSIDE ACS script, each argument was transferred as byte instead of as long. [Torr Samaho]
* Fixed: Dead spectators that automatically reenter the game after a "changemap" map change in survival don't trigger enter scripts. [Torr Samaho]
* Fixed: The standing assault gun in Strife can only be picked up once (ported from ZDoom revision 1671). [Torr Samaho]
* Fixed: The MAPINFO property skyrotate is not parsed properly if the MAPINFO lump uses the new format (ported from GZDoom revision 403). [Torr Samaho]
* Fixed: The Windows server DMFlags dialog didn't read the compatflags2 value when opened. [Torr Samaho]
* Fixed: Internally the mapinfo properties islobby and nobotnodes used the same value. Thus, when one of them was set, the other was automatically also set. [Torr Samaho]
* Fixed: SBARINFO draws things marked as COOPERATIVE also in game modes where the CVAR teamgame is true. [Torr Samaho]
* Fixed: If all players have negative frags and there are spectators in the game, the number of frags remaining shown on the scoreboard is not properly calculated. [Torr Samaho]
* Fixed: Skulltag can't be started with certain command line options, e.g. "+map d2inv1 +invasion 1". [Torr Samaho]
* Fixed: Sprites from a fullbright frame with a brightmap disabling fullbright did not Process dynamic lights touching them (ported from GZDoom revision 635). [Torr Samaho]
* Fixed: demo_skiptonextmap has problems when the demo contains map changes that were made with the map CCMD. [Torr Samaho]
* Fixed: When using demo_skiptonextmap, some of the sounds that were supposed to be played during the skipped part of the demo were played while skipping. [Torr Samaho]
* Fixed: AxeBlood and Bloodsplatter didn't work online. [Torr Samaho]
* Fixed: ACS translations of type "CreateTranslation(x, a:b=[red1,green1,blue1]:[red2,green2,blue2])" didn't work online. [Torr Samaho]
* Fixed: ACS translations created by CreateTranslation that remap more than one range didn't properly work online. [Torr Samaho]
* Fixed server side crashes that can happen during a map reset. [Torr Samaho]
* Fixed: If stairs are being build while the map is reset, these stairs won't build properly anymore after the reset. [Torr Samaho]
* Fixed: The console floating icon is possibly not removed when a saved game is loaded. [Torr Samaho]
* Fixed: Map spawned RandomSpawner actors don't spawn anything after a map reset. [Torr Samaho]
* Fixed: On maps with a team selection room, the server possibly crashed when a spectator tried to join a team directly with the team CCMD. [Torr Samaho]
* Fixed: Sector damage didn't work inside 3D floors. [Torr Samaho]
* Fixed: The code to check the maximal allowed effective skin sprite width/height still could cause to Skulltag to crash at startup. [Torr Samaho]
* Fixed: A_MLightningAttack didn't update the ammo amount displayed on the clients online. [Torr Samaho]
* Fixed: The server possibly crashed when a player is spawned and respawn invulnerability is on. [Torr Samaho]
* Fixed: Changing the dmflags2 value could crash the server. [Torr Samaho]
* Fixed: Players were told that they can't pick up the flag, when trying to pick up a team's skull if there are no people on the corresponding team. [Torr Samaho]
* Fixed: When traveling from one map to the next online players with the class "random" were spawned as a new random class, but with the inventory they had on the previous map, causing numerous problems. Now the players keep their class and inventory. [Torr Samaho]
* Fixed: The secondary shots of Heretic's crossbow were not aimed according to the player's pitch. [Torr Samaho]
* Fixed: When a player turns into a dead spectator his ready weapon is not cleared properly. If the dead spectator then turns into a true spectator, this causes the clients to think that the last weapon he used is still in his inventory. [Torr Samaho]
* Fixed: Teleportation could mess up the client side player prediction. [Torr Samaho]
* Fixed: Line_AlignCeiling and Line_AlignFloor were not working properly online. [Torr Samaho]
* Fixed: The code to check the maximal allowed effective skin sprite width/height didn't take into account high res sprite replacements. [Torr Samaho]
* Fixed an exploit that allowed to manipulate the master ban list on a server using a forged UDP packet. [Torr Samaho, SuperGod]
* Fixed problems with the flat alignment in the GL renderer (ported from GZDoom revisions 384+414). [Torr Samaho]
* Fixed: Automatic returning of the white flag in one flag CTF didn't work. [Torr Samaho]
