Version history: Difference between revisions

Add 0.96 family changelogs.
(Remove useless =)
(Add 0.96 family changelogs.)
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* 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.
* 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.
* Instead of randomly being able to get invulnerability with the random powerup, you now get the guardsphere instead.
==== v0.96f ====
* FIXED THE INFINITE LOOP BUG! This means that not only do servers no longer lock up and eat all the CPU, but the "Abnormal number of movement commands" kick should not occur anymore as well (unless of course you're actually cheating!).
* Team scores that do not trigger the announcer are done appropriately in network games.
* Skins that are scaled now appear properly in the finale.
* Players no longer spawn with the super shotgun in Doom 1 in LMS.
* Fixed problem where if you're in freeze mode, and respawn or end the level, you cannot move until turning off freeze mode.
* SetHudSize() now works properly in network games.
* Fixed problem where if the "map" or "changemap" commands were used with map rotation on, it wouldn't adjust the current position in the map rotation list properly.
* Skulltag now allows reuse of the LAN socket. This means that if you have two instances of Skulltag open, you can see LAN servers in the local server browser in both instances.
==== v0.96e ====
* Rewrote the "checksum" aspect of network games! It's now referred to as "level authentication". Now, level authentication is done prior to joining servers (so no more joining the game, and then immediately being kicked afterwards), and has a nicer error message.
* Fixed the bug where clients would get kicked for "Abnormal level of movement commands detected!" if the CPU on the server machine was overloaded.
* Rewrote the ban system so that it no longer parses the ban file each time it checks to see if an IP is banned. This should eliminate the "Couldn't open banfile!" warning messages.
* If you fire a missile, die, and respawn, you now get credit for the frag if it hits someone.
* Fixed bug where players who joined servers in the middle of a game would sometimes appear in-game on the scoreboard, when they were actually spectators.
* Fixed bug where holding down a button during intermission could sometimes rapidly toggle your "ready to go on" status.
* Fixed bug where bots could not open doors.
* The score in the bottom left now properly displays during Team LMS games.
* Fixed bug where when joining some teamgame maps, you would be spawned as an active player without a team.
* You can now spynext out of the eyes of your teammates in Team LMS when you are killed.
* You can no longer suicide during a duel using the "kill" command.
* Slightly adjusted the position of the "You have the blue flag!", etc. messages so they don't overlap the "You fragged <name>!" messages.
==== v0.96d ====
* Upgraded the ZDoom version to 2.0.63a! That means that you can now create custom actors with the DECORATE lump! REJOICE!
* Revamped the entire sector system in client/server games! Floors, plats, doors, etc. ought to sync up much better now. In addition, many new types of floors, plats, doors, etc. that didn't work before now do (such as perpetually moving floors).
* Made a number of small improvments to the "WAITING FOR PLAYERS" and "SPECTATING" displays.
* Added a new "Messages..." option in the menu of the server console! The window that comes up has options for timestampping, logging, and more! This is accessible through the "Settings" menu.
* Servers now minimize to the system tray! You can disable this if you'd like, by setting "sv_minimizetosystray" to "false".
* The server window caption now reflects sv_hostname, instead of always being "Skulltag v0.xxx Server". Now you should be able to distinguish between servers when alt+tabbing through them, and having them all pop up from the taskbar in Windows XP.
* Added new and improved Hectebus sprites! Thanks Agent Spork!
* Added the ability to configure which weapons you start with in LMS/TLMS! The weapons that you start with are now controlled by the variable "lmsallowedweapons", which can now be changed with the commands "lms_allowpistol false", "lms_allowshotgun true", etc.
* Added a nice new set of messages that display in the upper-portion of the screen whenever you frag someone, or are fragged in deathmatch games. Yet more stuff inspired by Quake 3! :) You can disable this in the "Display Options" menu if you wish to.
* Greatly improved the method of selecting maps when sv_randommaprotation is enabled! Now, maps are not repeated twice in a row, and there's much more randomization.
* Completed the "Server information" dialog box for servers.
* Added a new "Statistics" dialog box, selectable in the server menu! It shows you statistics for your server, such as the total data transferred, maximum number of players on the server at one time, etc.
* Updated the graphics on the SPREAD rune! It looks great now! Thanks, killingblair! :)
* Improved the team picking mechanism for whenever the server chooses a team for a player, and whenever a player selects to pick a random team.
