Release table

An asterisk (*) marks an unofficial build.

Stable

Version Released          
  2.1.2 Jul 19, 2015 Installer Zip x86 x86_64 Installer i386 server* x86_64 server* ZA_2.1.2
  2.1.1 Jul 13, 2015 Installer Zip x86 x86_64 Installer ZA_2.1.1
  2.1 Jun 21, 2015 Installer Zip x86 x86_64 Installer ZA_2.1
  2.0 Mar 29, 2015 Installer Zip x86 x86_64 Installer ZA_2.0
  1.3 Oct 05, 2014 Installer Zip x86 x86_64 Installer ZA_1.3
  1.2.2 Jun 22, 2014 Installer Zip x86 x86_64 Installer ZA_1.2.2
  1.2.1 May 25, 2014 Installer Zip x86 x86_64 Installer x86_64 server ZA_1.2.1
  1.2 Sep 01, 2013 Installer Zip x86 x86_64 Installer x86_64 server ZA_1.2
  1.1 Jul 17, 2013 Installer Zip x86 x86_64 Installer ZA_1.1
  1.0 Aug 24, 2012 Installer Zip x86 x86_64 Installer x86_64 server ZA_1.0
  0.98d Nov 7, 2010 Installer Zip / lite base + x86 base + x86_64 Installer base + i386 server ST_0.98d
  0.98c Installer Zip / lite base + x86 base + x86_64 Installer base + i386 server ST_0.98c
  0.98b Installer Zip / lite base + x86 base + x86_64 Installer base + i386 server ST_0.98b
  0.98a Installer Zip / lite base + x86 base + x86_64 Installer base + i386 server ST_0.98a

Betas

Version Beta Released              
  4.0 master master see zandronum-zdoom-sync
  3.0 160814-2010 Aug 14, 2016 2.8pre-441-g458e1b1 1.8.6 Zip x86_64* / debug* x86_64 server* / debug* 4f775b509b10
  2.2 2.5.0 (SVN 2560) SVN 900 see zandronum-stable

Changelogs

Development

Note: Because the versions under this section are still undergoing development, these changelogs might be slightly outdated. It's best to keep up to date via the #zatesting channel on IRC or checking the history file in the source repository time to time.

3.0

  • Updated Zandronum's (G)ZDoom base to ZDoom 2.8pre-441-g458e1b1 / GZDoom 1.8.6. [Torr Samaho]
  • Rewrote support for preferred weapon order. Weapon info is now automatically looked up, the ORDERDEF lump has been removed. [Dusk]
  • Generalized the rune system. Any rune can be used as a powerup (including spread, prosperity and reflection, which are now available as powerups), and any powerup can be used as a rune. [Dusk]
  • Added NamedRequestScriptPuke, named variant of RequestScriptPuke. The two functions can now take 1-5 parameters, thus supporting 4 script arguments. [Dusk]
  • Added ACS time and date access functions SystemTime(), GetTimeProperty and Strftime(). The return value of SystemTime() may be overridden by the user with the new CCMD acstime. [Dusk]
  • Quad-buffered stereo / 3D Vision support can now be toggled with the new CVAR gl_quadbufferedstereo (default false). [Torr Samaho]
  • The warp cheat now works online and can be used by spectators even if sv_cheats is false. [Dusk]
  • Being banned from a server now shows the server's contact email address. Being masterbanned now shows a clearer message that directs to the forums. [Dusk]
  • Players' positions in the join queue are now rendered on the scoreboard. [Dusk]
  • The internal server browser now automatically loads the wads of the selected server when joining. For this, all wads need to be in a place where they can be found with the '-file' command line option. In the browser menu, the left and right keys allow to scroll through the list of filtered servers. [Torr Samaho]
  • The 'Join the game' command key used by spectators is now customizable in the 'Customize Controls' menu. [Edward-san, Dusk]
  • The default 'authhostname' CVAR has been changed to the official zandronum game authentication server ( auth.zandronum.com:16666 ). [AlexMax, Edward-san]
  • BOTINFO now allows to define more than 128 bots. [Torr Samaho]
  • Chat now features a movable cursor, allowing text insertion/deletion from elsewhere than just the end. [Dusk]
  • Chat preview is now rendered on multiple lines, if necessary. [Dusk]
  • Chat now remembers the ten previously sent messages that can be brought up with up/down arrow keys. [Dusk]
  • Chat can now tab complete player names. [Dusk]
  • Clients' account names are now visible in the output of CCMD "playerinfo", unless the player hides it with the new CVar cl_hideaccount. The server can always see the accountname from playerinfo. [Dusk]
  • Added a mechanism to safe login credentials under Windows using the Windows Credential Manager aka Windows Vault. The credentials can be stored using the new CCMD 'login_add'. A default user name can be specified with the new CVAR 'login_default_user'. [Torr Samaho]
  • Fixed: Newly connecting clients were not properly informed about the secrets that were already revealed. [Torr Samaho]
  • Fixed: Resurrect cheat didn't work online. [Dusk]
  • Fixed: Turbo cheat didn't work online. [Dusk]
  • Fixed: Kill [class] cheat didn't work online. The kill monsters cheat can also be used by clients if sv_cheats is true. The server can use the kill [class] cheat anytime, like with kill monsters. [Dusk]
  • Fixed: Logfiles would sometimes contain timestamps in the middle of lines. [Dusk]
  • sv_shotgunstart is now respected in non-cooperative gamemodes. [Dusk]
  • Fixed: Take cheat didn't work online. [Dusk]
  • Fixed: An invalid "winlimit hit" message would be displayed on map change in possession. [Dusk]
  • Fixed: The internal server browser didn't list all of the compatible, available servers. [Torr Samaho]
  • Fixed: A_CheckSight would not jump if a spectator was in the line of sight of the calling actor. [Dusk]
  • Fixed: Using kick_idx, ignore_idx, unignore_idx, getip_idx, kickfromgame_idx and ban_idx with an invalid player index assumed a default of player 0. [Dusk]
  • Fixed: SpawnDecal did not work online. [Dusk]
  • Fixed: the 'take inventory' server command informed the clients by using the inventory class string instead of the much cheaper network id. Thanks to Siferah for spotting and reporting it. [Edward-san]
  • Fixed: the 'spawn player' server command used 1 more byte than needed. [Edward-san]
  • Fixed problems of the Doom status bar with high res font replacements. [Torr Samaho]
  • Fixed: ACS function PlaySound did not work online. [Edward-san]
  • Fixed: Bots on a large map may freeze the game. [Torr Samaho]
  • Fixed: clients would play D'Sparil's attacks sound even when the attacks didn't start because there was no target to attack. [Edward-san]
  • Fixed: clients weren't informed to play the heretic Knight attack sounds when it throws the axes. [Edward-san]
  • Fixed: clients were told to play the 'poison cough' sound even when the poisoning by flechette didn't happen (for example because the player is invulnerable). [Edward-san]
  • Fixed: clients were not informed correctly about the actors being in alert when another actor is hit by a dagger attack. [Edward-san]
  • Fixed: clients would play the sounds from the world-activated ACS function ActivatorSound differently from offline. [Edward-san]
  • Fixed: the server didn't inform the clients to not apply the DROPPED flag to level-spawned items which don't have it by default. [Edward-san]
  • Fixed: clients were not informed correctly about the morphed player's morph style. [Edward-san]
  • Fixed: clients were not informed to play the active sound of a PowerProtection powerup. [Edward-san]
  • Fixed: clients couldn't hide the RaiseAlarm item released by dying NPC actors. [Edward-san]
  • Fixed: clients were not informed correctly about actors being affected by A_NoBlocking invoked by an item pickup. [Edward-san]
  • Fixed: HUDMessage messages weren't cleared on map resets. [Edward-san]
  • Fixed: Player start types were selected based on the CVARs deathmatch and teamgame instead of the GAMEMODE flags DEATHMATCH and TEAMGAME. [Torr Samaho]
  • Fixed: A titlemap run with gamemode cooperative and dead spectators was not started correctly. [Edward-san, Torr Samaho]
  • Fixed: The ACS function ReplaceTextures didn't show an effect for clients already in the game. [Torr Samaho]
  • Fixed: Certain code pointers like A_PlaySound didn't work on MorphFlash/UnMorphFlash online. [Torr Samaho]
  • Fixed: Clients played the Archvile resurrect sound twice. [Edward-san]
  • Fixed a network inconsistency with Archvile-like monsters which miss the Heal state and use A_VileChase to eventually resurrect the corpses. [Edward-san, Torr Samaho]
  • Fixed: clients didn't handle properly resurrecting monsters in rare occurrences. [Edward-san]
  • Fixed the wrong thingz positioning after an offline map reset. [Torr Samaho, Edward-san]
  • Fixed: clients mispredicted NOGRAVITY things, attached to the ceiling, when pushed by something. [Edward-san]
  • Changed: Spectators can now interact with gravity and use the fly/land commands. [Leonard]
  • Save games now contain information about the renderer used to create the save. This allows to print a proper error message when an incompatible save is tried to be loaded. [Torr Samaho]
  • Clients don't error out anymore when encountering a division by zero in a DECORATE expression. Instead, a one time warning is printed on the first occasion and the result is assumed to be zero. This is necessary since clients can encounter this in valid DECORATE code due to Zandronum's jump handling. [Torr Samaho]
  • Changed the dmflags values to match the ZDoom values to resolve compatibility problems with the updated ZDoom base and future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho]
  • Removed ping unlagged as gametic unlagged has superceded it. [Dusk]
  • sv_nodrop is now a dmflag. [Dusk]
  • Merged sv_nokill and sv_disallowsuicide into one dmflag with two names. [Dusk]
  • The CVARINFO error message triggered when an existing CVAR in the ini conflicts with CVARINFO now instructs the user to clean the ini. [Torr Samaho]
  • The server now displays the IP address of the player upon connection and disconnection in log messages. [Dusk]
  • ZDoom changed the jumping physics in ZDoom SVN revisions 2238 and 2970. The old jumping behavior known from Skulltag can be restored with the new CVAR compat_skulltagjumping. [Torr Samaho]
  • con_virtualwidth and con_virtualheight now default to 640 and 480, respectively. [Dusk]
  • kickfromgame and kickfromgame_idx have been renamed to forcespec and forcespec_idx, respectively, though the old names still exist for compatibility with e.g. aliases. Same also with the ACS function KickFromGame, whose new name is ForceToSpectate.
  • A new non-fatal 'Script Error' message will be printed if in a MAPINFO episode definition it's present either 'botskillname' or 'botskillpicname' but not 'botepisode'.
  • The CVARs gl_render_things, gl_render_walls and gl_render_flats are now restricted to beta builds. [Torr Samaho]

2.2

Note: All changes in this version are also part of 3.0.