* Fixed skin per surface MD3 model support. Note: The code for this has been there for ages, but it never worked. [Torr Samaho]
* Fixed problems with the LAN broadcast under Vista and Windows 7. [Torr Samaho, Bond]
* Fixed sync problems online caused by A_GetHurt. [Torr Samaho]
* Fixed: A_MStaffTrack could crash. [Torr Samaho]
* Fixed rendering problems when the MODELDEF flags ROTATING and PITCHFROMMOMENTUM were both used on the same model. [Torr Samaho]
* Fixed: The model frame interpolation didn't work for frames with the bright flag. [Torr Samaho]
* Fixed: The medal code could get stuck in an infinite loop. Special thanks to Cannonfodder for finding out how to trigger the freeze. [Torr Samaho]
* Improved the handling of random state jumps on player weapons online. This hopefully fixes some client side crashes. [Torr Samaho]
* Fixed: The authentication mechanism for non-map related lumps couldn't find the COLORMAP lump if it was only available in the colormaps namespace. [Torr Samaho]
* Fixed: Clients that can't enter a server because of a range ban were not told the ban reason or the ban expiration date. [Torr Samaho, SuperGod]
* Fixed: The team scores in non CTF/ST games are not displayed properly in the new fullscreen HUD if text scaling is activated. [Torr Samaho]
* Fixed: Clients could crash during a "nextmap" map change. [Torr Samaho]
* Fixed: Loading a saved game could cause a crash (fixed by backporting the info.h changes from ZDoom revision 1824). [Torr Samaho]
* Fixed: Mirrors caused severe performance drops and rendering artifacts in GL. Kudos to Spleen for dissecting the GZDoom SVN and finding out what was causing the mirror problems. [Torr Samaho]
* Fixed: Newly connecting clients were not informed about the actual RenderStyle and Alpha of the actors in the map and used the default values instead. [Torr Samaho]
* Fixed: The effects of A_FadeIn and A_FadeOut were not properly synchronized online. This could cause client side crashes. [Torr Samaho]
* Fixed a critical security bug of the server that allowed external RCON connections even if the server didn't set a proper RCON password. [Torr Samaho]
* Fixed: A_FireCustomMissile didn't take into account the CLIENTSIDEONLY flag properly. [Torr Samaho]
* You can now have an unlimited number of maps in the map rotation (previously 64). [Rivecoder]
* Removed the unused sv_masteroverrideip. [Rivecoder]
* The bounce sound of Skulltag's grenade is not hard coded to the actor name "grenade" anymore, but is controlled by the new actor flag USESTBOUNCESOUND. This way actors derived from Skulltag's grenade should inherit the bounce sound, while new actors called grenade don't automatically get the bounce sound. [Torr Samaho]
* Changed: Clients can't set the CVAR gl_nearclip to anything but 5 anymore. [Torr Samaho, SuperGod]
* Removed all custom code for RedArmor. It uses the DamageFactor feature from ZDoom revision 1661 now. [Torr Samaho]
* GrenadeLauncher doesn't use A_FireSTGrenade anymore. Instead, it uses A_FireCustomMissile with the pitch parameter from ZDoom revision 1685. [Torr Samaho]
* Clarified the error message that is shown when skulltag_data.pk3/skulltag.wad is not found. [Torr Samaho]
* Negative movebob values are not allowed anymore. [Torr Samaho]
* A_FadeOut does not delete player bodies that are still associated to a player anymore. Instead a warning is printed. [Torr Samaho]
* Fixed: Duel Scoreboard displayed the incorrect number of duels remaining. [Vortex Cortex]
* Fixed: CCMD "nextsecret" doesn't show intermission and can not be used in online games. [Vortex Cortex]
* Fixed: CCMD "nextmap" did not handle "enDSeQ" when used on maps such as ExM8 and MAP30. [Vortex Cortex]
==== 0.98a ====
** Thoroughly updated Skulltag's ZDoom base to the latest ZDoom SVN repository revision (currently 1551)! [Torr Samaho]
** Upgraded the GZDoom renderer to 1.1.04 (revision 127, maintenance fixes from up to revision 322)! [Torr Samaho]
** Added support for voodoo dolls online, controlled by the new CVARs sv_coopspawnvoodoodolls (default false), sv_coopunassignedvoodoodolls (default true) and sv_coopunassignedvoodoodollsfornplayers (default 32). One of the limitations currently is, that the clients know nothing about the dolls, only the server does. Because of this the dolls are invisible on the clients. [Torr Samaho, SuperGod]
** Revamped the ping calculation code! [Torr Samaho, SuperGod]
** Freed the ping from the shackles of Doom's fixed ticrate, i.e. the ping is not forced to be a multiple of 28 anymore, but calculated precisely.