* Improved the "Spectating" message that displays when you're spectating. Now, it displays more helpful messages, including your position in line, should be you be in line waiting to play!
* If everyone leaves a map when playing on a server, the map now restarts after 5 minutes.
* Bots can now use "$level_mapname" and "$level_levelname" in their chat strings to substiture the lump name of the map, and level name of the map respectively.
* Added a "Cycle with original order" option to the weapon menu. When enabled, this will pick the next/previous weapon in your weapon slot list when using the weapnext/weapprev commands, instead of using your weapon preference order.
* Added a nice little display that shows the current weapon selected when cycling through weapons with the weapnext and weapprev commands. It can be disabled by setting "cl_showweapnameoncycle" to false.
* Rewrote a good portion of the scoreboard code. Players are now grouped together better (ex. all spectators are drawn next to each other, all dead players are drawn next to each other, etc.)
* Added a new "sv_disallowbots" option. When set to "true", this will prevent bot pathing nodes from being created, and also disallow bots from being used. This allows the memory usage of servers to go down drastically.
* The "Frags" column in the server console now changes to "Kills" in cooperative, and "Points" in teamgame modes.
* LMS matches can now end in a DRAW GAME! Now, if the last two players left standing die in the same frame, the match ends in a draw game, instead of the loser being whoever's death code was executed first!
* Updated the Skulltag parts of the TNT and Plutonia map info lumps to match the default Doom 2 parts. (ARE YOU HAPPY NOW LIN? :P)
* Added the ability for maps to disable to creation of bot nodes by specifying "nobotnodes" in the MAPINFO lump. This is to help large levels load faster. (Oh yeah, this also means bots won't work on those levels).
* Servers now ignore launcher queries that occur within 10 seconds of each other.
* Servers now ignore launcher queries from IPs that have been banned from the server.
* Hectebus fireballs now leave scorch marks.
* Made a small change to the automatic team picker to avoid constantly having the same teams between maps.
* Added a "cap framerate" option to the "Display Options" menu.
* A more detailed error message now displays if the ban file could not be opened.
* You can now switch multiple weapons at a time when using the "weapnext" and "weapprev" commands.
* Text colors are no longer a shade brighter than they should be.
* Fixed bug where player's names would remain on the scoreboard window after disconnecting.
* Fixed bug that allowed a sped up computer hack to cause players to move and shoot many times faster.
* All players are now hidden from view for spectators in LMS/TLMS games. Spectators are also no longer allowed to spynext in LMS/TLMS games. This prevents spectators from giving away locations, and other valuable information about players still in the game.
* Fixed the "You lost your body. Bad dehacked work is likely to blame." bug that would happen periodically in multiplayer games.
* The "consecutive deaths without a frag" counter is now reset at the beginning of each duel/LMS match. As a result, you can no longer receive "You Fail It" or YSINE medals after dying once, twice, or any amount lower than the required number of deaths for those medals.
* Fixed bug where if you changed teams, your old body remained solid (you could bounce grenades off it, etc.)
* Fixed bug where some items would always face east in network games, even if they had a different angle.
* Fixed bug where players who joined servers in the middle of a game would sometimes appear in-game on the scoreboard, when they were actually spectators.
* Fixed a problem with the Team_GivePoints() ACS function. It now works properly.
* Spectators can no longer telefrag (however, this only had the potential to occur in single player games).
* Terrains that splash when you land on them (such as water) no longer create multiple splashes in multiplayer.
* Fixed D2DM7, so that you can no longer rocket jump "outside of the level".
* Then proper weapon now displays when spynexting your buddies when you are not a spectator.
* Made some tweaks to D2ST1, so now you're less likely to get snagged on posts.
* Rewrote a portion of the launcher query protocol to make it use less bandwidth.
* You no longer get kicked for cycling through connection types at the multiplayer menu.
* Fixed a problem where you couldn't toggle your "ready to go on" status during intermission in network games.
* Made a fix so that it should now be impossible to be kicked for userinfo flooding while connecting to a server.
* Fixed cooperative problem where the total number of monsters remaining could be negative, due to the total of monsters not being increased when a monster was revived by an arch-vile.
* The level end delay is now reset if you change maps using the "map" command.
* Platforms that aren't activated by a line now work properly.