  • The coop info HUD now uses weapon tags. [Dusk]
  • Fixed: The effects of the terminator sphere and the hellstone on a player were not properly stored in save games. [Torr Samaho]
  • Fixed: SetPlayerProperty could still change certain flags on a spectator. [Leonard]
  • Fixed: Changing the CVAR 'fullscreen' crashed the server. [Torr Samaho]
  • Fixed: sv_sharekeys did not use actor tags properly anymore after the ZDoom update in 2.0. [Dusk]
  • Fixed: Free spectate mode would crash the game. [Dusk]
  • Fixed: The game could tick too fast after getting kicked. [Leonard]
  • Fixed: The automap would render spectators other than the local player. The local player, if spectating, now won't be rendered either if the user spies on someone. [Dusk]
  • Fixed: the server did not handle item givings and takings with amounts greater than 32767. [Edward-san]
  • Fixed: Thing arguments were transmitted with 1 byte each instead of 4 bytes. [Dusk]
  • Fixed inconsistent 'spectating' text draw when a dead spectator coop spies another player. [Edward-san]
  • Fixed: Online clients trying to run an offline skirmish were not disconnected properly. [Edward-san]
  • Fixed: A_SpawnFly's customized BrainFire-like fog actor parameter reproduced the wrong sound online. [Edward-san]
  • Fixed: A_FadeTo did not work properly online. [Edward-san]
  • Fixed: clients were not updated about the successful gauntlet lifesteal attacks from a player. [Edward-san]
  • Fixed: clients ignored the customized sound argument of A_VileAttack. [Edward-san]
  • Fixed display problems of the MOTD on the clients when the server sent an invalid string. [Torr Samaho]
  • Fixed: The server didn't inform the clients about jumps made by A_CheckSight. [Torr Samaho]
  • Fixed c/s sync problems on maps with more than 65535 sidedefs. [Torr Samaho]
  • Fixed sidedef related problems with map resets on UDMF maps. [Torr Samaho]
  • Fixed: Clients were not properly informed about the effects of SetAmmoCapacity after a changemap map change. [Torr Samaho]
  • Fixed: sv_forcegldefaults 1 didn't cover gl_distfog changes. [Edward-san, Torr Samaho]
  • Fixed: The ACS function SetMugshotState was not handled properly online. [Edward-san, Torr Samaho]
  • Fixed: The player drowning code was not handled properly online. [Edward-san]
  • Fixed: Clients did not receive the correct MaxAmount value for AmmoCapacity inventories if it was greater than 32767 after a map change. [Edward-san]
  • Fixed: Server-to-client ACS script calls would corrupt arguments within the range [-128, -1]. [Dusk]
  • Fixed: The client could change the value of sv_limitcommands for itself, allowing it to skip some sanity checks. [Dusk]
  • Fixed: Player TIDs were not synced to newly connecting clients. [Dusk]
  • Fixed: sv_forcegldefaults 1 didn't honor the MAPINFO lightmode option if present. [Edward-san]
  • Fixed: Invisible and translucent map things lost their visual effect on map restarts and nightmare respawns. [Edward-san]
  • Fixed: Boom-style generic ceilings did not cause texture changes properly online and were not reverted during a map reset. [Dusk, Torr Samaho]
  • Fixed: When a player carrying the white flag died or disconnected, the white flag was spawned on the floor instead of the actual Z position of the player. [Edward-san]
  • Fixed: Dying players with no lives left disappeared instantly if compat_instantrespawn was enabled. [Edward-san]
  • The authentication mechanism for non-map related lumps now allows Freedoom 0.10/Doom clients to join Doom/Freedoom 0.10 servers. [Torr Samaho]
  • Spectators may now move freely even when the game has ended and players are frozen in place. [Dusk]
  • The "wrong protocol version" network error now shows the full server and client version. [Torr Samaho]
  • Since the only purpose of the CVARs sv_useticbuffer and sv_limitcommands is for debug, they are now restricted to testing binaries. [Torr Samaho, Dusk]
  • The player's yaw movement is locked if its speed is above 'SR40' (and angle changes are disregarded) on client and server. [Circunei Z, Hypnotoad]
  • Joypad strafing movements are now capped at SR40 speed. [Leonard]
  • Dropping is now allowed in competitive gamemodes, unless sv_nodrop explicitly disallows it. [Dusk]

Zandronum

2.1.2

  • Fixed the remaining jitter and weapon sync problems caused by the client movement buffer. [Torr Samaho]

2.1.1

  • The client movement buffer now can be toggled with the new CVAR sv_useticbuffer (default true). [Torr Samaho]
  • Fixed jittery player movement caused by the client movement buffer. [Torr Samaho]
  • Fixed: Clients wrongly predicted the health of the consoleplayer. [Edward-san, Torr Samaho]
  • Fixed: clients were not updated about the successful A_CustomPunch lifesteal attacks from a player. [Edward-san]
  • Fixed: clients were not updated about the successful A_Saw lifesteal attacks from a player. [Edward-san]

2.1

  • The Zandronum server is now compatible with the Raspberry Pi (based on selected ZDoom backports), so far only tested with a Raspberry Pi 2 Model B. [Torr Samaho]
  • Added support for ACS script numbers higher than 999. This is intended to increase compatibility with mods that worked in 1.3, but stopped working with 2.0. [Torr Samaho]
  • The server can now broadcast dehacked patches loaded with -deh and -bex to server browsers. [Dusk]
  • Added Catastrophe's CCMD 'ifspectator' that executes its argument only if the consoleplayer is a spectator. [Torr Samaho]
  • Fixed: Too high volume parameters to A_PlaySound and friends caused the volume to overflow online. [Dusk]
  • Fixed: Friendly fire obituaries did not appear online in competitive gamemodes. [Dusk]
  • Hopefully fixed a potential weapon switch induced client-side crash. [Dusk]
  • Fixed: Amount of total monsters went out of count upon map resets. [Dusk]
  • Fixed: When a player scored a point in CTF, Skulltag or Possession, the scoreboard in the Windows server console was not updated properly. [Torr Samaho]
  • Fixed: -optfile would eat CCMD calls (such as +exec) and treat them and their arguments as wads to include as optional. [Dusk]
  • Fixed: the 'light fast strobe in sync' sector special would visually desync while playing a demo. [Edward-san]
  • Fixed: A_LookEx desynced completely online. [Dusk, Edward-san]
  • Fixed possible health desync issues in some situations. [Edward-san]
  • Fixed: Trying to open a corrupt zip archive crashed the game (backported from ZDoom). [Torr Samaho]
  • Fixed: Players were kicked for excessive movement commands instead of simply ignoring the excessive commands. [Torr Samaho]
  • Fixed: clients were not informed of some actor flag modifications with A_ChangeFlag. [Edward-san]
  • Fixed: Trying to record client demos on some mods, e.g. duel32c_st.pk3, caused the client to error out. [Torr Samaho]
  • Fixed: A_FadeIn and A_FadeOut did not work for actors which don't have a network id. [Dusk, Edward-san]
  • Fixed: The client could not handle the display of the morphed mugshot in the status bar. [Edward-san]
  • Fixed: clients lost some actor flag modifications done in a previous map after a changemap map change. [Edward-san]
  • Fixed: Players would be awarded damage dealt to non-COUNTKILL monsters if sv_awarddamageinsteadkills was set. [Dusk]
  • Fixed: Using alternative track orders with music formats with multiple tracks did not work online. [Dusk]
  • Fixed: "gl_cachenodes 1" could crash the server. [Torr Samaho]
  • Fixed: A map change in CTF online could crash the game. [Torr Samaho]
  • Fixed: Blocked sliding polyobjects were not handled properly online. [Edward-san]
  • Fixed: The delayed stairs building movers were not handled properly online. [Edward-san]
  • Fixed: Some dehacked weapon attack sounds could not work. [Edward-san]
  • Fixed some weapon sync issues related to the client movement buffer. [Torr Samaho]
  • Fixed: Even when using a random map rotation, the map a server loads on start was not randomized (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed: sv_forcegldefaults 1 stopped working properly for the gl clients. [Edward-san]
  • Make the crash log unique for SDL platforms by appending the timestamp to the file name. [Edward-san, Dusk]
  • The Linux executables now will be able to generate a core dump in case a crash happens. [Edward-san]
  • Railgun attacks no longer always pierce armor. The Skulltag railgun in skulltag_actors.pk3 continues to do so, however, through use of +PIERCEARMOR. [Dusk]
  • A map is now marked as used when entered instead of when exited in the rotation list. [Leonard, Torr Samaho]

