Version history/3.2: Difference between revisions

m
Updated 3.2's changelog again.
(Added a beta builds section, now that the first official 3.2 beta is available.)
Tag: Source edit
m (Updated 3.2's changelog again.)
Tag: Source edit
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*Added the dmflag "sv_dontoverrideplayercolors", which prevents player colors from being overriden. [Kaminsky]
*Added the dmflag "sv_dontoverrideplayercolors", which prevents player colors from being overriden. [Kaminsky]
*Added the EVENT script types for domination: GAMEEVENT_DOMINATION_CONTROL for when a team takes control of a point sector, and GAMEEVENT_DOMINATION_POINT for when a team gets a point for owning a sector. [Kaminsky]
*Added the EVENT script types for domination: GAMEEVENT_DOMINATION_CONTROL for when a team takes control of a point sector, and GAMEEVENT_DOMINATION_POINT for when a team gets a point for owning a sector. [Kaminsky]
*Added the CVar "cl_identifymonsters" which allows monsters to be identified with cl_identifytarget. [Kaminsky]
*Added the CCMD "rcon_logout" so that clients with RCON access may logout if they want to. This also changes the old behaviour where a client who already had RCON access could lose it if they resent the wrong password to the server [Kaminsky]
*The GAMEMODE lump now accepts a wider range of gameplay-related CVars that aren't limited to flags. Strictly speaking, any CVars with the CVAR_GAMEPLAYSETTING bit, or any flags whose flagset has the CVAR_GAMEPLAYFLAGSET (previously named CVAR_GAMEMODELOCK) bit. [Kaminsky]
*Added ACS function: "SetGameplaySetting", allowing modders to change gameplay-related CVars on the fly. [Kaminsky]
*Added "offlineonly" and "onlineonly" options to the game settings feature of the GAMEMODE lump. This allows some CVars to only be configured for offline or online games, or both. [Kaminsky]