* The appropriate bullet puff type is set before enemies fire the railgun. This fixes a bug where if the enemy fired the railgun after the BFG10K would shot, all bullet of blood puffs would be BFG10K explosions.
* "Timelimit hit." now displays on the client end when time expires in a multiplayer game.
* Hidden skins are no longer displayed when the "skins" console command is used.
* You can no longer join LMS games during the win sequence.
* Removed the "droprune" command (it didn't do anything).
* Spectators are no longer factored into deciding whether or not your lead state has changed in a deathmatch game (ie. You can't take the lead against a player who's spectating).
* The BFG10K shots now show up properly when "Bullet puff type" is set to "particles".
* Fixed a small problem where a backslash ("\") at the end of a chat string would not show up properly.
* Banning a player with two words in his name now works properly from the "Kick/ban player..." menu item.
* Bot pathing nodes are no longer created in client games. This should cut down on the memory usage.
* Your view is now reset if you're spy's through the eyes of someone who becomes a spectator.
* Players are now sorted by fragcount on the scoreboard in team LMS.
* If a player gets another frag within two seconds of receiving an "Incredible!" medal, he now receives another "Incredible!" medal, instead of an "Excellent!" medal.
* The "Server information" dialog box is now accessible under the "Server" menu, instead of the "File" menu.
==== v0.96b ====
* Skulltag now runs FASTER! Skulltag is now compiled with a different program, giving it quite a boost in speed!
* You can now set the "chatfrequency" property of custom bots in BOTINFO lumps.
* Added a new "mustwinallduels" property in campaigns, which defaults to true. When this is set to true, the player loses the level if he loses ONE duel against a series of bots!
* When defining new episodes, you can now set "botepisode"
* You can now set compatflags in campaigns.
* Added a new skin, "Slyor"! This skin is based on Klesk from Q3A, and is now used by the bot Slyor. Thanks RottKing!
* Added new abilities when defining a new episode in MAPINFO lumps. Now, you can specify whether or not an episode is a bot episode, and what graphic/text to display atop the botskill menu. More on this later.
* The saving of player's frags mechanism has been expanded and totally redone. In addition to storing frags, wins and points are saved now as well. Also, players frags, etc. are no longer saved when kicked from a server.
* Added placeholders for Daisy's death frames. Daisy no longer disappears upon dying.
* Added a new "GetFavoriteWeapon" botscript command. Like it says, it returns the favorite weapon of the bot.
* Added a "Currently showing <x> servers" display message in the internal server browser window.
* Made a fix to a section of the client code that should result in less slowdown.
* Bots can now have their chat strings in wads! Several new botscript functions have been added to support this: SayFromLump, SayFromChatLump, ChatSectionExistsInLump, and ChatSectionExistsInChatLump. You can also specify "chatlump" for each bot in BOTINFO.
* You can now continue to see what place you're in during LMS games on the scoreboard after you've been killed.
* Added a new warning message for whever you try to specify a script lump or chat lump for bots that exceeds 8 characters.
* The "invalid checksum" error now has a better error message for clients who get kicked because of it.
* Fixed bug that crashed servers whenever HudMessage was used within scripts. This prevented the D2ST1-3 from being played in multiplayer games.
* Fixed error in how deactivated actors are sent to clients who are connecting to a server. This prevented D2DM6 from being played in multiplayer games.
* Fixed the major slowdown problem with the bots on D2DM2.
* User info sent when a player is connecting to a server is no longer counted towards userinfo spam kick mechanism. This means that players who don't connect to servers quickly are no longer kicked. This hopefully fixes all of the player names left on the scoreboard problems, as well as an error causing the server to be full, when really it wasn't.
* Fixed problem where you could bounce grenades off some dead bodies in Last Man Standing.
* Fixed an exploit that allowed you to change visiblity to full brightness in single player, then connect to a server, retaining full visibility.
* Fixed bug where if a map was changed in a the middle of a Team LMS game, players couldn't rejoin the game because Skulltag still thought a match was going on.
* Fixed problem where after an intermission during some sort of team-based skirmish, bots would constantly respawn.
* When creating no bots in BOTINFO lumps, if no chat frequency is specified, it defaults to 50 (percent). Before, the chat frequency was not initialized, and would often be some completely random. This is why custom bots would rarely (if ever) say their roaming strings, killed strings, etc.