2.0

  • Updated Zandronum's (G)ZDoom base to ZDoom SVN revision 2560 / GZDoom SVN revision 900 [Torr Samaho]
  • Added quad-buffered stereo / 3D Vision support to the GL renderer (minimal invasive implementation based on biospud's GZ3Doom). [Torr Samaho]
  • Added the OS used to the version string the server sends to the launchers (adapted form Konar6's kpatch). [Torr Samaho]
  • When a banned client is prevented from connecting, the ban reason (if specified in the banlist) is logged to the server console (adapted form Konar6's kpatch). [Torr Samaho]
  • Added a new compatflags cvar: compat_silentwestspawns, emulates Vanilla compatibility by not performing any spawnfog/sounds for west angled spawns. [Water, Edward-san]
  • Added compat_maxbloodscalar which will enforce vanilla red screen damage as if the blood_fade_scalar was 1.0. [Water]
  • Ported CVARINFO lump support and the ACS functions SetCVar, GetCVarString and SetCVarString from ZDoom. This includes support for CVars that are automatically synced between server and clients. User CVars are not support for now though. [Torr Samaho]
  • Added domination and customteamgame to SBarInfo gamemode detection. [Blzut3]
  • Added dmflag sv_unblockallies which is exactly like sv_unblockplayers except only unblocks ally players. [Dusk]
  • The server can now advertise WADs as optional so long as said WADs are not necessary for clients to join. This is controlled with the new command-line option -optfile and the new preferoptionalwads CVar. Note: this is only a hint for server browsers! Authentication is and has always been lump-based and not WAD-based! [Dusk]
  • Added support for Zandronum-specific gamemodes for the alternative HUD. [Dusk]
  • Added CVAR sv_limitcommands which can be set to false to disable various flooding limits (allow constant suiciding, team changing, disable command flood auto-kick, etc). Should not be set to false in public servers. [Dusk]
  • Added a Network Options menu which will contain all new network options. [Water, Torr Samaho]
  • The authentication mechanism for non-map related lumps now allows Freedoom 0.9/Doom clients to join Doom/Freedoom 0.9 servers. [Torr Samaho]
  • Significantly bandwidth-optimized server-to-client ACS_Execute (and friends) calls. Such a call now uses 9 to 21 bytes of bandwidth per client per call (depending on the size of arguments), instead of 22 to 29 bytes. [Dusk]
  • Added cl_showspawns, which creates a particle fountain at active spawns. [Water, Torr Samaho]
  • Added a decorate flag DONTIDENTIFYTARGET which prevents player identification from being done to the actor. [Water]
  • Added CVAR compat_autoaim which restores vanilla autoaim, as there was a switch to autoaim filling in the gaps due to limited number of tracers from vanilla. [Water]
  • Added CVAR cl_clientflags which controls both cl_unlagged and cl_respawnonfire to save bandwidth and make future booleans easier to transmit over the network. [Water, Torr Samaho]
  • Added a menu entry to for the GZDoom HUD, i.e. CVAR hud_althud. [Torr Samaho]
  • Added a CVAR (wi_autoscreenshot) to allow screenshots to automatically be taken upon entering the intermission screen. [Water, Torr Samaho]
  • Added CVAR cl_clientsidepuffs which allows clients to predict puffs, which makes bullet puffs from hitscan weapons appear instantly. [Water, Torr Samaho]
  • Added bloodsplatter effects to also be performed when cl_hitscandecalhack is set to true. [Water, Torr Samaho]
  • The server now kicks its clients when it shuts down. [Dusk]
  • Added support for RCON client tab-completion. This bumps the protocol version to 4, but clients using protocol 3 are still supported. [Dusk]
  • The client movement buffer is now reordered based on the client's gametic information before the commands are processed. [Torr Samaho, Water]
  • Added gametic unlagged which should perform better under varying net conditions compared to ping-based unlagged. [Water, AlexMax, Torr Samaho]
  • An icon will be displayed in the scoreboard if you're in the console, similarly to chat. [Cata]
  • Added new player pawn property Player.MaxSkinSizeFactor which allows customization of the limits used by skin size checking. Skins larger than hitbox size (radius * 2, height) times this factor are downsized to fit. Defaults to the original hardcoded values 3.44, 1.68. Setting either value to 0 disables the limit entirely. Made the warning message more descriptive and informative. [Dusk]
  • Fixed problems when boss monsters were replaced by Randomspawners in game modes that use map resets, e.g. survival. [Torr Samaho]
  • Fixed: Radius_Quake didn't work properly online if the duration was longer than 128 tics. [Torr Samaho]
  • Fixed: Blocked poly object doors were not handled properly online. [Torr Samaho]
  • Fixed: No longer can pick up team items in CTF or Skulltag after the round ends. [Water]
  • Fixed: Monsters near the bottom of a ledge on a raising sector sometimes appeared as teleporting up on clients online. [Torr Samaho]
  • Fixed: Light effects created by scripts weren't removed during a map reset. [Torr Samaho]
  • Fixed: MAPINFO lumps were not protected. [Dusk]
  • Fixed: Instant light fading was not updated on the client's side. [Water]
  • Fixed: Frozen corpses were not properly cleaned up during the countdown phase, leading to unexpected behavior with player viewpoints. [Water, Torr Samaho]
  • Trying to generate bot nodes on very large maps caused the game to crash. This should now be fixed at least on extremely large maps. Bots are disabled in this case. [Torr Samaho]
  • Fixed: The crouched sprite wasn't displayed for skins enforced through Weapon.PreferredSkin if the player class had +NOSKIN. [Esum, Torr Samaho]
  • Fixed: Player spawn height now is on the ground so any player starts in the air will not result in team telefragging unless all spawns are full. [Water, Torr Samaho]
  • Fixed: Missiles with the +NOEXPLODEFLOOR flag desynced online. [Dusk]
  • Fixed: A voodoo doll exiting the level would print a bogus " exited the level" message. [Dusk]
  • Fixed: Reflection desync between client and server if it doesn't have a Doom/Hexen bouncetype property. [Water, Torr Samaho]
  • Fixed a server crash related to the client movement buffer. [Torr Samaho]
  • Fixed: SetFont() would 'leak' into other scripts online. [Dusk]
  • Fixed: Spectators could not trigger allowed action specials with sectors. The only exceptions are the 'Use' and the 'UseWall' action triggers. [Edward-san, Torr Samaho]
  • Fixed: The server did not inform the clients fully about the crush behavior of floors, ceilings and pillars. [Edward-san]
  • Fixed: The server could crash the clients with malicious packets. [Torr Samaho]
  • Fixed problems with the client side Z position prediction near ledges. [Torr Samaho]
  • Fixed: a closing polyobject door made no sound online. [Dusk, Edward-san]
  • Fixed: The server did not inform the clients correctly about the type of the door action, making the clients hear the wrong door sound. [Edward-san]
  • Fixed: The client could potentially get HOMs while requesting a snapshot. [Leonard, Torr Samaho]
  • Fixed: CVAR sv_unblockplayers now works with different species. [Leonard]
  • Fixed: The scale of skins enforced through Weapon.PreferredSkin was ignored if the player class had +NOSKIN. [Torr Samaho]
  • Fixed: In "teamgame" based game modes, friendly monsters didn't attack players of opposing teams unless provoked. [Torr Samaho]
  • Fixed: If the packet with the end of a snapshot was dropped on a server with no active players, a client possibly waited forever for the snapshot to finish. [Torr Samaho]
  • Fixed: The client didn't let bouncing missiles spawned by A_SpawnItemEx pass through the player who spawned the missiles. [Torr Samaho]
  • Fixed: After a map change, items at player starts would be inadvertently removed. [Dusk]
  • Fixed: CVAR cl_announcepickups didn't work in certain cases. [Leonard]
  • Fixed: Custom attenuation values did not work online. [Dusk, Edward-san]
  • Fixed: Rotating polyobjects did not stop on map resets. [Dusk, Edward-san]
  • Fixed: Emulated multiplayer and multiplayer map changes broke random. [Torr Samaho, Edward-san]
  • Fixed: Since Skulltag 98a, chat and announcer stopped producing sounds in game during Time Freeze and in intermission after map exiting while Time Freeze was on. [Edward-san]
  • Fixed: Spectators could not use the 'Teleport_NoStop' action special. [Edward-san]
  • Fixed: Under certain circumstances, the SKININFO parser didn't properly handle the sprite entry. [Torr Samaho]
  • Fixed: The CCMD 'kickfromgame' and the ACS function 'KickFromGame' could not work offline. [Edward-san]
  • Fixed: Spawn() and friends did not sync the spawned actor(s)'s tid to clients. [Dusk]
  • Renamed compatflags2 to zacompatflags and moved all Zandronum/Skulltag exclusive compatflags from compatflags to zacompatflags to resolve compatibility problems with ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho]
  • Renamed dmflags3 to zadmflags, moved all Zandronum/Skulltag exclusive dmflags2 from dmflags2 to zadmflags and changed the remaining dmflags2 values to match the ZDoom values to resolve compatibility problems with future ZDoom updates. Launchers and config files need to be updated to account for this change. [Torr Samaho]
  • Since ZDoom 2.5.0 (and thus Zandronum) doesn't support script numbers higher than 999, Zandronum now gracefully errors out when encountering a script with an invalid number instead of crashing randomly. [Torr Samaho]
  • The Linux binaries can now be debugged with the zandronum.debug file, which is provided in a separated download. [Edward-san]
  • Changed intermission proceeding to not rely on spectators if there is active players. [Water]
  • The login server selected with authhostname needs to support version 2 of the login protocol. [Torr Samaho]
  • Changed how a sentinel variable is handled which makes it much harder for clients to purposely drop packets, thus stopping a speed hack. [Water, Torr Samaho]
  • Changed: Free spectators can now use the noclip cheat in demos. [Leonard]
  • Changed the CTF flag height from 16 to 48, which will prevent players from clipping through them without picking them up on stairwells or uneven terrain. [Striker]
  • Reduced the time interval between each join and each team switch to 3 seconds. [Edward-san]