** The displayed ping of the clients is now averaged over multiple measurements.
** The ping of the clients is now measured every second instead of every three seconds.
** Fixed many of the annoyances with the voting system. [Rivecoder]
**  Vote-kicking a player now bans his IP for 10 minutes. [Rivecoder]
**  Vote callers can now cancel the vote they called (i.e., in case they made a mistake) by voting "no". [Rivecoder]
**  Added some flooding protection: [Rivecoder]
*** Each player can only call one vote per 5 minutes. [Rivecoder]
*** Each player can only call one *type* of vote per 10 minutes (to prevent spamming of, for example, "fraglimit 30..fraglimit 31...flaglimit 29...etc"). Kickvotes are ignored (because new mongs come and go) as long as they passed. [Rivecoder]
*** If a specific vote fails, it can't be revoted for 10 minutes. (It failed; let it go). [Rivecoder]
**  Made the client's voting menu nicer and easier to use. [Rivecoder]
*** You can now votekick players by selecting them, instead of having to type in their names. [Rivecoder]
*** Sorted the types of votes into categories and cleared up the difference between map/changemap. [Rivecoder]
*** Fixed several bugs that cropped up when quotes were used in the input strings. [Rivecoder]
**  Added vote reasons. These are brief blurbs explaining why a vote was called. [Rivecoder]
**  Vote-kicking is now more resilient; the mong's IP will be tempbanned even if he ducks out of the server right before the vote passes. [Rivecoder]
**  The actions of each vote ("Player votes yes, etc") are now printed in the client's console. [Rivecoder]
**  When a player is votekicked, the reason ("Vote kick, 5 to 2") is now stated. [Rivecoder]
**  A helpful message is now given if a client's vote is denied ("This server has disabled voting", "that player does not exist", "kick votes are disabled on this server"). [Rivecoder]
**  Added the CCMD "cancelvote", which can be used by the server or original vote caller to cancel the current vote. [Rivecoder]
**  Added the CVAR "sv_minvoters", which lets the server specify the minimum number of players needed to call a vote (default 1). [Rivecoder]
**  Fixed a bug where the wrong player could be kicked by a votekick. [Rivecoder]
**  Fixed: spectators could vote "yes" or "no" even when sv_nocallvote was set to 2. [Rivecoder]
**  The default minimum of eligible voters is now 1. [Rivecoder]
**  The "VOTE PASSED!" string is now drawn at the top of the screen. [Rivecoder]
**  Votes now run for a shorter duration. [Rivecoder]
**  After voting, the "vote" screen is now hidden. [Rivecoder]
**  You can no longer kickvote yourself. [Rivecoder]
* Extended the OpenGL wallhack protection to catch the updated version of the hack. Kudos to SuperGod for providing extensive background information on how to resolve this. [Torr Samaho, SuperGod]
* Added new actor flag PUFFGETSOWNER to flags5. If selected, the owner of the puff is set to the player who fired it. [Torr Samaho]
* Converted BFG10K, GrenadeLauncher, RandomPowerup, TeamItem, Flag, Skull, WhiteFlag, FloatyIcon, PathNode, ReturnZone, SpringPadZone, Hissy, MaxHealth, RuneGiver, RedArmor, PowerTerminatorArtifact, PowerPossessionArtifact, various invasion spawner base classes and various Rune classes to DECORATE. [Torr Samaho]
* Converted Cacolantern, Abaddon, Belphegor, BloodDemon, Hectebus and SuperShotgunGuy to DECORATE. [Karate Chris, The Doom Master, Theshooter7, Gez, Torr Samaho]
* Actor flag NONETID is now available in DECORATE. Actors with this flag are not assigned a network id when spawned. Only use it, if you know what you are doing! [Torr Samaho]
* Added 11 new game mode types to SBarInfo.  They are as follows: ctf, oneflagctf, skulltag, invasion, possession, teampossession, lastmanstanding, teamlms, survival, instagib, and buckshot. [Blzut3]
* Added runeicon to SBarInfo's drawimage. [Blzut3]
* Vastly improved the server's DMFlags dialog. [Rivecoder]