* Winning/losing in campaign maps other than basic deathmatch modes now works properly.
* Servers now spawn clients with their proper handicap on their first spawn.
* The true position and angle of polyobjects that have been either rotated or moved now appear accurately for clients connecting to a server.
* Fixed problems where the handicap would have strange effects if it was set over 200 or less than 0.
* Player's true starting health is now displayed properly on the scoreboard. Before, it could display as less than 1, which isn't possible.
* Fixed all problems with the internal server browser. It should work fine now.
* Frags now display appropriately in the "Frags" column of the scoreboard in Team LMS.
* "Ready to go on" icons now work properly during the intermission of LMS and Team LMS games.
* Fixed a frame of the SS Nazi skin that had a pink spot on it. Thanks RottKing!
* The Duel and Last Man Standing are now properly reset after a level ends. This fixes a bug where if you played a campaign duel map to completion, a second duel map wouldn't load up with the countdown.
* Fixed problem where in multiplayer, sometimes players could run, but not have their body animate properly.
* You can now spynext/spyprev in teamplay deathmatch, Team LMS, team instagib, and cooperative mode, like you're meant to be able to.
* The botscript command CalcSpread() now works appropriately in team-based games.
* Ambient sound triggering now works properly in multiplayer games.
* Fixed a problem where a player could join a server and have wins, even if that player hadn't played on the server (the wins of a previous player weren't cleared).
* The titles of the botskill menus ("DEATHMATCH", "SKULL TAG", etc.) are now properly centered.
* Changing your weapon pickup preference at the weapon setup menu no longer can result in getting kicked from the server in network games.
* Fixed bug where particle fountains that were dormant to the server would appear to be active for clients connecting to that server.
* Made a small change to the bots' roaming function to eliminate an infinite loop that occured in extremely small maps. You can now play with bots in canthide.wad. Ugh.
* Scrolling through autoaim choices on the player setup menu during a network game no longer results in you getting kicked.
* Fixed strange display problem in the server console where two lines would display on one merged line.
* Fixed server console display glitch that would happen in strings that had two or more color codes in a row (ex. "say \cg\cgHI!").
* The "Champion is <name> with <x> wins" string on the server console scoreboard no longer looks odd if the player has colors in his name.
* Scrolling sectors now work in network games.
* The appropriate railgun color now used in Team LMS games.
* Eliminated "You cannot change deathmatch/teamgame during a campaign." messages when trying to start a new game through menus after playing a campaign.
* Spectators are no longer respawned when a match starts in LMS/TLMS.
* Fixed the SINMAP and ABRICK3 textures that somehow got renamed.
* Fixed a problem where players telefragged by their own team members at the beginning of a round in Team LMS couldn't respawn.
* Made a change to reduce, if not eliminate the occurance of no items spawning on a level when connecting to a server.
* Fixed problems relating to the number of duels that have been played on a map.
* Fixed bug where bots would rapidly open and close doors.
* The "Kick player..." and "Kick/ban player..." menus now works properly on the server console.
* Fixed bug where picking up the random powerup would display the pickup message to everyone, not just the person picking it up.
* Decals placed on a map now spawn for clients in a network game.
* Fixed problem in CTF network games where if a player was carrying a flag, the spectated, it spawned two flags on the client end (and one would remain as a ghost if the flag was returned).
* Spawning a bot with an invalid script name no longer results in the game crashing.
* Specifying new start maps for new episodes with the MAPINFO lump now works properly.
* Fixed bug where setting a fraglimit could cause strange problems with Team LMS.
* Fixed a problem with the last frame of the invisibility sphere animation.
* Fixed problem with the SS Nazi's front firing animation.
* "Intellect" is now spelled properly in use with BOTINFO and botscript functions. Setting the "intelect" property in BOTINFO lumps however still works for compatability.
* Fixed bug where people leaving LMS games could produce bizarre results, such as restarting the countdown.
* Botskill icons and players' handicap now show up on the scoreboard in team-based modes.
* Fixed problem where actors who were not players did not have their water level status updated to clients.
* Light_Fade and Light_Glow now work properly in network games.
* Your player rank in LMS is now determined by your number of wins, instead of your fragcount.
* Fixed a problem with a few flats used in D2CTF8 that was causing them to show up as a slightly different color.