1.3

  • Added persistent storage based on an SQLite3 database. The new CVAR databasefile controls where the database is saved (defaults to ":memory:", i.e. volatile in-memory database) and the new CVAR database_maxpagecount (defaults to 32768) controls the maximal allowed size in pages of the database. The new ACS functions allow mods to access the underlying database. [Torr Samaho]
    • void SetDBEntry ( string Namespace, string Key, int Value )
    • int GetDBEntry ( string Namespace, string Key ),
    • void SetDBEntryString ( string Namespace, string Key, string Value )
    • string GetDBEntryString (string Namespace, string Key )
    • void IncrementDBEntry ( string Namespace, string Key, int Increment )
    • int SortDBEntries ( string Namespace, int Limit, int Offset, bool Descending )
    • int CountDBResults ( int Handle )
    • void FreeDBResults ( int Handle )
    • string GetDBResultKeyString ( int Handle, Index )
    • string GetDBResultValueString ( int Handle, Index )
    • int GetDBResultValue ( int Handle, Index )
    • int GetDBEntryRank ( string Namespace, string Key, bool Descending )
    • void BeginDBTransaction ( )
    • void EndDBTransaction ( )
    • int GetDBEntries ( string Namespace )
  • Added the Zandronum side of an optional account system based on authentication with the Secure Remote Password (SRP) protocol, AlexMax is working on the login server (https://github.com/AlexMax/charonauth).
    • The login server hostname can be specified with the new CVAR authhostname (masterhostname analog, port can be specified with ":port").
    • The new CCMD login allows a client to authenticate with the auth server the server has selected with its authhostname setting.
    • The new CVAR sv_forcelogintojoin (default false) can prevent unauthenticated players from joining the game (they can still connect as spectators).
    • The new ACS functions "int PlayerIsLoggedIn( int Player )" and "string GetPlayerAccountName ( int Player )" allow mods to obtain information about the account of a player. [Torr Samaho]
  • Added new dmflag sv_sharekeys. When enabled, any keys picked are shared between players. Also, players joining the game get the keys others have as well. [Dusk]
  • The ACS commands TakeInventory, SetActorProperty (only for speed and gravity) and SetAmmoCapacity don't cause network traffic unless they actually make a change to the affected actor. [Torr Samaho]
  • The text scaling scaling mechanism (controlled by con_scaletext, con_virtualwidth and con_virtualheight) now can use the aspect ratio of the screen instead of 4:3. The new behavior can be activated using a new option in the text scaling menu or with the new CVAR con_scaletext_usescreenratio. [Torr Samaho]
  • The authentication mechanism for non-map related lumps now allows Freedoom 0.8/Doom clients to join Doom/Freedoom 0.8 servers. [Torr Samaho]
  • Added a client movement buffer. Instead of processing all movement commands of a client immediately, they are stored in this buffer now. Each tic per client up to two commands in this buffer are processed. This way, players with an instable connection shouldn't appear as teleporting instead of moving to players with a stable connection. Note: This only changes how a player perceives the movement of other players. It has not effect on how a player perceives his own movement. [Torr Samaho]
  • The mdk cheat command can now be used online in cheat servers. Unlike in ZDoom, it is also allowed in deathmatch modes. [Dusk]
  • The noclip command for spectators is now client-sided for increased responsivity. [Dusk]
  • Added new ACS command GetGamemodeState. The return values are GAMESTATE_UNSPECIFIED = -1, GAMESTATE_WAITFORPLAYERS = 0, GAMESTATE_COUNTDOWN = 1, GAMESTATE_INPROGRESS = 2 and GAMESTATE_INRESULTSEQUENCE = 3. [Torr Samaho]
  • Added new CVAR sv_forcerandomclass. If this is true, all players use the random player class regardless of the class they selected. [Torr Samaho]
  • Colored team names in exiting console messages and added extra console messages for CTF and Skulltag (scores, pickups, drops, etc.) (ported from Konar6's kpatch). [Torr Samaho]
  • Added clientside CVAR cl_overrideplayercolors that overrides players' color translations. Allies will take the color of cl_allycolor and enemies the color of cl_enemycolor. These CVARs are white and black by default, respectively. cl_enemycolor is no-op when there are more than 2 teams, though cl_allycolor will still apply. [Dusk]
  • Added new script type EVENT. By calling EVENT scripts the engine notifies a mod that a noteworthy event happened and also provides some information about the event using 'arg1' and 'arg2'. So far the following events are supported: [Torr Samaho, Water]
    • GAMEEVENT_PLAYERFRAGS (player frags another player)
    • GAMEEVENT_MEDALS (player receives a medal)
    • GAMEEVENT_CAPTURES (player captures the flag/skull)
    • GAMEEVENT_TOUCHES (player touches the flag/skull)
    • GAMEEVENT_RETURNS (the flag/skull is returned)
    • GAMEEVENT_ROUND_STARTS
    • GAMEEVENT_ROUND_ENDS (the current round ends and the win sequence starts, e.g. when the fraglimit is hit)
    • GAMEEVENT_ROUND_ABORTED (the current round is ended prematurely, e.g. if all players leave the game)
  • Added new CCMD: listmusic, which will list all the currently loaded music. [Water]
  • Added settings to fine tune the PWO behavior (CVARs pwo_switchonsameweight and pwo_switchonunknown). [Circunei Z]
  • Added a new cvar: lobby, which applies lobby characteristics to a single map lump. In addition, if a map is set as a lobby map via the cvar, it is returned to after every other map. The lobby map is also returned to if the server is empty for more than 30 seconds. [AlexMax]
  • Added an alias for the islobby MAPINFO tag: lobby. [AlexMax]
  • Both types of lobby maps (MAPINFO and cvar) now ignore timelimits. [AlexMax]
  • Added new ACS function RequestScriptPuke which requests execution of the given script on the server. The function must only be called from CLIENTSIDE scripts the script executed must be NET. [Dusk]
  • Announcer sounds for pickups now can be disabled with the new CVAR cl_announcepickups (default true) (patch by dark-slayer-201). [Torr Samaho]
  • Added the new vote type "forcespec" that forces a player to spectate. It can be disabled with the new CVAR sv_noforcespecvote (default false). [Torr Samaho]
  • Added a connect sound that is played when a player connects to the server as spectator. It can be disabled with the new CVAR cl_connectsound (default true). Kudos to Revilution for creating a sound for this. [Torr Samaho]
  • Extended the vote kick protection for admins to include players logged into RCON (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed: The server didn't report when the master server notified the server that it's banned (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed: Blood actors (or anything else which do not use net IDs) within save games would crash the game upon loading. [Dusk]
  • Fixed: Clients were not properly informed about the reset of moving non-door polyobjects during map resets. [Torr Samaho]
  • Fixed: Using SetAmmoCapacity on an ammo type a player didn't have online caused the clients to assume that the player now has a small amount of this ammo type. [Torr Samaho]
  • Fixed: The view was not centered in demos when the recording player released the mouse look button and lookspring was true. [Torr Samaho]
  • Fixed: Players sometimes could jump up through solid 3D floors online when unlagged was on. [Torr Samaho]
  • Fixed: A_CrusaderRefire did not work properly online, causing the Crusader to desync. [Dusk]
  • Fixed: Strife's Flamethrower did not shake the player's view online. [Dusk]
  • Fixed: The server would crash with join passwords longer than 64 characters. [Dusk]
  • Fixed: Skins defined with SKININFO didn't work properly if the sprite entry was not set explicitly. [Torr Samaho]
  • Fixed: Tampered clients could insert ASCII control characters into chat messages (e.g. line breaks) (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed: Strife's crossbow did not appear to use ammo on clients online. [Dusk]
  • Fixed: Clients using endgame while attempting to connect would not terminate the connection attempt. [Dusk]
  • Fixed: Telefregging shouldn't count towards awarding the Fisting and Spam medals (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed: Toggle crouch shouldn't reset when menu is activated during a netgame. [Jam]
  • Fixed: Monsters would become "blind" if the player who awoke them by sound became a spectator. [Dusk]
  • Fixed: When spawning more than 2 hellstaff rains in Heretic, the old ones would linger around on the client instead of disappearing. [Dusk]
  • Fixed: The linetarget cheat now prints the actor's actual health value. [Dusk]
  • Fixed: When a player turned into spectator the dynamic lights associated to the player's body were not removed. [Torr Samaho]
  • Fixed: A_PoisonBagInit desyncs between the client and server. [Water]
  • Fixed: Medals now show for who you are spectating instead of always your own. [Water]
  • Fixed: The server possibly announced player disconnects for players that didn't fully connect. [Torr Samaho]
  • Fixed: When a player is damaged, don't send useless inconsistent values of HP and Armor (100/100) to the clients if they're not allowed to see the real HP/Armor. [Edward-san]
  • Fixed: Line_SetBlocking didn't work properly online. [Dusk]
  • Fixed: A_GiveInventory and A_GiveToTarget didn't work on CLIENTSIDEONLY actors. [Torr Samaho]
  • Fixed: "botdebug_walktest 1" caused the game to crash when the player was looking through the eyes of a non-player actor. [Torr Samaho]
  • Fixed: turn180 did not work as a spectator. [Dusk]
  • Fixed: Gravity was applied twice in one tic when running off a cliff with compat_123b33jumpphysics enabled when it shouldn't be. [AlexMax]
  • Fixed: Some ordinals weren't written correctly in the spectator queue message. [Esum]
  • Fixed: Non-interacting actors like map spots would have their TIDs reset to 0 on map resets. [Dusk]
  • Fixed: The server didn't load the archived value of SERVERINFO CVARs (e.g. sv_smartaim). [Torr Samaho]
  • Fixed: The chat length limit of 128s was not enforced online. [Dusk]
  • Fixed: The server could erroneously show "FindStateLabelAndOffset" warnings. [Torr Samaho]
  • Fixed: an opportune string could cause a buffer overflow while getting the address from a hostname. Thanks to kazzmir for reporting the vulnerability. [Edward-san]
  • Fixed: +WEAPON.NOAUTOAIM did not disable horizontal autoaim with projectile weapons. [Dusk]
  • Fixed: Monsters near the bottom of a ledge or fence sometimes appeared as teleporting up on clients online. [Torr Samaho]
  • Changed huffman code from Hexen II's to that provided by Vortex Cortex. [Blzut3, Vortex Cortex]
  • Changed the Offline Skirmish frag slider bar to go in intervals of 1 instead of 5. [Water]
  • The CCMD playerinfo now distinguishes true spectators from in game players (ported from Konar6's kpatch). [Torr Samaho]
  • Botscript rand() renamed to random() and now returns a value between min and max inclusive instead of leaving max out of the possibilities. Now is actually random and now swaps min and max if min is greater than max instead of throwing a runtime error. [Dusk]
  • Medals are only awarded when the game has started (is not in countdown). [Water]
  • If the map rotation is not empty, the server now prevents map/changemap votes to maps that are not in the rotation, regardless of whether of sv_maprotation is true. This allows the server to restrict these votes without enforcing the rotation itself, which would also enforce the order in which the maps are played (adapted from an old patch of TIHan). [Torr Samaho]
  • Renamed compat_123b33jumpphysics to compat_oldzdoomzmovement, which is a more accurate description of what the flag actually does. [AlexMax]
  • The server now ignores client ping packets that don't make sense. [Torr Samaho]
  • The team selection menu now is kept in sync with the local player's team, unless it was set to random. [Dusk]
  • Changed the chat muting report: the server will inform the muted client how much time is left also in seconds. [Edward-san]
  • Medals are only awarded when the game has started (is not in countdown). [Water]
  • If the map rotation is not empty, the server now prevents map/changemap votes to maps that are not in the rotation, regardless of whether of sv_maprotation is true. This allows the server to restrict these votes without enforcing the rotation itself, which would also enforce the order in which the maps are played (adapted from an old patch of TIHan). [Torr Samaho]
  • Renamed compat_123b33jumpphysics to compat_oldzdoomzmovement, which is a more accurate description of what the flag actually does. [AlexMax]
  • The server now ignores client ping packets that don't make sense. [Torr Samaho]
  • The team selection menu now is kept in sync with the local player's team, unless it was set to random. [Dusk]
  • Changed the chat muting report: the server will inform the muted client how much time is left also in seconds. [Edward-san]

1.2.2

  • Fixed: The server reported to be using a testing build instead of a stable one. [Torr Samaho]

1.2.1

  • Fixed: A malformed packet could make the server kick the clients. Thanks to Konar6 for supplying a proof-of-concept exploit that allowed to debug the issue. [Torr Samaho]
  • Fixed an exploit with color codes in player names (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed a client memory exhaustion vulnerability. Thanks to AgentME for reporting the vulnerability and submitting a preliminary patch. [Torr Samaho]
  • Fixed a client heap corruption vulnerability. Thanks to AgentME for reporting the vulnerability and submitting a patch. [Torr Samaho]
  • Fixed an exploit based on out of bounds userinfo sent by a malicious client (ported from Konar6's kpatch). [Torr Samaho]
  • Fixed an exploit based on improperly disconnected malicious clients. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
  • Fixed an exploit that allowed malicious clients to create additional bodies. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
  • Fixed: A malformed packet could crash the server. Thanks to AgentME for reporting the vulnerability and submitting a preliminary patch. [Torr Samaho]
  • The linux binaries are not compiled with -fno-stack-protector anymore. This was originally intended to increase compatibility with distros using older glibc versions but is not necessary anymore since the source is open. Thanks to AgentME for pointing this out. [Torr Samaho]

1.2

  • Revamped the authentication error messages: The server now reports which kind of authentication failed (i.e. protected lump or map) and reports a list of all loaded PWADs including their md5 checksums. The client also automatically logs the corresponding local values which should make it much easier to pinpoint the cause of an authentication error. [Torr Samaho]
  • Added compat_fullweaponlower to emulate vanilla without bundling it with another flag. [Water]
  • Added new dmflag "no medals", controlled by the new CVAR sv_nomedals. If this is true, clients are enforced not to show medals, i.e. behave as if cl_medals == 0. [Torr Samaho]
  • Fixed crashes related to loading many announcers. [Torr Samaho]
  • Fixed: +showscores did not always respond properly when viewing a demo. [Dusk]
  • Fixed: Monsters near a ledge sometimes appeared as constantly falling down and teleporting back on clients online. [Torr Samaho]
  • Fixed: Interpolation points and actor moves didn't work properly on clients after a map reset online. [Torr Samaho]
  • Fixed: Client side demo recording could crash the client. [Circunei Z, Torr Samaho]
  • Fixed a lastX/Y/Z desync between client and server. [Water]
  • Fixed: Calling a map/changemap vote with an existing non-map lump as argument caused the server to throw an error. [Torr Samaho]
  • Fixed: When a player carrying the flag died or disconnected, the flag was spawned on the floor instead of the actual Z position of the player. [Torr Samaho]
  • The commands "wait", "error", "error_fatal" and "crashout" can't be called by ConsoleCommand anymore. [Torr Samaho]

1.1.1

  • Fixed: The messages sent with ay_team were visible to players of the other teams. [Dusk, Torr Samaho]