** Sorted the flags into clear, logical groups.
** You can now type in new flags values directly, and see the checkboxes update in real time.
** Added missing flags, clarified the description of many, and fixed a few bugs.
* Added the ability to ignore an annoying player's chat messages! Use the new CCMDS "ignore" and "unignore". [Rivecoder, Torr Samaho]
** You can also ignore the player for n minutes by using "ignore <name> n". [Rivecoder]
** Added a menu to easily select a player. [Rivecoder]
* When an IP address is banned, all players using that address are now immediately kicked. [Rivecoder]
* Added teamscore to SBarInfo's drawnumber and drawbar.  Its takes one parameter for team name. [Blzut3]
* Added new CCMD demo_skiptonextmap. When playing a client side demo, this command jumps the playback to the next map change. [Torr Samaho]
* Added new CVAR sv_useteamstartsindm (default false). If true, team starts will be used when possible in deathmatch game modes with teams, e.g. TDM, TLMS. [Torr Samaho]
* Added support for GZDoom's alternate HUD. [Torr Samaho]
* Added new compatflag "old radius damage", controlled by the new CVAR compat_oldradiusdmg. If this is enabled, the original Doom radius damage code is used, i.e. explosions have infinite vertical range. [Torr Samaho, SuperGod]
* Added new CVAR sv_logfiletimestamp_usedate. If enabled, the current date "YY:MM:DD" is prepended to the per-line timestamp of the logfile. [Torr Samaho]
* Added new DECORATE weapon property "preferredskin". While the PreferredSkin value of a player's ready weapon is equal to a skin available to the player's class, the player is forced to use this skin, overriding any personal skin settings. This allows to easily create mods were one can see from the skin which weapon the other players are currently using. [Torr Samaho]
* Added new CVAR cl_soundwhennotactive (default true). If enabled, the Windows client will keep playing sound as normal when the client is not the currently active application. [Torr Samaho, SuperGod]
* Extended the launcher protocol to allow launchers to handle one stable version (e.g. 97d3) and one testing version (e.g. 97e-alpha) side by side. [Torr Samaho, SuperGod]
* You can now specify the IP Skulltag binds its network socket to with "-useip IP". If used, Skulltag only listens on that IP for incoming traffic and uses the corresponding NIC for outgoing traffic. If not specified, Skulltag listens on all NICs, but uses the default NIC for outgoing traffic. May be useful when hosting a server on a machine with multiple NICs to select which one to use. [Torr Samaho]
* Added new CVAR gl_use_models (default true). If false, all sprite model replacements are ignored. [Torr Samaho]
* Added new dmflag "no rocket jumping", controlled by the new CVAR sv_norocketjumping. If enabled, P_RadiusAttack doesn't give players any z-momentum if the attack was made by a player. This essentially disables rocket jumping. [Torr Samaho, SuperGod]
* Revamped the ZDoom dmflag "kill monsters", controlled by the CVAR DF2_KILL_MONSTERS. [Torr Samaho, SuperGod]
** When the exit is blocked, the player is now teleported back to a random start. This fixes problems when the exit was blocked and the player passed an exit line.