* Fixed a number of minor texture misalignments on D2DM8. Thanks Assmaster :P
* Fixed a number of patches for textures that weren't showing up properly in Doom Builder's texture selection window.
* Abaddon no longer fight with Cacolanterns, and Belphegor no longer fight with Hell Knights.
* Removed the "RBAN1" texture, since ST already has a texture that has this. If a map used it, and this breaks it, I can put it back.
* The "Nightmare!" graphic on the botskill menu now uses a different graphic lump than the gameskill menu. The lump name is "M_BNMARE".
* Color codes are no longer used in logfiles. Now, lines with colors in them shouldn't cause logfiles to look strange.
* You can now change variables with the campaign lock flag during a campaign when sv_cheats is enabled.
* Removed the campaign lock from the "botskill" var. You can now change botskill mid-campaign.
* Slyor now appears on D2DM7, instead of Torrent.
* Changed the fraglimit on D2DM7 to 25.
* sv_duelcountdowntime now defaults to 10, instead of 20.
* Handicap can now be set up to 200 in the player setup menu, due to you starting with 200% in LMS and TLMS games.
* Botskill is now clamped between 0 and 4. This should eliminate graphical errors on the scoreboard that would occur when set higher or lower than that range.
==== v0.96b ====
* THE BOTS ARE BACK! The bots are once again fully functional, and greatly improved! Enjoy! :)
* Players can now create their OWN CUSTOM BOTS, with CUSTOMIZEABLE AI! This is due to the fact that all the bots' logic is now scripted! More on this later.
* Bots now work in multiplayer games!
* Added two new deathmatch levels! D2DM4: Containment Facility, and D2DM8: Temple of Pain.
* Added a new skulltag level! D2ST3: Ring of Fire.
* Added two new CTF levels! D2CTF7: Den of Sanctity, and D2CTF8: Ghastly Abode.
* D2DM1 and D2DM2 have been completely redetailed! They look fantastic now!
* D2DM3 has been completely redone! It's much better now! :)
* Reimplemented, and completed revamped the CAMPAIGN system! (The campaign system controls the single player botmatches.) Now, users can create their OWN campaigns, using the CMPGNINF lump! More on this later.
* Added new Last Man Standing, and TEAM LMS mode! This works very similarly to Rocket Arena. Players battle each other until only one man is left standing, and then the match restarts.
* Added Team Instagib mode! It's essentially the teamplay deathmatch mode combined with instagib deathmatch!
* Added Instagib CTF mode! You can now play capture the flag games... instagib style!
* Added a new monster, the Hectebus! This monster is a level two Mancubus. Thanks TheDarkArchon for the sprites, and Espi for the fireballs!
* Added a new monster, the Abaddon! This monster is a level three Cacodemon. Thanks Tormentor667 for the sprites!
* Added a new SIMPLER method of creating CTF maps! Now, all you have to do is place your flags and starts, and you're done! This also creats a compatible CTF standard with other ports, such as ZDaemon. This also works with ONE FLAG CTF!
* Added Legacy style weapon preferences! Players can now set their weapon preferences in the weapon setup menu (accessible through the player setup menu), and change their switch weapon on pickup preference to "Never", "Only for higher ranked weapons", and "Always"!
* Added a graphical server console! It is now far easier for server admins to manage their servers. It's also prettier :)
* Servers can now ban players! Bans can now be set in the server console, as well as turned on/off with the sv_enforcebans cvar.
* Improved the spam chat kicking functionality. People now cannot get away with as much spamming of macros, etc.
* Added several new bots! ... but you'll just have to find them yourself! :)
* Improved how players join teams in teamplay deathmatch! Now, all players start as spectators, and when they hit space to join the game, select which team they want to join.
* The way players now join a team in teamplay deathmatch now applies to teamgame maps that do not have temporary starts (so now level designers aren't forced to make a team selection room).
* Rerecorded all the announcer sound effects, so hopefully they're even better! (NOTE: The old one has been left in as a seperate profile!)
* Added a new "Fisting!" medal, which is awarded for fragging an opponent with your fist!
* Added "You have the flag!", "Your team has the flag!", "The enemy has the flag!", and "White flag returned" announcer events for One Flag CTF.
* Implemented "ready to change maps" functionality at the intermission in network games! Players can now hit a button during intermission to incidcate that they're ready to change to the next map.