===Fixes===
===Fixes===
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*Fixed: PickActor wouldn't pick actors that were the same species if called by the server. [Kaminsky]
*Fixed: PickActor wouldn't pick actors that were the same species if called by the server. [Kaminsky]
*Fixed: chat messages sent by the server weren't colorized properly. [Kaminsky]
*Fixed: chat messages sent by the server weren't colorized properly. [Kaminsky]
* Fixed: restarting the map didn't unfreeze the game properly in online games. [Kaminsky]
*Fixed: restarting the map didn't unfreeze the game properly in online games. [Kaminsky]
*Fixed: Changing the COUNTKILL flag via A_ChangeFlag didn't update the invasion monster count. [Kaminsky]
*Fixed: Changing the COUNTKILL flag via A_ChangeFlag didn't update the invasion monster count. [Kaminsky]
*Fixed: projectiles and bulletpuffs didn't trigger GAMEEVENT_ACTOR_SPAWNED if "ForceSpawnEventScripts" was enabled. [Kaminsky]
*Fixed: projectiles and bulletpuffs didn't trigger GAMEEVENT_ACTOR_SPAWNED if "ForceSpawnEventScripts" was enabled. [Kaminsky]
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*GAMEMODE flags are now validated after all GAMEMODE lumps have been parsed instead of after each one. The internal game mode name (e.g. "TeamLMS") is now printed with the error message instead of the actual name. [Kaminsky]
*GAMEMODE flags are now validated after all GAMEMODE lumps have been parsed instead of after each one. The internal game mode name (e.g. "TeamLMS") is now printed with the error message instead of the actual name. [Kaminsky]
*Added an extra check to ensure that game modes have a (short) name. [Kaminsky]
*Added an extra check to ensure that game modes have a (short) name. [Kaminsky]
* Fixed: players appeared jittery when standing on lifts moving downward in online games. [Kaminsky]
*Fixed: players appeared jittery when standing on lifts moving downward in online games. [Kaminsky]
*Restrict broadcasted net commands to clients who already have the full update. [Torr Samaho]
*Restrict broadcasted net commands to clients who already have the full update. [Torr Samaho]
*"wait 0" is now acceptable and will properly wait one tic. This is because the wait CCMD was always off by one tic, meaning that "wait" or "wait 1" actually delayed a command by 2 tics. [Kaminsky]
*"wait 0" is now acceptable and will properly wait one tic. This is because the wait CCMD was always off by one tic, meaning that "wait" or "wait 1" actually delayed a command by 2 tics. [Kaminsky]
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*Fixed: the player's view didn't revert back to itself if they were spying on an enemy player when lms_spectatorview was disabled. [Kaminsky]
*Fixed: the player's view didn't revert back to itself if they were spying on an enemy player when lms_spectatorview was disabled. [Kaminsky]
*Fixed: clients could give players more health when they weren't allowed to know their actual health. [Kaminsky]
*Fixed: clients could give players more health when they weren't allowed to know their actual health. [Kaminsky]
* Changed "sv_respawndelaytime" into a float. It's now possible to set respawn times that are below one second. [Kaminsky]
*Changed "sv_respawndelaytime" into a float. It's now possible to set respawn times that are below one second. [Kaminsky]
*The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky]
*The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky]
*Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky]
*Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky]
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*The server now updates a spectator's lagging status to all clients and the mini lag icon on the scoreboard now shows for spectators. [Kaminsky]
*The server now updates a spectator's lagging status to all clients and the mini lag icon on the scoreboard now shows for spectators. [Kaminsky]
*Fixed: PLAYERINFO_TEAM didn't return 255 if the player wasn't on team like it does in GZDoom. [Kaminsky]
*Fixed: PLAYERINFO_TEAM didn't return 255 if the player wasn't on team like it does in GZDoom. [Kaminsky]
* By default, the join queue is no longer cleared between levels for all game modes like in duel. The old behaviour can be restored by enabling the new dmflag "sv_dontkeepjoinqueue" which also works in duel. [Kaminsky]
*By default, the join queue is no longer cleared between levels for all game modes like in duel. The old behaviour can be restored by enabling the new dmflag "sv_dontkeepjoinqueue" which also works in duel. [Kaminsky]
*Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky]
*Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky]
* Unlagged now restores a player's old height when reconciling them. [Kaminsky]
*Unlagged now restores a player's old height when reconciling them. [Kaminsky]
*It's now possible to save a crash report using the 64-bit Windows build.
*Fixed: the 64-bit Windows build would never produce a crash report.
*Fixed: The random class was still selectable in the join menu when NoRandomPlayerClass was enabled in MAPINFO. [DrinkyBird]
*Fixed: The random class was still selectable in the join menu when NoRandomPlayerClass was enabled in MAPINFO. [DrinkyBird]
*Fixed: when a player joined a new team in online games, the health and armor of their new teammates weren't updated. [Kaminsky]
*Fixed: when a player joined a new team in online games, the health and armor of their new teammates weren't updated. [Kaminsky]
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*Fixed: The countdown screen in invasion did not show the correct wave after the level changed. [Kaminsky]
*Fixed: The countdown screen in invasion did not show the correct wave after the level changed. [Kaminsky]
*Fixed: trailing color codes weren't being removed properly from chat strings. [Kaminsky]
*Fixed: trailing color codes weren't being removed properly from chat strings. [Kaminsky]
*sv_hostname is now cleaned up so that any unacceptable characters and trailing crap are removed. [Kaminsky]
*sv_hostname is now cleaned up so that any unacceptable characters and trailing crap are removed. Also, it's now limited to a maximum length of 160 characters to avoid incredibly long server names. [Kaminsky]
*The "fisting" medal is now only awarded if the player frags another player with a melee hitscan attack, as it should be. [Kaminsky]
*The "fisting" medal is now only awarded if the player frags another player with a melee hitscan attack, as it should be. [Kaminsky]
*Fixed: a player's class could still change if they were still alive when travelling from one map to the next in cooperative. [Kaminsky]
*Fixed: a player's class could still change if they were still alive when travelling from one map to the next in cooperative. [Kaminsky]
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*Fixed: spawning game mode artifacts like the possession stone and terminator ball didn't correctly account for useplayerstartz. [Kaminsky]
*Fixed: spawning game mode artifacts like the possession stone and terminator ball didn't correctly account for useplayerstartz. [Kaminsky]
*Blacklisted the connect, disconnect, reconnect, and restart CCMDs from ConsoleCommand. [Kaminsky]
*Blacklisted the connect, disconnect, reconnect, and restart CCMDs from ConsoleCommand. [Kaminsky]
*Fixed: cl_telespy still teleported a spectator when they were already looking through their own eyes. [Kaminsky]
*The "maplist" CCMD now also prints "current" or "used" alongside green or red text for map entries that are currently being played or used. This change is particularly useful for consoles or logfiles that strip color codes and couldn't show the colored text. [Kaminsky]
*gl_texture is now forced to be true when sv_forcevideodefaults is true. [Kaminsky]
*cl_identifytarget now prints "ally" if the target is a teammate of the player being spied on, instead of the local player. Also, it now always prints a player's skin with their current class, if unmorphed. If cl_skins is 0, then the skin is always printed as "base" instead. [Kaminsky]
*Fixed: rail attacks didn't always account for sv_shootthroughallies. [Kaminsky]
*Fixed: players didn't receive keys that were already found if respawning with a different class while sv_sharekeys was enabled. [Kaminsky]
*Fixed: cl_medals also affected the server and could prevent players from earning any medals if disabled. [Kaminsky]
*Fixed: the server didn't always update the correct flagset (e.g. dmflags, compatflags, lmsspectatorsettings) to the clients. [Kaminsky]
*Fixed: the server would still print which flags have changed for lmsallowedweapons when the current game mode wasn't (T)LMS. [Kaminsky]
*Fixed: Every client's ping would be stuck at zero on a Linux server that was running for more than 24 consecutive days. [Kaminsky]


==Beta builds==
==Beta builds==
*{{ForumThread|10792|Zandronum 3.2-alpha-220904-2011}}
*{{ForumThread|10792|Zandronum 3.2-alpha-220904-2011}}
*{{ForumThread|10849|Zandronum 3.2-alpha-221030-0316}}