** The flag is now only used in cooperative game modes, doesn't make much sense in other modes.
** Added new CVAR sv_killallmonsters_percentage (default 100) that allows to specify how many percent of the monsters have to be killed before the level can be exited.
** If the flag is used, the scoreboard now displays how many percent of the monsters are still alive instead of the absolute number.
* Added new ACS script flag CLIENTSIDE. Scripts with this flag are only executed on the clients, not on the server. Therefore, such scripts should not need any network bandwidth while running (only the server instruction that tells the clients to start the script needs bandwidth). Only use it on scripts that don't affect the game in any way (visuals aside) and only use it, if you know what you are doing! [Torr Samaho]
* Extended the launcher protocol to optionally report the MD5 sum of the main data file (skulltag.wad/skulltag_data.pk3) the server uses. The sum is also shown on startup in the console log. [Torr Samaho]
* Added new CCMD countactors that counts the number of actors currently in the game, shows how many of them have a network id and how many actors are of which class. [Torr Samaho]
* In levels with a team selection room, the player's inventory is not given until a team has been picked. [Blzut3, Torr Samaho]
* sv_maxteams to select between 2, 3, and 4 team games.  4 teams are defined in Skulltag: blue, red, green, and gold. [Blzut3]
* Extended the master server protocol so that the packets sent by the master containing the server list never exceed 1024 byte. Furthermore, servers with the same IP are sent in blocks now (kudos to bond for this idea), vastly reducing the amount of traffic necessary for the list. [Torr Samaho]
* Added new dmflag "force gl defaults", controlled by the new CVAR sv_forcegldefaults. If this is enabled, some default OpenGL rendering options are enforced, i.e. clients render as if gl_lightmode == 3 and gl_light_ambient == 20.0. [Torr Samaho]
* Extended the authentication mechanism for non-map related lumps to check all DEHACKED lumps. [Torr Samaho, SuperGod]
* The new ingame class selection join menu is now also used in non-team based game modes, allowing to select from an arbitrary number of classes. [Torr Samaho]
* Added new CVARs sv_coop_loseinventory, sv_coop_losekeys, sv_coop_loseweapons, sv_coop_losearmor, sv_coop_losepowerups, sv_coop_loseammo and sv_coop_halveammo to control the corresponding dmflags. [Torr Samaho]
* Extended the effect of the MAPINFO flag "islobby": Maps with this flag now behave as if sv_keepteams is false. [Torr Samaho]
* The name and location of Skulltag's data file (skulltag_data.pk3/skulltag.wad) can be specified with "-skulldata NAME". [Torr Samaho]
* When the Windows server crashes, it tries to kick all clients before it shuts down. That way the clients have a chance to notice that the server crashed instead of seeing the "waiting for server" message forever. (implementation for Linux planned). [Torr Samaho]
* Added new compatflag "clients send full button info", controlled by the new CVAR compat_clientssendfullbuttoninfo. This needs to be enabled to make the ACS function GetPlayerInput work on server side scripts with buttons other than BT_ATTACK, BT_USE, BT_JUMP, BT_CROUCH, BT_TURN180, BT_ALTATTACK, BT_RELOAD and BT_ZOOM. Because it increases net traffic, it should only be activated if needed. [Torr Samaho]
* Added new compatflag "no land", controlled by the new CVAR compat_noland. If this is enabled, players are not allowed to use the land CCMD anymore. [Torr Samaho]
* Fixed errors while compiling and running 64-bit versions of Skulltag. [Blzut3]
* The fire background for player setup and class select was not scaled properly. [Blzut3]
* Fixed crash problems with the bots in the 64-bit version of Skulltag. [Blzut3, Torr Samaho]
* Fixed error in SECTINFO parser where only one property could be set per map header. [Blzut3]
* Fixed bots shoot behind them in 64-bit. [Blzut3]
* Fixed: Under certain circumstance inactive SwitchableDecoration actors were treated as active on the clients. [Torr Samaho]
* Fixed: In the first map of client side demos the player always started with the fist as ready weapon. [Torr Samaho]
* Fixed: After a map change in client side demos the player possibly started with the wrong ready weapon. [Torr Samaho]