* When bots chat, they can now include player names in their chat string! This is done simply by placing codes such as "$player_killedby", "$player_random_notself", etc. in their chat strings. More on this later.
* Chubbs now has more frames of animation! In addition, some of his existing frames have been improved! Thanks Seth Gorden for coming back to us! :)
* Improved the hidden bot/skin system! Now, when you add a hidden bot or select a hidden skin, it is then selectable when choosing your skin at the player setup menu, or selecting a bot at the skirmish menu. Revealed bots and skins are also now saved into your config file, so they're available next time you load Skulltag!
* Added the "SS Nazi" skin! Now you can play Skulltag as a Wolfenstein character!
* Added the "Super Shotgun Guy" skin! Now you can play as one of Skulltag's new monster, the Super Shotgunner!
* Added a touched-up "Phobos" skin, based on the character in Q3A! Thanks RottKing!
* Added the "Strife Guy" skin, who is based on the guy from Strife! (duh)
* Added a new linespecial (153) called Team_GivePoints! This ENSURES that Domination can now be scripted with no problems!
* Added several new textures that can be helpful to teamgame map authors! Thanks exp(x)!
* The turbosphere is now complete, graphic-wise!
* The haste rune is now complete, graphic-wise!
* The high jump rune has now been significantly improved, graphic-wise!
* The server window now displays "FIGHT!" when duels and last man standing matches start.
* Now, when using "rcon", you can see the output on the server window on the client end!
* Massmouth is back! He's also sporting a new skin, and new chat lines! Thanks Cyb! :)
* Added "sv_randommaprotation", which when used with "sv_maprotation", randomly selects a map from the map rotation list for the next map.
* Teammates can now chat with each other by using say_team in teamplay deathmatch.
* Added "winlimit", which works similarly to fraglimit, duellimit, etc., but works with Last Man Standing games.
* Team scores are now reset to 0 if everyone on the server leaves.
* Added a new compatflag for using old intermission screens and music during intermission, as opposed to the new Skulltag ones.
* Added a new compatflag to disable stealth monsters.
* Your color is now saved while cycling between skins. If you switch to a skin that has a preset color, then switch back to a skin that doesn't have a preset color, your old color will be retained.
* Now, when you switch to a map using the "map" command that's in the map rotation list, the current position in the map rotation list is set to that spot in the list.
* The "Accuracy" and "Precision" medals now work again.
* Skulltag now keeps track of the amount of time each player has been in the current map, and it is displayed on the scoreboard.
* In cooperative mode, players are now sorted on the scoreboard based on their kill count.
* When Skulltag tries to bind to a port, if the port is not available, it simply finds an available port, and bind to it.
* The puff type display options now work in network games.
* Added support for skins with sounds that start with '*' in SKININFO.
* Added thing 9991, which performs the action attached to it whenever an actor is in the same sector.
* If a player has a changed colormap along with the turbosphere or haste rune, the colormap is now applied to the trails.
* Added improved the Belphegor's sprites. Thanks Nanami!
* Added tall versions of the Doom episode 3 and 4 skies! Thanks Seismos!
* Skulltag's invisible bridges now possess the "act like bridge" flag, allowing objects to rest on them. This also fixes the problem on D2CTF1 where flags could drop down below the bridges.
* The minigun has new on-ground graphics! Thanks Scuba!
* Added "don't restore frags" options for clients who don't want their fragcount to restored when they reconnect to a server.
* The fan flats in skulltag.wad now animate by default.
* Fixed problem where the client side player prediction would cause jerkiness when running up stairs. This means that games will now be much smoother!
* Fixed annoying problem in network games where you would bob up and down if you were standing on a ledge.
* Fixed all reported crashes.
* Players who spam user info changes (ex. running scripts that change your skin every few ticks) are now kicked from the server.
* Fixed problem where occasionally hitting the use key against objects (like you do to open doors) would not work right.
* The railgun attacks are now armor piercing, like they were meant to be.
* Fixed problem where you could set a negative handicap, thus allowing you to reach very high health levels.
* Fixed problem where monsters would continue to attack your invisible body if you went into spectator mode.
* The respawn invulnerability now protects against railgun shots in instagib.
* Fixed memory leakage caused by idle servers.
* Thing_Activate/Deactivate now work properly in multiplayer games (YOU'RE WELCOME SPUNKMAN!)
