Zandronum Version History

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===================================================================================

============================
= ZANDRONUM Version History
= Zandronum is available at http://zandronum.com
===================================================================================
============================
=
= *+ Major new feature, or major overhaul to an area.
= *- Major bug fix or removal.
= + Added feature, or noticeable improvement.
= - Bug fix, or something removed.
= ! Something has changed, or just general information.
=
===================================================================================
============================

3.1
---

*+ - Added a new server administration menu, from which server settings can be
changed without needing to use the console. The menu will ask for the RCON password
if necessary. Gameplay and compatibility settings are now grayed out unless the
user has RCON access and work online properly. Added various Zandronum-specific
gameplay settings to the menu. [Dusk]
*+ - Added a new chat mode that lets players send private messages to each
other. The sender can either pass the player's name with "sayto" or a player's
number with "sayto_idx". Alternatively, players can send private messages to the
server by passing "server" as a name. [Kaminsky]
*+ - Added the CVar "sv_smoothplayers" to improve the movement of lagging
players. [Kaminsky]
+ - "stat nettraffic" now also shows information on the number of many missing
packets the client requests from the servers. [Torr Samaho]
+ - The server can now broadcast the MD5 hashes of loaded PWADs to launchers.
[Sean]
+ - Added new console commands "demo_ticsplayed" to show the current position
in demo playback and "demo_skipto" to skip to such a position.
+ - Added new console variable "sv_nodoorclose" to prevent manual door closing,
in order to prevent large numbers of players from blocking a door by continuously
opening and closing it. [DoomJoshuaBoy]
+ - Added new compatibility flag "compat_noobituaries" to prevent obituaries
from being printed to the console when a player dies. [Kaminsky]
+ - Added new compatibility flag "compat_resetglobalvarsonmapreset" to reset
all global ACS variables upon resetting the map like in survival. [Kaminsky]
+ - Added new ACS functions: SetGamemodeLimit(int limit, int value) to change
gamemode limits, SetCurrentGamemode(str gamemode) to switch gamemodes during a
game, and GetCurrentGamemode() to get the gamemode being played. [Kaminsky]
+ - Added ACS function: SetPlayerClass(int player, str class, bool respawn) to
allow changing of a player's class. [Kaminsky]
+ - Added ACS functions: SetPlayerChasecam(int player, bool enable) and
GetPlayerChasecam(int player) to enable or disable the built-in chasecam for the
player. [Kaminsky]
+ - Added a new scoreboard icon that displays if a player is lagging to the
server. [Kaminsky]
+ - Added ACS functions: SetPlayerScore(int player, int type, int value) and
GetPlayerScore(int player, int type) to get or set the player's score. The type can
be either frags, points, wins, deaths, kills, or the item and secret counts.
[Kaminsky]
+ - Added an ACS special to check whether the game is in demo or not
[DoomJoshuaBoy/geNia]
+ - Added new SBARINFO commands: IfSpectator [not] [dead] and IfSpying [not]
that execute a sub block if the local player is (not) a (dead) spectator, or (not)
spying on another player respectively. [Kaminsky]
+ - Added ACS functions: ExecuteClientScript and NamedExecuteClientScript which
let the server execute clientside scripts for only one client as opposed to
everyone. This allows net traffic to be greatly optimized, such that the server
only sends out commands to the client(s) that matter. [Kaminsky]
+ - Added ACS functions: SendNetworkString and NamedSendNetworkString, allowing
strings to be sent from the server to the client(s) and vice versa, which are
passed as the first argument of script to also be executed. Note that sending
strings from client to server works just like puking scripts and there's no
guarantee they are sent to the server successfully. [Kaminsky]
+ - Added a new EVENT script type: GAMEEVENT_CHAT that triggers when a non-
private chat message is sent. Use this in conjunction with the ACS function:
GetChatMessage(int player, int offset) to get the last chat message received by the
player (or the server if -1 is passed). [Kaminsky]
+ - Added a new floating icon that shows if a player is in the menu.
[DoomJoshuaBoy/geNia]
+ - Added the CVar "con_showtimestamps" which adds a timestamp to the beginning
of each line on the console. [Kaminsky]
+ - Added the CVar "cl_showpacketloss" which prints how many packets were
missed when the client experiences packet loss. [Kaminsky]
+ - Added a check that prevents demos from being played if the version string
stored in the file doesn't match the current version being used. This means, for
instance, a release version of Zandronum cannot playback a demo that was recorded
using a beta version. [Kaminsky]
+ - Added the CVar "cl_hidevotescreen" which controls if the vote screen should