* Fixed: The client didn't properly confirm the weapon change that happens when a Tome of Power expires. [Torr Samaho]
* Fixed: If a client was given a health item, e.g. a stimpack, it always thought that item had the default amount, ignoring the amount specified. [Torr Samaho]
* Fixed: Enter scripts of bots are never executed online. [Torr Samaho]
* Fixed: If a non-spectator player spies through the eyes of someone else, weapon bob doesn't work. [Torr Samaho]
* Fixed: BelphegorBall overrode the SpawnID of BaronBall. BelphegorBall now has SpawnID 222. [Torr Samaho]
* Fixed: Clients tried to calculate the movement of the other players instead of only relying on the server to do this. The effects of this were nearly unnoticeable, but become apparent if used with the accurate ping code. [Torr Samaho]
* Fixed: Bad things happened when the server used the CCMDs spectate or join. Now they simply are ignored when issued through the server console or RCON. [Torr Samaho]
* Fixed: The client calculated falling damage on its own instead of relying on the server. This could cause sync issues where a client thought it's dead, when it wasn't. [Torr Samaho]
* Fixed: Negative frag counts of teams are not displayed properly in the new fullscreen HUD if text scaling is deactivated. [Torr Samaho]
* Fixed: If the client was instructed by the server to destroy an actor of type PlayerPawn, the client didn't erase the corresponding pointer to it in the player array. [Torr Samaho]
* Fixed: Detection of the local IP under FreeBSD did not work properly. [Torr Samaho]
* Fixed: If no useable network port was found, no proper error message was shown. [Torr Samaho]
* Fixed: Random state jumps on player weapons weren't synchronized online at all. [Torr Samaho]
* Fixed: A_PlaySoundEx didn't always work properly online. [Torr Samaho]
* Fixed: Loading bot script lumps from PK3s/ZIPs didn't work. [Torr Samaho]
* Fixed: Autoselecting a team wouldn't work properly if you were put in line. [Rivecoder]
* Fixed: The code that enforces the name restrictions on player names under some circumstances led to escaped, incomplete color codes. [Torr Samaho]
* Fixed: The DarkImp never used its melee attack. [Torr Samaho]
* Fixed: ACS scripts using LocalAmbientSound could crash the server if a player left and rejoined while the script was running. [Torr Samaho]
* Fixed: The mapinfo properties clipmidtextures, wrapmidtextures and checkswitchrange were lost after a map reset. [Torr Samaho]
* Fixed the error handling when there are no more free network ids: The server now aborts the current game and restarts the map. In addition, the CCMD countactors is called to help analyzing the situation. In single player, there are no more error messages related to network ids. [Torr Samaho]
* Fixed: The code to check the maximal allowed effective skin sprite width/height still checked some textures it shouldn't have checked. [Torr Samaho]
* Fixed: SetLineTexture didn't work online if the desired texture name was "". [Torr Samaho, SuperGod]
* Fixed: It was possible to join "NO TEAM" [Blzut3]
* Fixed: Using changemap or nextmap after a map was aborted by a recoverable error caused Skulltag to crash. [Torr Samaho, SuperGod]
* Improved the client side movement prediction of a monster with CANTLEAVEFLOORPIC if the the monster touches the boundary of the floorpic region. [Torr Samaho]
* Fixed: After changing the gamemode in the general settings window of the Windows serverconsole, the map restart dialog wasn't always shown. [Torr Samaho, SuperGod]
* Fixed: The RCON utility did not work with Linux servers. [Blzut3, Rivecoder]
* Fixed: If the main game thread froze, the server close button wouldn't do anything. [Rivecoder]
* Fixed: The Windows welcome screen didn't take into account the gl_nogl CVAR setting. [Torr Samaho]
* Fixed: Monsters using A_Recoil to move suffered from severe sync issues. [Torr Samaho]
* Fixed: Clients sometimes spawned 3D floors locally when they shouldn't or didn't spawn them when they should. [Torr Samaho]
* Fixed: Spectators in a teamgame mode were possibly assigned to spawn in a team spot of a team that doesn't have any such spots on the current map, causing the whole game to be aborted. Furthermore, spectators were never spawned on starts of the second team. [Torr Samaho, SuperGod]