1.1

  • The authentication mechanism for non-map related lumps now allows Freedoom 0.8-beta1/Doom clients to join Doom/Freedoom 0.8-beta1 servers. [Torr Samaho]
  • Added a menu option for gl_use_models. [Torr Samaho]
  • Demos now use the lump authentication system to ensure that demos are played back with correct WADs. If demo authentication fails, an error message is printed with a list of needed WADs. New CVAR demo_pure controls this behavior. [Dusk]
  • Added new compatflag "explosion thrust", controlled by the new CVAR compat_explosionthrust. If this is enabled, explosions cause a strong horizontal thrust like in old ZDoom versions. [Torr Samaho]
  • Added client side prediction for the line special ThrustThing and ThrustThingZ when the specials are called from linedefs or sector actions. [Torr Samaho]
  • Improved the client side Z position prediction when passing from one sector into another. [Torr Samaho]
  • Improved the client side position prediction when rocket jumping on bridge things. [Torr Samaho]
  • Added new compatflag "bridge drops", controlled by the new CVAR compat_bridgedrops If this is enabled, non-SOLID things like flags fall through bridges (as they used to do in old ZDoom versions). [Torr Samaho]
  • Extended the launcher protocol to optionally report the value of the CVAR sv_enforcemasterbanlist. [Torr Samaho]
  • Bots now recognize 3d midtextures and know to avoid ones that block their movement and can jump over 3d midtexture railings. [Dusk]
  • Improved the alignment of the health/armor port of the new fullscreen HUD in case the health and armor icons have a different size. [Torr Samaho]
  • The client connect options cl_startasspectator and cl_dontrestorefrags are now collected as flags in the new CVAR cl_connect_flags. [Torr Samaho]
  • A player's country code (determined based on the player's IP) is shown on connect and in the output of the CCMD playerinfo, if a GeoIP.dat compatible with MaxMind's GeoIP library is in the directory of the server binary (or in /usr/share/GeoIP/ or /usr/local/share/GeoIP/ under Linux). The implementation is based on Konar6's kpatch. [Torr Samaho]
  • Clients can prevent their country code from being shown to the other players with the new connect option CVAR cl_hidecountry (default false). [Torr Samaho]
  • If a reason for a kick vote is given, this reason is now included in the ban reason (adapted form Konar6's kpatch). [Dusk, Torr Samaho]
  • Added the "afk2spec" system from Konar6's kpatch (controlled by the new CVAR sv_afk2spec that specifies the number of minutes a player has to be idle before being forced to spectate). Different from kpatch, players are warned before they are forced to spectate and dead spectators are not forced to spectate. [Torr Samaho]
  • Added CVAR con_notifylines (allowed values range from 1 to 50) that allows users to set how many lines the notify field should extend to. [Dusk, Torr Samaho]
  • Added new ACS commands GetPlayerLivesLeft and SetPlayerLivesLeft. In game modes using sv_maxlives, these commands allow to access and change how many times the specified player is still allowed to respawn. [Torr Samaho]
  • Added new ACS command KickFromGame (int playernumber, str reason). This command forces the specified player to spectate and can only be used in an ACS script on a server. [Torr Samaho]
  • Added Circunei Z's patch that adds PWO support. It can be activated with "switchonpickup == 3" and configured using the weapon setup menu and the new ORDERDEF lump. [Torr Samaho]
  • Added NORANDOM support to A_CustomBulletAttack and A_FireBullets (ported from ZDoom revision 2318). [Torr Samaho]
  • Added new CVAR cl_connectiontype (default 1, allowed values 0-1). The lower the number, the less network traffic the server will try to send to the client. Currently this is very limited and only has one effect: With a setting of 1, blood sprites are spawned on the client with a size depending on the damage dealt, while they are always at full size if it's 0. [Torr Samaho]
  • Added new compatflag "ZDoom 1.23b33 jump physics ", controlled by the new CVAR compat_123b33jumpphysics. If this is enabled, jumping behaves more like it did in ZDoom 1.23b33. In particular, the MAP26 reverse window jump is not possible anymore. [Watermelon, Torr Samaho]
  • The CCMD say_team now considers true spectators, i.e. non-dead spectators, to be a team in team based gamemodes. [Torr Samaho]
  • Hopefully fixed player class related Hexen startup crashes. [Torr Samaho]
  • Fixed: Newly connecting clients were not properly informed about a music change if the music name was longer than 15 characters. [Torr Samaho]
  • Fixed: Attached 3d midtexture heights were not reset properly during map resets. [Dusk]
  • Fixed: Clients appeared to get double ammo from weapons while playing demos. [Dusk, Torr Samaho]
  • Fixed: The server sent its revision number with short instead of long precision to the master. [Torr Samaho]
  • Fixed: In single player with multi player emulation enabled a player couldn't change the player class by turning to a spectator and rejoining. [Torr Samaho]
  • Fixed: The line special SendToCommunicator didn't work properly online. [Torr Samaho]
  • Fixed: When morphing a player, the server didn't inform the other clients about the ammo amount of the morphed player. [Torr Samaho]
  • Fixed compatibility issues of skulltag_actors.pk3 with some Skulltag mods. [Torr Samaho]
  • Fixed: Using the playdemo command while playing a client side demo in free spectate mode caused the game to crash. [Torr Samaho]
  • Fixed: Client didn't display the correct armor values of the other players right after connecting or after a "changemap" map change. [Torr Samaho]
  • Fixed: The terminator sphere and the hellstone could not be replaced by mods. Note that you need to replace them by something derived from "Terminator" or "PossessionStone" respectively. Otherwise the game modes will not work as intended. [Torr Samaho]
  • Hopefully fixed: Doors sometimes didn't open after pressing +use online. [Torr Samaho]
  • Fixed: A malformed server packet could crash the client. [Torr Samaho]
  • Fixed: Clients didn't play open or close sounds of animated doors online. [Torr Samaho]
  • Fixed: The server didn't inform the clients to remove bouncing missiles hitting water. [Torr Samaho]
  • Fixed: The weapon a player started with after respawning wasn't recorded properly in a client side demo. [Torr Samaho]
  • Fixed: The ACS command SoundSequence didn't work properly online. [Torr Samaho]
  • Fixed: Newly connecting clients were not properly informed about active ActorMovers. [Torr Samaho]
  • Fixed: The "Join server" command in the Windows server console didn't work if the server loaded wads that are in directories with a space in their name. [Torr Samaho]
  • Fixed: Recording client-side demos with a filename consisting of more than 255 characters caused problems. [Torr Samaho]
  • Fixed: The server didn't instruct newly connecting clients to spawn dead actors that are not corpses. [Torr Samaho]
  • Fixed: Using "togglemap" while a client side demo was loading caused the game to crash. [Torr Samaho]
  • Fixed: Joining a server with a cumulative PWAD name exceeding 255 characters using the internal server browser caused the game to crash or freeze. [Torr Samaho]
  • Fixed: With "sv_maprotation 1", "sv_randommaprotation 1" and only one map in the rotation the server froze when exiting the map. [Torr Samaho]
  • Fixed: A_MStaffTrack could cause the clients to crash in online games. [Torr Samaho]
  • Fixed: Clients could crash after the server instructed them to add NOBLOCKMAP to an actor. [Torr Samaho]
  • Fixed: Lagging clients were not affected by things like sector damage. [Torr Samaho]
  • Fixed: Using reconnect while playing a demo caused the game to crash. [Torr Samaho]
  • Fixed: The lag icon was missing from zandronum.pk3. [Torr Samaho]
  • Fixed: If a player respawned with a console, chat or lag icon above his head, the icon vanished. [Torr Samaho]
  • Fixed: A_M_CheckAttack and A_M_BFGSound would cause desyncs. [Dusk]
  • Fixed: In A_M_Punch, the server didn't inform the clients about the changed angle. [Torr Samaho]
  • Fixed: The internal server browser tried to connect to servers even though the necessary wads were not loaded. Now it refuses to connect and lists the missing wads instead. [Torr Samaho]
  • Fixed: demo_skiptics with a negative argument could crash the game. [Torr Samaho]
  • Fixed: If the team of a player with a class limited to the current team was changed to another team, the automatic respawning with a valid class left behind a ghost at the old position of the player. [Torr Samaho]
  • Fixed: A malformed kick reason could crash the server. [Torr Samaho]
  • Fixed: The server didn't inform the clients who exited a level (ported from Konar6's kpatch). [Torr Samaho]
  • Use the crashcatcher.c from the latest ZDoom (r3071, r3089 (includes the i_main.cpp change since it's required), r3329, r3747, and r3928). This solves the forkbombing issue in the crash handler. [Blzut3]
  • Fixed: When recording a client side demo the special client side commands (like weapon changes) were not recorded at the correct position of the demo stream but always after the currently processed server packet. [Torr Samaho]
  • Fixed: The effect of a MapRevealer was not reset during map resets. [Torr Samaho]
  • Fixed: Too long ban reasons could crash the server. [Torr Samaho]
  • Fixed: Trying to switch to a nonexistent map could crash the server. [Dusk, Torr Samaho]
  • Lessened the client / server sync problems caused by A_JumpIfTargetInLOS. [Torr Samaho]
  • Fixed: A_CheckSight caused desyncs online. [Dusk]
  • Fixed: A client didn't notice if it missed the last packet(s) of a full update till something happened on the server that made the server send a new reliable packet to the client. [Torr Samaho]
  • Fixed: When a spectator entered the game its associated CLIENTSIDE scripts were stopped but were disassociated. The old behavior can be restored with compat_dont_stop_player_scripts_on_disconnect. [Torr Samaho]
  • Fixed: Spectators were affected by Heretic's wind specials. [Torr Samaho]
  • Improved the X/Y/Z position sync of non-player actors moved by hit scan attacks online. [Torr Samaho]
  • Fixed: demo_spectatefreely didn't show a crosshair or cl_identifytarget information when the software renderer was used. [Torr Samaho]
  • Fixed: If A_SkullPop is used in the first frame of a player's XDeath state, the player doesn't drop any important items like flags. [Torr Samaho]
  • Fixed: Players couldn't use the kill command during the first ten seconds after a server was started. [Torr Samaho]
  • Fixed: If a player joined spectators while frozen to ice damage, the view would remain blended blue. [Dusk]
  • Fixed: Strife phosphorus grenade fire did not behave properly online. [Dusk]
  • Fixed: Players were not awarded a frag when killing another player with poison (ported from ZDoom revision 4040). [Torr Samaho]
  • Fixed: All LIGHTINING scripts were executed as if they were CLIENTSIDE. [Dusk]
  • Fixed: Memory issues with skin loading that led to a crash. [Blzut3]
  • Fixed an exploit that allowed a manipulated client to bring its player into an undefined state leading to various problems. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
  • Fixed: Level authentication did not work at all with UDMF maps. [Dusk]
  • Fixed: CLIENTSIDE scripts were not stopped on clients online during map resets. [Torr Samaho]
  • Fixed: Lightning was not stopped during map resets. [Torr Samaho]
  • Fixed: Arguments of actors were not reset to their initial values upon map resets. [Dusk, Torr Samaho]
  • Fixed: The monster bandwidth saving system that uses the last updated actor positions didn't work properly for actors right that got their momentum changed externally before ever moving on their own. [Torr Samaho]
  • sv_coop_damagefactor is not archived in the config file anymore, but reset to its default value when the game starts. [Torr Samaho]
  • Chex now uses the Doom status bar code allowing the new fullscreen HUD (cl_stfullscreenhud) to be used in Chex. [Torr Samaho]
  • Changed the default of the CVARs cl_run and freelook to true. [Torr Samaho]
  • To work around problems of Zandronum's state jump handling, clients now try to break infinite state loops of zero duration by not allowing any actor to go through more than 10000 states in one tic. [Torr Samaho]
  • If the selected intermission pic (or WINERPIC/LOSERPIC in non-team game modes) doesn't exist, INTERPIC is used. [Torr Samaho]
  • If D_STWIN/D_STLOSE doesn't exist, the standard intermission music is used instead. [Torr Samaho]
  • Changed: Spectators are now allowed to use noclip. [Torr Samaho]
  • Non-Strife games now add the WASD control layout to the default binds (all existing ZDoom default binds are unchanged). [Torr Samaho]
  • The commands "say" and "say_team" can't be called by ConsoleCommand anymore. A mod should not be allowed to say anything in the player's name. [Torr Samaho]
  • When trying to start a new game from the menu while connected to a server and more than one player class is available, the player is now told to disconnect first instead of being automatically disconnected immediately. [Torr Samaho]
  • The CVARs sv_adminlistfile, sv_banfile and sv_banexemptionfile can't be changed by ConsoleCommand anymore. [Torr Samaho, Dusk]
  • Disabled G15 support by default, this fixes some problems with certain gaming mice. To re-enable G15 support, define USE_G15 in the compiler settings. [Torr Samaho]

1.0

Note: This changelog is compared to Skulltag 98d.