* Fixed STSKY5 so it now repeats vertically properly.
* Fixed bug where the game would freeze up if you tried to suicide during the win sequence of a duel.
* Fixed bug where you could activate the IDDT map cheat in single player, and then connect to a server with the cheat still active.
* Fixed problem where if you ran a server and tried to change a variable that's archived and part of the server info (such as compatflags) with the command line or a config file at startup, it would not set properly.
* Fixed problem where if a player's speed was changed through ACS over the network, his movement could appear to be all jerky.
* The "SetWeapon" ACS command now works properly in multiplayer.
* Fixed problem where if the server had their blood type display option set to "particles only", clients connected to the server would not see any blood sprites.
* Timelimit is now applied in team games.
* Removed the FWFALL1 and FWFALL2 textures. Hope no one was using them! They were the essentially the same as WFALL1.
* Did the same for the WFALLxx patches.
* The sound once again works on the polyobject doors on D2CTF4.
* Fixed the skies on many of the CTF maps so that they scroll, as originally intended.
* Fixed bug that prevented "Press space to see front/back" from showing up on the player setup menu in high resolutions.
* Fixed problem where players' orientations weren't correct after using a teleport without fog in network games.
* A_FireRailgunRight/Left now works correctly in multiplayer games.
* Fixed bug where you couldn't pass arguments that had spaces in them using rcon.
* Fixed bug where intermission animations would display in Doom 1 even when the Skulltag win/loss screen would display.
* Fixed bug where if you joined a game while spectating through someone else's eyes, you continued to spectate through their eyes.
* Fixed bug where the first player would always be the winner of a duel if a timelimit was set and time ran out.
* Fixed the wallrun problem when the "plasma bump bug" or oldschool modes were set.
* Fixed problem where if you tried to connect to a server that was full, you got a garbled error message.
* Spectators no longer make the "oof" noise when slamming into walls.
* Fixed problem where if you were spectating through someone's eyes, and they died, you wouldn't continue to spy through their eyes when they respawned.
* Fixed the IDCHOPPERS cheat. It now works properly.
* Removed the "no respawn" dmflag. It has been replaced by the new "last man standing" mode.
* For items to respawn in cooperative mode, the "alwaysapplydmflags" cvar no longer needs to be set to true.
* Slightly moved where the player who is in your crosshair's name is drawn so that it is not overlapped by "Waiting for players", "Spectating", etc.
* Wads placed in the \BOTS directory are now automatically loaded.
* Gamma has been changed from a human bot to being one of the robot bots. Cygnus is now who he used to be as a human.
* Spectators are now skipped when using the spynext and spyprev commands.
* Gave the "Skulltag" game mode its own cvar. Now, "teamgame" by itself is more generic.
* In team games, players are now sorted according to their frags/points on the scoreboard.
* When messages are off, you no longer hear the "beep" sound when someone talks.
* Running a server with -private now merely makes sv_updatemaster false.
* Changed the amount of time the server gives clients to send their checksum from 5 to 15 seconds. This will hopefully reduce instances of kicks due to "did not receive player's checksum".
* Cheats can now be used in any single player mode (including DM and teamgames) without required sv_cheats to be enabled.
* sv_updatemaster is no longer archived.
* Each level in Skulltag now uses a unique music lump.
* "connectiontype" now defaults to "cable".
* Greatly cleaned up skulltag.wad. It ought to be much less of a pain to navigate now :) (Thanks XWE!)
* Made some slight changes to the player setup menu to accomidate the "user info spam" functionality.
* All the CTF maps included in Skulltag now use the simple CTF map standard.
* The white flag now returns after 30 seconds in One Flag CTF mode, just like normal flags do.
* Weapon switching on pickup is now forced in oldschool mode.
* Oldschool now uses the old intermission screens and music, as opposed to the Skulltag ones.
* The scoreboard and all its messages now display from the display player's point instead of view, instead of the console player's.
* The Reflection rune now hurts the attacker with 75% of the damage done to the one with the rune, instead of 50%.
* Made some tweaks to D2DM1, including minor visual changes and the removal of some health.
* Changed D2DM2 so that you can no longer get up to the rocky waterfall area (and fixed missing textures that were previously viewable from up there).
* Bringing up the "join game" prompt while a spectator is now always activated by hitting space, instead of whatever key "+use" was bound to.