* Fixed: When SetPlayerProperty is used to remove PROP_INVULNERABILITY from a player, that player's body is still rendered with the invulnerability color map. [Torr Samaho]
* Fixed: The CCMD pings didn't display the correct ping values. [Torr Samaho, SuperGod]
* Fixed: Domination didn't show the score on the status bar. [Blzut3]
* Fixed: When respawning online in a cooperative game mode after selecting a different player class, a player keeps the old inventory (if the dmflags say so) instead of getting a completely fresh inventory based on the new player class selected. [Torr Samaho]
* Fixed: In lms/teamlms players possibly got weapons that should have been filtered out by the game actor property. [Torr Samaho, SuperGod]
* Fixed: When a player left the game online (either by disconnecting of by changing to a spectator) his running scripts were not terminated. [Torr Samaho]
* Fixed: The internal server browser didn't understand the "You are banned" response from the master server. [Torr Samaho]
* Fixed: The CCMD playerinfo crashed when an invalid player number was used as argument. Furthermore, fixed the spacing and the wrongly displayed special character in the SwitchOnPickup line. [Torr Samaho]
* Fixed: The jump sound of the local player stutters online. [Torr Samaho]
* Fixed: After a map change with intermission online, the console player body lost any non default flags on the client (e.g. NOGRAVITY and FLY when the player had the fly cheat). [Torr Samaho]
* Fixed: If SetActorProperty was used to set the APROP_Health property of a player online, only the client directly affected by the health change was informed about the changed property. [Torr Samaho]
* Fixed: A client could be wrongly kicked for level authentication failure, if two (or more) map changes happen too quickly in a row. [Torr Samaho]
* Fixed: Items that used certain code pointers (e.g. A_GiveInventory) during the first tic of their Pickup state didn't work properly online if used as start items of a player. [Torr Samaho]
* Fixed: Newly connecting clients were not informed about the team scores in team possession and domination. Furthermore, they were not informed about the individual player frags in game modes where the CVAR teamgame is true. [Torr Samaho, Blzut3]
* Fixed: Things removed by A_FadeOut are not restored when a map resets. [Torr Samaho]
* Fixed: Friendly monsters possibly chased spectators when using A_Wander. [Torr Samaho]
* Fixed: After a map reset online the sector special denoting whether a secret sector was already revealed was not reset on the clients. [Torr Samaho, SuperGod]
* Fixed: After a map reset, sectors manipulated by Floor_Waggle or Ceiling_Waggle are not properly reset to their initial position. [Torr Samaho, SuperGod]
* Fixed: Skulltag froze on startup when encountering a non empty SKININFO lump that doesn't have at least one bracket pair or that has an incomplete bracket pair. [Torr Samaho]
* Fixed: Newly connecting clients are not informed about the current health or ammo of the players already in the game. [Torr Samaho]
* Fixed some player state sync problems online, e.g. a client possibly put a player body into the missile state though it should be in the pain state. [Torr Samaho]
* Fixed problems with campaigns on maps with an 8 character name. [Torr Samaho]
* Fixed: The botskillpicname sprite in a botepisode menu was not centered correctly when it was a scaled graphic. [Torr Samaho]
* Fixed: When the CVAR screenshot_dir is empty under Linux, Skulltag tries to put screenshots in ~/.zdoom/screenshots/ instead of ~/.skulltag/screenshots/. [Torr Samaho]
* Fixed: Some crashes that happened when a player got / had an armor with an invalid inventory icon. [Torr Samaho]
* Fixed: The game crashes, when you exit the game in single player while spying through the eyes of a bot. [Torr Samaho]
* Fixed: When the TID of an actor is changed online on the server by Thing_ChangeTID, the clients connected are not informed about the TID change. [Torr Samaho]
* Fixed: The rain spawned by SkullRodPowered online is translated according to the translation of player 1 and not the player that fired the weapon. [Torr Samaho]
* Fixed: When using sv_awarddamageinsteadkills 1 in survival / survival invasion, the player scores are not reset when the map is reset. [Torr Samaho]