  • Added kgsws' software 3D floors patch. Kudos to him for making a patched based on GZDoom revision 323, that made it easy to apply it to Skulltag. Furthermore, 3D floors are available in competitive modes now. [Torr Samaho]
  • Added the new experimental GAMEMODE lump that allows to configure Skulltag's built in gamemodes. Note: GAMEMODE is a protected lump, i.e. the GAMEMODE has to be identical on the server and the clients. [Torr Samaho]
  • Added new ACS command ResetMap that does a map reset like done in survival or (T)LMS. This command only has an effect in gamemodes that have the MAPRESETS flag (can be set with the GAMEMODE lump). [Torr Samaho]
  • Added live counter to the HUD for survival and survival invasion. As a prerequisite, the server now informs the clients about the lives each player has left. [Torr Samaho]
  • Added DesignatedTeam property which allows things to be assigned to teams for friendly fire calculations [Blzut3]
  • Added basic client side prediction for "pushers", for instance used by Sector_SetWind. [Torr Samaho]
  • Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage. [Torr Samaho]
  • The compatflag compat_oldweaponswitch now also restores the weapon switch cancellation behavior from Vanilla Doom. [Torr Samaho]
  • Added new CVAR cl_respawnonfire that allows the player to decide whether to respawn when pressing the fire key. [Torr Samaho]
  • Removed NOGRAVITY from InvulnerabilitySphere, Soulsphere, Megasphere and BlurSphere and added the new compatflag "nogravity spheres", controlled by the new CVAR compat_nogravity_spheres. The compatflag gives these spheres the NOGRAVITY flag again, but only when they are spawned by the map. [Torr Samaho]
  • Added sv_maxlives support for lastmanstanding and teamlms. [Torr Samaho]
  • General improvements to announcer code to allow for default announcer sounds. [Blzut3]
  • Added AnnouncerSound(str entry, int flags) function to allow custom announcer events. [Blzut3]
  • Considerably improved client side prediction when the player is standing/jumping/moving/landing on another actor, e.g. a bridge thing. [Torr Samaho]
  • Considerably improved client side prediction after respawning and teleporting. [Torr Samaho]
  • Clients can now control how often the server sends them updated player positions. The is done with the new CVAR cl_ticsperupdate (default value 3, allowed values 1-3). The lower the number, the smoother the movement of the other player appears on a client but the more network traffic is used by the position updates. [Torr Samaho]
  • Added Popsoap's dynamic light definition for the SuperShotgunGuy and the Hectebus. [Torr Samaho]
  • Reworked how lightning generated by the MAPINFO property "lightning" and the line special ForceLightning is handled online. It is almost completely client side now (the server only needs to send a single command to the clients each time ForceLightning is called), thus it causes nearly no network traffic. The only downside is that the lightning effects are not synchronized between clients and server, i.e. the clients evaluate all random values on their own. [Torr Samaho]
  • Added an auto return system for the terminator sphere and the hellstone, configurable by the new CVAR sv_artifactreturntime (default 30). The terminator sphere/hellstone is moved to a random spawn spot sv_artifactreturntime seconds after it has been spawned (no matter if it was spawned normally at map start or after being dropped by a player). Setting sv_artifactreturntime to 0 disables auto return. This should finally make terminator and possession playable on all maps. [Torr Samaho]
  • Added CCMD motd which redisplays the message of the day. [Dusk]
  • Added CCMD version_info which displays information about the Mercurial changeset the binary is based on. [Torr Samaho]
  • Added CCMD delmap which allows deleting maps from map rotation without clearing it first and CCMD delmap_idx, which allows deleting the map by index number shown by the maplist CCMD. [Dusk]
  • Added CCMD insertmap for adding maps into the maplist at other positions than just at the end. [Dusk]
  • Added: "snd_announcervolume" CVAR to adjust the announcer's volume and added an announcer volume adjustment in player setup under the announcer picker. [TIHan]
  • Added new compatflag "don't stop player scripts on disconnect", controlled by the new CVAR compat_dont_stop_player_scripts_on_disconnect. If this is enabled, the ACS scripts with a player as activator are not terminated when this player disconnects. [Torr Samaho]
  • Added new dmflag "unblock players", controlled by the new CVAR sv_unblockplayers. If this is true, player bodies are treated as if they had the THRUSPECIES flag and players don't telefrag other players anymore. [Torr Samaho, Dusk]
  • Added ZDoom's timidity code since it's compatible with our open source license. [Torr Samaho]
  • Since skulltag_data.pk3 is not auto loaded anymore, shareware IWADs are supported again. [Torr Samaho]
  • Exported Hissy's turning behavior to a new codepointer, A_FaceConsolePlayer, which takes a TurnAngle parameter defaulting to 0. Hissy is no longer a native actor. [Dusk]
  • Noticeably reduced monster bandwidth usage by letting the clients reuse the last updated actor positions. [TIHan, Torr Samaho]
  • Added new ACS command PlayerIsSpectator that returns 1 if the player is a true spectator, 2 if the player is a dead spectator and 0 otherwise. It also returns 0 if the specified player does not exist. [Torr Samaho]
  • Added CCMD demo_skiptics that allows you to skip a specified amount of tics. For instance, "demo_skiptics 35" skips a second and "demo_skiptics 2100" skips a minute. [Torr Samaho]
  • Added new ACS command ConsolePlayerNumber that returns the number of the local player. Returns -1 if called on the server. [Torr Samaho]
  • Added the possibility to leave the join queue with the spectate command. [Torr Samaho]
  • Added new ACS command GetTeamProperty that returns various team-based information. [Dusk]
  • Added new CVAR cl_spectatormove which can be used to control the speed of movement while spectating. [Dusk]
  • Fixed: After a "changemap" map change on a server with join password and a team based gamemode, players who were on a team on the previous map were turned into spectators but kept their team. [Torr Samaho]
  • Fixed a crash that could happen when pressing the "show medals" key during intermission if the player was spying another player before the start of the intermission. [Torr Samaho]
  • Fixed: When the gamemode is automatically changed upon entering a new map after a "changemap" map change offline, players possibly stay on a team even though the new game mode doesn't have teams or are on no team even though the new game mode uses teams. [Torr Samaho]
  • Fixed: Under some circumstances clients mispredicted the amount given by ammo dropped by monsters. [Torr Samaho]
  • Fixed: Various sliders in the player setup, the text scaling and the offline skirmish menu didn't play "menu/change" when toggled. [Torr Samaho]
  • Fixed: The RGB sliders for custom colors in "Options -> Display Options -> Automap Options -> Set Custom Colors" didn't work. [Torr Samaho]
  • Fixed: The "Compatibility mode" value in the compatibility options menu was displayed too far on the right. [Torr Samaho]
  • Fixed: RandomSpawner didn't always spawn something after a map reset in survival. [Torr Samaho]
  • Fixed: The HUD mugshot never looked in direction of the last damage inflictor online. [Torr Samaho]
  • Fixed some sync problems with A_Jump on weapons online. [Torr Samaho]
  • Fixed: Clients were not always informed about the armor amount and type of other non-opponent players. [Torr Samaho]
  • Fixed some client side display problems caused by the "give health" and the "give armor" cheats. [Torr Samaho]
  • Fixed: Dropping a backpack online crashed the clients. [Torr Samaho]
  • Fixed: Newly connecting clients were not informed about all the weapons, keys and backpacks players already in game have. [Torr Samaho]
  • Fixed: The automap was not reset during a map reset online on the clients. [Torr Samaho]
  • Fixed: When a player turns into a spectator the palette flash of this player is not reset. [Torr Samaho]
  • Fixed: Clients were not informed about "pusher" additions or changes. [Torr Samaho]
  • Fixed: Dead actors with a crash state locally crash on the client again while connecting. [Torr Samaho]
  • Fixed: After a "changemap" map change clients forgot about the max health and armor bonuses of players. Furthermore, newly connecting clients were not informed about these bonuses of players already in game. [Torr Samaho]
  • Fixed: After a "changemap" map change clients didn't draw the HUD icons of runes obtained in the previous level. Furthermore, newly connecting clients were not informed about the runes of players already in game. [Torr Samaho]
  • Fixed: When using the give weapons cheat online, the player possibly switched to one of the newly given weapons instead of keeping the current one. [Torr Samaho]
  • Fixed: For some of the cheats, clients other than the one who did the cheat printed printed the "is a cheater" line twice. [Torr Samaho]
  • Fixed: When picking up a dropped backpack online, clients wrongly assumed that the backpack gives ammo. [Torr Samaho]
  • Fixed: After a "changemap" map change the client side inventory ordering of the console player got reversed. [Torr Samaho]
  • Fixed: Under some circumstances a client wrongly displayed an "in console" icon over a player's head. [Torr Samaho]
  • Fixed: When coop spying another player for the first time the initial view height of that player was sometimes wrong. [Torr Samaho]
  • Fixed: Trying to pick up a white flag in one flag CTF while already carrying a white flag gave a point. [Torr Samaho]
  • Fixed: If a player carrying the flag/skull in CTF/ST suicided while "sv_instantreturn 1", the return message said "Returned by: playername" instead of "Returned automatically". [Torr Samaho]
  • Fixed: Newly connecting clients were not informed whether existing corpses were gibbed. [Torr Samaho]
  • Fixed: The ACS commands SetActorProperty( APROP_Gravity ), SetGravity and SetAircontrol didn't work properly online. [Torr Samaho]
  • Fixed client / server weapon sync issues after spawning / respawning. [Torr Samaho]
  • Fixed: The server didn't inform the clients about the weapon changes of bots. [Torr Samaho]
  • Fixed: Savegames didn't retain the multiplayer emulation state. [Torr Samaho]
  • Fixed: When a player carrying the terminator sphere/hellstone disconnected the terminator sphere/hellstone wasn't dropped. [Torr Samaho]
  • Fixed: Under certain rare circumstances the clients displayed friendly fire obituaries in DM. [Torr Samaho]
  • Fixed: The windows server GUI didn't properly handle spaces in the value sv_banfile. [Torr Samaho]
  • Fixed: When a player initially joins the game, he doesn't get the respawn invulnerability in DM. [Torr Samaho]
  • Fixed: Newly connecting clients were not informed about flag changes (compared to the initial spawn values) of the actors already in the game. [Torr Samaho]
  • Fixed: Friendly monster didn't play their active sound on the clients while chasing. [Torr Samaho]
  • Fixed: The server didn't inform the clients of flag changes made with A_ChangeFlag. [Torr Samaho]
  • Fixed: When a player turns into a spectator the Gravity and the Speed properties of the player body are not reset to the default values. [Torr Samaho]
  • Fixed: The menu_player command opened the main menu instead of the player setup menu. [Torr Samaho]
  • Fixed some weapons sync problems with unassigned voodoo dolls online that could happened with "alwaysapplydmflags 1" and "sv_weaponstay 0". [Torr Samaho]
  • Fixed: Under certain circumstances killing a bot could give the killer a Llama medal. [Torr Samaho]
  • Fixed some problems with the client side Z positioning of players online. [Torr Samaho]
  • Fixed: Removing a morphed bot crashed the game. [Torr Samaho]
  • Fixed some client side problems that happened online when a client connected while one of the in game players was morphed. [Torr Samaho]
  • Fixed some coop spy issues that happened online in levels with a team selection room. [Torr Samaho]
  • Fixed: PowerupGiver items with PowerMorph were not removed from the local inventory of a client online when they were activated. [Torr Samaho]
  • Fixed: When a grenade fell on a 3D floor over a real floor with a sky texture, it vanished instead of bounce. [Torr Samaho]
  • Fixed: Players lost a life when being spawn telefragged in survival invasion. [Torr Samaho]
