Version history

From Zandronum Wiki
Revision as of 15:41, 23 August 2016 by DrinkyBird (talk | contribs) (Add changelogs for 2.1.x)

Release table

An asterisk (*) marks an unofficial build.

Stable

Version Released Windows Linux OS X FreeBSD Source code tag
2.1.2 Jul 19, 2015 Installer Zip x86 x86_64 Installer i386 server* x86_64 server* ZA_2.1.2
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 ZA_1.2.1
1.2 Sep 01, 2013 Installer Zip x86 x86_64 Installer 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 ZA_1.0
Skulltag 0.98d Nov 7, 2010 Installer Zip / lite base + x86 base + x86_64 Installer base + i386 ST_0.98d
Skulltag 0.98c Zip base + x86 base + x86 ST_0.98c
Skulltag 0.98b Zip ST_0.98b
Skulltag 0.98a Zip ST_0.98a

Betas

Version Beta Released Windows Linux OS X FreeBSD Source code tag
3.0 160814-2010 Aug 14, 2016 Zip x86_64* / debug* x86_64 server* / debug* 4f775b509b10

Changelogs

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]