* Fixed: Map spawned actors that use certain kind of code pointers in their spawn state (e.g. A_SpawnItemEx) possibly were not properly reset during a map reset. [Torr Samaho]
* Fixed: Spectators could trigger hit floor/ceiling sector actions offline. [Torr Samaho]
* Fixed: If you are spying someone online while the spied one is turning into a spectator, your eyes return to your body, but your status bar keeps being locked to the player you spied. [Torr Samaho]
* Hopefully fixed: When a player dies and turns into a dead spectator (e.g. in survival/survival invasion/(T)LMS), the spectator body possibly gets stuck. [Torr Samaho]
* Fixed: In cooperative game modes, ArtiTeleport only works properly for players that have designated starts on the current map. [Torr Samaho]
* Fixed: If you are spying someone online in survival and the spied one dies, your eyes return to your body even if the died player still has lives left. [Torr Samaho]
* Increased Software's freelook to +-56 degrees (in otherwords you can now look up as much as you could down). This is done to reduce the advantage of OpenGL. The old limit can be restored with the new CVAR cl_oldfreelooklimit (default false). [Blzut3, Torr Samaho]
* Disabled screen wipes on the clients, since they cause more harm than good there. [Torr Samaho]
* The SECTINFO parser supports use with the LANGUAGE lump to allow translatable locations. [Blzut3]
* Merged S_SKIN and SKININFO. [Blzut3, Torr Samaho]
* The Windows server now runs on above-normal priority. [Torr Samaho, SuperGod]
* The server now reports the full version (including the revision number) over the launcher protocol. [Torr Samaho, SuperGod]
* The player name restrictions are now also applied to the CVAR name itself, not only to the actually used netname value. [Torr Samaho]
* The "kill monsters" cheat can now be used by the server (independent of the sv_cheats setting). [Torr Samaho, SuperGod]
* To restore compatibility with ZDoom, ACS scripts with the NET flag are not treated to be client side anymore. The new compatflag "net scripts are client side", controlled by the new CVAR compat_netscriptsareclientside, allows to restore the old Skulltag behavior. After changing the flag, the map should be restarted. [Torr Samaho]
* The code to check the maximal allowed effective skin sprite width/height now reports the offending sprite names in case the allowed dimensions are exceeded. [Torr Samaho]
* Going to intermission now automatically stops any active vote. [Torr Samaho, SuperGod]
* If a client pukes an ACS script with the NET flag, it now requests the server to run the script instead of silently running it client side on its own. If you want the script to be run client side, either give it the CLIENTSIDE flag or use compat_netscriptsareclientside. [Torr Samaho]
* For security reasons, aliases can't be called by ConsoleCommand anymore. [Torr Samaho]
* The Linux server console now flushes the output buffer.  This allows other programs, such as Doomseeker, to easily capture the standard input and output. [Blzut3]
* If cheats are disabled, clients are not allowed to use the CCMD testfade anymore. [Torr Samaho, SuperGod]
* Spectators don't get the default inventory anymore when initially spawned. This is now consistent with the fact that players who turn to spectators after already being in the game lose all their inventory. [Torr Samaho]
* Spectators are now always allowed to use freelook. [SuperGod, Torr Samaho]
* Removed Skulltag's custom player corpse queue, instead the original ZDoom system is used now. Because of this the CVAR cl_maxcorpses is no longer available (as in ZDoom, the corpse queue size is now fixed to 32). This change should resolve the problems that player corpses change their color seemingly randomly. It also fixes the problems that could occur if a client uses a smaller cl_maxcorpses value than the server. Unfortunately, due to a GZDoom bug, this only fixes the color problems in the software renderer. [Torr Samaho]
* skulltag_data.pk3 is now loaded instead of skulltag.wad. If skulltag_data.pk3 is not found, Skulltag tries to load skulltag.wad. [Torr Samaho]
* A player whose IP is on the admin list can't be targeted by a kickvote anymore. [Torr Samaho]
* The CVAR name can't exceed 31 characters (the netname length limit) anymore. [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]