  • Fixed some problems with the Z positioning of map spawned actors on 3D floors after a map reset. [Torr Samaho]
  • Fixed: Offline, the player could join in progress survival and survival invasion games with the "join" command and in progress teamlms games with the "team" and "changeteam" commands. [Torr Samaho]
  • Fixed: After a "changemap" map change in survival invasion online, an in game player was possibly forced to spectate. [Torr Samaho]
  • Fixed: When binding the LAN socket to port 15101 failed, Skulltag still tried use the socket to listen for LAN packets causing the console to be flooded with error messages. [Torr Samaho]
  • Fixed: When adding a bot in a team game while players can't join, the bot was added as spectator but still assigned to a team. [Torr Samaho]
  • Fixed: Dead spectators are not properly handled if a changemap map change is made while a TLMS game is in progress and sv_keepteams is true. [Torr Samaho]
  • Fixed: Dead spectators in TLMS didn't see the ally icon for their teammates. [Torr Samaho]
  • Fixed: Various strings (the cl_identifytarget message, "assist" messages, several parts of the scoreboard, etc.) were not displayed properly on some platforms. [Torr Samaho]
  • Fixed: After a changemap map change from an invasion level to a non-invasion level online, the clients still thought the gamemode was invasion. [Torr Samaho]
  • Fixed: If bots were put in the join queue in a team based game mode, they possibly all joined the same team after a changemap map change. [Torr Samaho]
  • Fixed: Immediately after joining a server with cl_startasspectator set to false or after a changemap map change while being in the game, the client thought is was lagging. [Torr Samaho]
  • Fixed: Bots were not properly frozen during the special game mode result sequences, e.g. the "mission failed" screen in survival. [Torr Samaho]
  • Fixed: When starting a survival invasion skirmish with bots while already in a survival invasion game with bots, the consoleplayer is spawned as spectator and leaves a ghost player upon joining. [Torr Samaho]
  • Fixed: A "map" map change possibly triggered the "mission failed" screen in survival. [Torr Samaho]
  • Fixed: Switch sounds were played with the wrong z position online. [Torr Samaho]
  • Fixed: Adding a bot in a team game on a map with a team selection room could crash the game. [Torr Samaho]
  • Fixed: When a player turned into a spectator, he didn't lose his medals and the current medal progress wasn't reset. [Torr Samaho]
  • Fixed: When sv_maxplayers was set to a value lower than the numbers of players currently in the game during a team game mode online, some players ended up as spectators while still being on a team after a "changemap" map change. [Torr Samaho]
  • Fixed some problems online when sv_maxplayers is increased while players are in the join queue. [Torr Samaho]
  • Fixed: If a team won a round in teamlms after the game entered sudden death, this team possibly wasn't awarded a win. [Torr Samaho]
  • Fixed some bugs caused by the spawning of the hellstone and the terminator sphere: When it was spawned the first player possibly tried to pickup whatever he was standing on at this moment. Furthermore, it was possibly spawned at the location of the first player even though there was still a free spawn spot. [Torr Samaho]
  • Fixed: Clients mispredicted the Z position of things respawning above a 3D floor. [Torr Samaho]
  • Fixed: When a server admin tried to set the CVAR fraglimit to a value beyond its bounds, the "fraglimit changed to" message appeared twice. [Torr Samaho]
  • Fixed: Newly connecting clients were not informed about the cheats players already in game have. [Torr Samaho]
  • Fixed: "compat_silentpickup" had no effect if "compat_soundslots" is true. [Torr Samaho]
  • Fixed: Savegames didn't store the player's team. [Torr Samaho]
  • Fixed: Clients didn't set am_cheats to 0 after a "map" map change if sv_cheats was changed from to true to false. [Torr Samaho]
  • Fixed: The scoreboard line of the player currently carrying the terminator sphere wasn't drawn in red. Instead, some seemingly random parts of the scoreboard were drawn red when someone had the terminator sphere. [Torr Samaho]
  • Fixed: When a player got a flag/skull/terminator sphere/hellstone while he still had a medal icon, the carrier icon was not shown until the medal faded away. [Torr Samaho]
  • Fixed some problems with unlagged when the player was standing on a 3D floor. [Torr Samaho]
  • Fixed: If a player carrying a flag/skull/terminator sphere/hellstone dies while being awarded a medal, the medal is announced a second time. [Torr Samaho]
  • Fixed: If a "map" map change is done during the possession hold countdown online to a CTF/ST map, the hold counter is still displayed on the clients after the map change. [Torr Samaho]
  • Fixed: When possession entered sudden death online, the sudden death message was not displayed properly on the clients. [Torr Samaho]
  • Fixed: If a player respawned while being awarded a medal, the medal icon turned invisible. [Torr Samaho]
  • Fixed: If the second last player leaves a possession game, the current round is not stopped. [Torr Samaho]
  • Fixed: When adding a bot it used the handicap value of the player who previously occupied the player slot. [Torr Samaho]
  • Fixed: Newly connecting clients are informed about the other player's handicap only after they players are spawned locally on the new client. This information is already necessary during the local spawning though. [Torr Samaho]
  • Fixed: Clients possibly mispredicted the Z position of other players that were standing close to a sector boundary. [Torr Samaho]
  • Fixed: "cl_showlargefragmessages 1" was ignored in (T)LMS if fraglimit was bigger than zero and the player had at least "fraglimit - 1" frags. [Torr Samaho]
  • Fixed a problem with the client side prediction for a high ping clients (250+) on low gravity servers (sv_gravity 200). [Torr Samaho]
  • Fixed: Clients with cl_startasspectator == 0 were not informed about which weapons the players already in game are using while joining the server. [Torr Samaho]
  • Fixed: When a sector movement was triggered by an unlagged client shooting at a linedef, the sector movement was possibly messed up. [Torr Samaho]
  • Fixed: When respawning or teleporting the client side prediction didn't clear the old movement commands recorded before the respawn/teleport. [Torr Samaho]
  • Fixed a vote related server crash. [Torr Samaho]
  • Fixed: On a Mac "zdoom.ini" instead of "skulltag.ini" was used as name foe the config file. [Torr Samaho]
  • Fixed: The command line argument "+sv_maxteams 1" didn't have any effect. [Torr Samaho]
  • Fixed: Newly connecting clients were not informed about gravity changes of the actors already in the game. [Torr Samaho]
  • Fixed: When an RCON client executed exit or quit on the server, the command was not logged to the console on non-Windows servers. [Torr Samaho]
  • Fixed: Clients were not informed about the value of lmsspectatorsettings in non-LMS games even though it is possibly necessary due to sv_applylmsspectatorsettings. [Torr Samaho]
  • Fixed: The ACS command CancelFade didn't work properly online. [Torr Samaho]
  • Fixed: The sounds of A_CustomMeleeAttack didn't work properly online. [Torr Samaho]
  • Fixed: When a player turned into a true spectator (i.e. not a dead spectator) in possession or TLMS or turned from dead spectator to true spectator in LMS, the points/wins of that player where not reset. [Torr Samaho]
  • Fixed: Newly connecting clients didn't properly display the running animation of players already in the game who were running while the new client was receiving the snapshot of the level. [Torr Samaho]
  • Fixed: Newly connecting clients were not properly informed about the parts of the default inventory players already in the game lost before the new client connected. [Torr Samaho]
  • Fixed: Spectators were treated like normal players while determining the winner of a DM game when the timelimit was hit. Thus a spectator could be declared to be the winner of the map. [Torr Samaho]
  • Fixed: When the countdown for a new round in (team)possession started, clients played the "PrepareToFight" announcer entry instead of the "NextRoundIn" one. [Torr Samaho]
  • Fixed: PointPusher and PointPuller actors that moved from their initial spawn positions stopped working after a map reset. [Torr Samaho]
  • Fixed: There was no pointlimit vote option in the menu. [Torr Samaho]
  • Fixed: After a "changemap" map change online, a client played the "x frags left" announcer sounds if fraglimit was between 1 and 3. [Torr Samaho]
  • Fixed: non-"map spawned", CLIENTSIDEONLY actors were not removed during a map reset on the clients online. [Torr Samaho]
  • Fixed: A_Countdown could lead to sync problem online. [Torr Samaho]
  • Fixed: Grenades that exploded due to the timer didn't have transparency applied to their explosion. Thanks to Popsoap for submitting the DECORATE fix for this. [Torr Samaho]
  • Fixed: When A_Chase should have set an actor to the idle state, on the clients online that actor was set to the spawn state instead. [Torr Samaho]
  • Fixed: When a player was spawned on the client, under some circumstances the client locally played the death animation of the previous player body. [Torr Samaho]
  • Fixed: NOSKIN didn't work properly on player classes. [Torr Samaho]
  • Fixed: If a player fragged another player during the first two seconds after the map was started, that player got an incredible medal. [Torr Samaho]
  • Fixed: Clients online only used the KEYCONF lump for their own player but ignored it for all other players locally. [Torr Samaho]
  • Fixed a typo in the protected lumps warning and clarified the client warning. [Torr Samaho]
  • Fixed: Clients applied TERRAIN damage by themselves leading to sync problem online. [Dusk, Torr Samaho]
  • Fixed: Additive translucent lines were not additive translucent after a map reset anymore. [Dusk]
  • Fixed: Clients weren't told about -NOGRAVITY or +DROPPED that is explicitly set for dropped items. [Dusk]
  • Fixed: The line special Thing_Stop didn't work properly online. [Dusk]
  • Fixed: The position of grenades bouncing off another actor online got out of sync on the clients. [Dusk, TIHan, Torr Samaho]
  • Fixed: A_FireCustomMissile played the SeeSound on the clients twice, wasted network bandwidth and spawned the missile on the clients imprecisely. [Dusk, TIHan, Torr Samaho]
  • Fixed: If a player with a TID is morphed/unmorphed, clients assumed the TID is reverted to 0. [Torr Samaho]
  • Fixed: Newly connecting clients were not informed about the current movedir of the actors already in the game. [Torr Samaho]
  • Fixed: If a morphed player is unmorphed while running, its animation got stuck. [TIHan]
  • Fixed: Newly connecting clients were not properly informed about the current state of dehacked actors. [Torr Samaho]
  • Fixed: Sliding polyobject doors broke during a map reset. [TIHan, Torr Samaho]
  • Fixed: Replaying a sound on the same channel with A_PlaySound restarted the sound on the clients online. [Dusk]
  • Fixed: The "oof" sound was played multiple times on a client when bumping into walls in low friction sectors online. [TIHan, Torr Samaho]
  • Fixed: Dead players/bots are not separated from the rest on the scoreboard in survival invasion. [TIHan, Torr Samaho]
  • Fixed: The vertical spacing between two players in coop info was too small on maps with SECTINFO. [Torr Samaho]
  • Fixed: The "You cannot rejoin the game until the round is over!" message is printed twice, once when pressing space and once when releasing space. Thanks to Dusk and Edward-san for suggesting the fix. [Torr Samaho]
  • Fixed: Clients didn't reset their join queue position on a "map" map change. [Dusk]
  • Fixed: Louder/duplicate DSOOF sounds from other players online landing on things. [TIHan]
  • Fixed: Weapon pieces vanish from the status bar on clients after map changes online. Furthermore, newly connecting clients were not informed about the weapon pieces of the players already in the game. [Dusk, Torr Samaho]
  • Fixed: When a dead player turned into a spectator after A_SkullPop was called, the spectator couldn't slide on walls. [Torr Samaho]
  • Fixed: Clients were not properly informed about Hexen armor values. [Dusk, Torr Samaho]
  • Fixed: Client's didn't properly respect the arguments of bridges. [TIHan]
  • Fixed: The server doesn't try to tick the master anymore if skulltag_masterip can't be resolved, but prints a warning instead. Previoulsly, an invalid skulltag_masterip setting led to WSAEADDRENOTAVAIL errors. [Torr Samaho]
  • Fixed: When the value of timelimit was changed online, the notification messaged displayed the new value as integer instead of as float. [Torr Samaho]
  • Fixed: Newly connected clients were not properly informed of certain properties of players and other actors. The same happened after "changemap" map changes to the client's consoleplayer. [TIHan]
  • Fixed: Rapidly activating 'chase' before joining a game with high ping results 'chase' being activated even with sv_cheats 0. [TIHan, Torr Samaho]
  • Fixed: In offline mode for team games, RESPAWN scripts were fired upon player entering the game instead of ENTER scripts. [TIHan]
  • Fixed: Player kept his custom skin color after morphing online. [TIHan, Torr Samaho]
  • Fixed: A morphed player possibly changed his skin back to his unmorphed custom skin online after starting to move. [Torr Samaho]
  • Fixed: Clients were not informed of MorphFlash and UnMorphFlash. [TIHan]
  • Fixed: The server could crash if changemus was called with a too long argument. [Edward-san]
  • Fixed: The freeze cheat could be activated during demo playback. [Dusk]
  • Fixed "1 minutes" typo in muting message. [Dusk]
  • Fixed: Mystic Ambit Incant use code was executed on the clients and the server did not tell clients about its usage properly. [Dusk]
  • Fixed: A malformed launcher packet could crash the client. [Torr Samaho]
  • Fixed: The server sent broken launcher challenges to the clients if timelimit was smaller than one and bigger than zero. [Torr Samaho]
  • Fixed: Opening the "Configure server" window in the Windows server console rounded the timelimit value to integer. [Torr Samaho]
  • Fixed: The gameplay tab of the "Configure server" window in the Windows server console didn't allow non-integer timelimit values to be entered. [Torr Samaho]
  • Fixed: When a player turned into a spectator offline, the disconnect particle effect was missing. [Torr Samaho]
  • Fixed: Newly connected clients are not informed of other clients' PowerupGiver. [TIHan]
  • Fixed: The player's view could bob on a client after unmorphing online while the player was still frozen due to rectiontime. [TIHan, Torr Samaho]
  • Fixed: Newly connected clients were not informed of other actors' reaction time. [TIHan]
  • Fixed: Morphed players turning into spectators leave dummy players behind. [TIHan]
  • Fixed: Clients weren't informed of damage caused by initial poisoning or of the accompanying cough sound caused by PoisonCloud. Clients were calling poison-caused Pain states on their own. [Dusk]
  • Fixed: Picking up a weapon piece caused the local ammo count on the client to go out of sync. [Dusk]
  • Fixed: Clients weren't told of pigplayers' bite sound. [Dusk]
  • Fixed: Stray Hexen bridge balls (and other actors spawned by A_BridgeInit) were included in snapshots the server sends to connecting clients. [Dusk]
  • Fixed: Clients were not informed of alwaysapplydmflags' value. [TIHan]
  • Fixed: Some scrolling textures were not handled properly between client and server. [TIHan]
  • Fixed: Clients weren't told of monsters' strafe counts, causing desyncs in 'fast-chasing' monster movement. [Dusk, Torr Samaho]
  • Fixed: Zedek's Quietus attack was not handled properly, appearing silent and invisible. [Dusk, Torr Samaho]
  • Fixed: Puzzle item usage was handled improperly on the clientside, causing no item use sound when a puzzle was solved with it. Also changed puzzle item fail message to only print on the client that activated it, rather than to everybody. [Dusk]
  • Fixed: Under certain circumstances after a monster was resurrected, it did not get reset when the map reset. [TIHan]
  • Fixed: Spectators were blocked by SOLID things on steps. [Torr Samaho]
  • Fixed: The remains of crushed actors were not removed on the clients online by a map reset. [Torr Samaho]
  • Fixed: Poly object doors were not handled properly online. [TIHan]
  • Fixed: Newly connected clients were not properly informed of poly objects. [TIHan]
  • Fixed some Z position sync problems of floating monsters online. [TIHan]
  • Fixed: Players could choose their team by using "team" or "changeteam" commands as a spectator when sv_noteamselect was true. [TIHan]
  • Fixed: Spectators were affected by the TimeFreezeSphere in competitive modes. [TIHan]
  • Fixed: When a non-spectator player disconnected his running CLIENTSIDE scripts were not terminated. [Torr Samaho]
  • Fixed: When a map reset was done while a PowerTimeFreezer was in effect, the sound was not resumed after the reset. [Torr Samaho]
  • Fixed: Grenade explosion sound was not unlimited. [Dusk]
  • Fixed: Players could get medals from spawn telefrags. [Dusk]
  • Fixed: Accuracy/Precision medals are now properly given when using the Rocket Launcher, Grenade Launcher, or BFG10K. [MP2E, Torr Samaho]
  • Fixed problems with the LAN broadcast under Linux. [Koromix]
  • Fixed: Console icon would stick on a player's head if the server missed the packet to remove the icon. [TIHan]
  • Fixed: Medals weren't announced on spied players. [Dusk]
  • Fixed: Wound state changes weren't sent to clients. [Dusk, Torr Samaho]
  • Fixed: The server always instructed clients to use the standard pain state of an actor, not any custom one. [Dusk, Torr Samaho]
  • Fixed: Newly connecting clients were not informed about non-standard death states of corpses already on the map. [Dusk, Torr Samaho]
  • Fixed: Spectators were affected by SetPlayerProperty and SetActorProperty. [TIHan, Torr Samaho]
  • Fixed: "Impressive"/"Most Impressive" medals are now properly given when the player has a spread rune. Note: If a player hits another player with multiple rails in one attack, this is intentionally counted as multiple hits. [MP2E, Torr Samaho]
  • Fixed: The MageWandSmoke spawned by MageWandMissile is now properly client-sided. It was already spawned by the client before, but not properly treated as CLIENTSIDEONLY actor. [Dusk, Torr Samaho]
  • Fixed: Certain effects in SetPlayerProperty were not working as intended online. [TIHan, Torr Samaho]
  • Fixed: When no network socket can be allocated the console is not flooded with NETWORK_GetPackets warnings anymore. [Torr Samaho]
  • Fixed: A malformed SERVER_LAUNCHER_CHALLENGE could cause the client to crash. [Torr Samaho]
  • Fixed: SetActorVelocity didn't update velocity changes to clients. [Dusk]
  • Fixed: Clients don't explode non-bouncing missiles hitting walls, ceilings or floors on their own anymore as the server tells them. [TIHan, Dusk, Torr Samaho]
  • Fixed: The "Join server" command in the Windows server console didn't work if the server loaded wads that are not among those in FileSearch.Directories. [Torr Samaho]
  • Fixed: The number of items and secrets found displayed in the alternative hud is not reset during a map reset. [Torr Samaho]
  • Fixed: The number of items found displayed in the alternative hud is not updated online on the clients when an item is picked up. [Torr Samaho]
  • Fixed: If all weapons except for the ones from the default inventory were forbidden by lmsallowedweapons, clients stared online with no weapon in hand. [Torr Samaho]
  • Fixed: If gl_lightmode was 2 in the config file when starting the game, gl_lightmode was automatically changed to 3. [Torr Samaho]
  • Fixed: Spectators were affected by pushers, e.g. wind. [Torr Samaho]
  • Fixed: Switches that execute CLIENTSIDE scripts didn't animate or play any sounds when activated online. [Torr Samaho]
  • Improved the X/Y/Z positioning of non-player actors moved by explosions online. [Torr Samaho]
  • Fixed: sDamage_Hellslime and sDamage_SuperHellslime didn't the player's view green online. [Dusk, Torr Samaho]
  • Fixed: "<name> is a cheater!" message was displaying on chasecam even if sv_chasecam was true. [Dusk]
  • Fixed: Attempting to play instagib without a railgun resulted in a crash. [Dusk]
  • Improved the code that removes containing incomplete color codes of type "\c[X" from player names. [Torr Samaho]
  • Changed F12 to allow spectators full spying, with the exception of during LMS if it's disabled. [Eruanna]
  • Changed F12 to allow full demo spying. [Eruanna]
  • Players aren't forced to spectate after a "changemap" map change on a server with a join password anymore. [Torr Samaho]
  • Player names are now automatically terminated with "\c-". This ensures that using a player name in a string doesn't affect the color of the string after the player name. [Torr Samaho]
  • The linux binaries are now compiled with -fno-stack-protector in order to increase compatibility with distros using older glibc versions. [Torr Samaho]
  • For security reasons cl_password and cl_joinpassword are not archived in the ini anymore. Thanks to kgsws for pointing us to this potential security problem. [Torr Samaho]
  • The customizable "teamgame" game mode now uses the F1_TMGM lump as F1 help screen. [Torr Samaho]
  • When a player cancels a vote, the other players are not prevented from making this type of vote again anymore. [Torr Samaho]
  • Skulltag now refuses to delete the active body of a player if it does not have a next state, but the current state has a finite duration. Instead a warning is printed and the body is frozen in its current state. This should fix the Neodoom crashes. [Torr Samaho]
  • The clients are now informed whenever the server uses the puke command. [Torr Samaho]
  • Players can't join during intermission anymore. Instead they are put in line and will join immediately after intermission ends (if there free player spots only of course). [Torr Samaho]
  • The CVAR fraglimt now can't be made bigger than 32767 (SHRT_MAX) anymore. Furthermore, the CVAR timelimit is now limited to the same range as fraglimt. [Torr Samaho]
  • If a spectator uses "team/changeteam teamname" during intermission, he is now put on the join queue instead of the command being ignored completely. [Torr Samaho]
  • Since TLMS just went on as usual when the timelimit was hit (although claiming to enter sudden death mode), timelimit is now deactivated in this gamemode. [Torr Samaho]
  • In gamemodes that reset the map time during a map reset, the timelimit counter is now hidden on the score board while the game is not in progress. [Torr Samaho]
  • If a client isn't allowed to know the health and armor of another player due to the gamemode, health and armor of this player are not displayed in coop info anymore. Furthermore, the mugshot of these players through coop spy is displayed as if the player had full health. [Torr Samaho]
  • The server now logs RCON connects to the console. It already logged RCON disconnects, so it should log connects, too. [Torr Samaho]
  • The CVAR chase_dist now can't be made smaller than 0 anymore. [Torr Samaho]
  • When a client disconnects from a server, sv_gravity on the client is reset to its default value, discarding the value the server told the client to use before. [Torr Samaho]
  • Changed the default value of the CVAR skulltag_masterip to master.skulltag.net. [Torr Samaho]
  • The "sv_cheats must be true to enable this command." message is not displayed more than once per second on a client online anymore. [Torr Samaho]
  • Being killed by a teammate doesn't count towards "You Fail It" or YSINE medals anymore, making it consistent with excellent/incredible medals that ignore team kills. [Torr Samaho]
  • When a connecting client is disconnected due to an error, any further net packet from its IP are now ignored for 10 seconds to prevent log flooding. [Torr Samaho]
  • Clients are now informed about the server's sv_coop_damagefactor value and, if not 1, the value is displayed on the scoreboard. [TIHan]
  • Adjusted kickfromgame commands to have more verbosity in error messages. [Dusk]
  • The ally, chat and rune sprites are now also available in non-Doom games. [Torr Samaho]
  • Renamed CVAR skulltag_masterip to masterhostname. [Torr Samaho]
  • Removed the skulltag_data.pk3 auto loading mechanism. skulltag_data.pk3 should now be loaded explicitly like any other add-on. [Torr Samaho]
  • snes_spc and hqnx are now linked statically, eliminating the need to distribute the corresponding dlls. [Torr Samaho]
  • CVAR "stillbob" has a range limit of -16 to 16. [TIHan, Torr Samaho]
  • Removed the ancient code that was erasing ZDoomGL settings from a player's config. [Torr Samaho]
  • If GetPlayerInput is called from a world activated CLIENTSIDE script with a negative player number, the input of the local consoleplayer is returned. [Torr Samaho]
  • Converted the ACS function GetTeamScore to be compatible with ZDaemon's version of this function. [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]

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]