be hidden shortly after the client makes their vote. In order to keep the same
behaviour like in older versions, this CVar is set to true by default. [Kaminsky]
+ - Added new console variable "sv_forcesoftwarepitchlimits" to force the
player's pitch to be limited to what's allowed in the software renderer. [Kaminsky]
+ - Backported the chat prefix and suffix features from ZCC, which have been
renamed to "cl_chatprefix" and "cl_chatsuffix" respectively. [Kaminsky]
+ - Added new options to GAMEMODE: "gamesettings" and "removegamesetting",
allowing modders to specify what gameplay or compatibility flags need to be enabled
or disabled for a particular game mode. All flags added into the "gamesettings"
block are locked and cannot be manually changed while the game mode is being played
unless they're removed using the latter option. [Kaminsky]
+ - Added a new vote type for changing gameplay flags by doing "callvote <flag
name> <value> [reason]", which can also be disabled by the server using the
"sv_noflagvote" CVar. Also added the missing checkbox for changemap votes in the
server console window. [Kaminsky]
+ - Added new parameters to the "addmap" and "insertmap" CCMDs that specify the
minimum and maximum number of players required to enter a map. [Kaminsky]
+ - Added ACS functions: GetMapRotationSize and GetMapRotationInfo to get
information about the server's map rotation. [Kaminsky]
+ - Added new console command "weapswap" which swaps the player's weapon to the
one they were using before. [Kaminsky]
+ - Added the CVar "cl_telespy". [Kaminsky]
+ - Added the CVar "cl_protectcvars" which makes ConsoleCommand not archiving
CVar changes to the user's config file optional. [Kaminsky]
+ - CVars defined in CVARINFO can now replace "unknown" variables, particularly
those originally created using ConsoleCommand. [Kaminsky]
+ - Added the the console commands "spyto" and "spyto_idx". [Kaminsky]
+ - Added the console command "spycarrier" for spying on players carrying
gamemode-specific items. Particularly useful for streamers who want to quickly
switch to the carrier(s). [Kaminsky]
+ - The map rotation is now synced with the clients, meaning clients can now
use the "maplist" CCMD to view the map list. [Kaminsky]
+ - Added "cl_autoready" to automatically set a client as ready to go and
"cl_intermissiontimer" to show the intermission countdown and the next map.
[DoomJoshuaBoy/Kaminsky]
+ - Added CVars that customize how the weapon bobs, sways, and offsets based on
the player's pitch, or whether or not to bob the screen itself while leaving the
weapon bob unaffected. [Kaminsky]
+ - Added the GAMEMODE flag DONTPRINTPLAYERSLEFT to prevent printing the
"waiting for players" or "x allies/opponents left" message at the bottom of the
screen. [Kaminsky]
+ - Added all of the text colors from "New Text Colors", originally made by
FuzzballFox. [Kaminsky]
+ - Added the EVENT script type: GAMEEVENT_PLAYERCONNECT, indicating when a
client or bot joins the server. [Kaminsky]
+ - Added the EVENT script type GAMEEVENT_ACTOR_SPAWNED and
GAMEVENT_ACTOR_DAMAGED, which are triggered just before an actor's first tic and
when an actor takes damage. Note that for performance reasons, these events are
disabled by default so modders have to enable them by themselves. [Kaminsky]
+ - Added the EVENT script type GAMEEVENT_ACTOR_ARMORDAMAGED that's triggered
just before an actor's armor absorbs any damage inflicted on it. [Kaminsky]
+ - Added DMFlags: "sv_shootthroughallies" and "sv_dontpushallies", so a
player's attacks can pass through and not push their allies. [Kaminsky]
+ - Added packet loss mitigation, which the client can control using the CVar
"cl_backupcommands". [Kaminsky]
+ - Added the server CVAR "sv_country", which allows servers to present their
country to launchers. [Sean]
+ - Added the new nextmap and nextsecret vote types. [Sean]
+ - Added the CVar "sv_respawndelaytime", which allows servers to decide how
long players must wait before they can respawn. [Kaminsky]
- - Fixed: Bots tries to jump to reach item when sv_nojump is true. [sleep]
- - Fixed: ACS function SetSkyScrollSpeed didn't work online. [Edward-san]
- - Fixed: color codes in callvote reasons weren't terminated properly. [Dusk]
- - Fixed: The 'Color Setter' and the 'Fade Setter' things weren't handled
properly on map resets. [Edward-san]
- - Fixed: A_JumpIfTargetInsideMeleeRange and A_JumpIfTargetOutsideMeleeRange
weren't handled properly online. [Edward-san]
- - Fixed: Same spot respawn didn't work anymore with dead spectators. [Edward-
san]
- - Fixed: A_CheckLOF wasn't handled properly online. [Edward-san]
- - Fixed the DROPPED flag not being removed from level-spawned things when not
needed. [Edward-san]
- - Fixed an ACS related server and client crash. [Torr Samaho]
- - Fixed: loading from a savegame lost the extra player statuses, like the
spread rune mode. [Edward-san]
- - Fixed: Bots DH_ARRAYSET implementation is wrong. [sleep]
- - Fixed jittery model interpolation, partly based on dpJudas's fix for
GZDoom. [StrikerMan780]
- - Fixed an integer overflow crash related to decals. [eagle, Torr Samaho]
- - Fixed GAMEEVENT_CAPTURES and GAMEEVENT_RETURNS scripts not executing in One
Flag CTF or Skulltag. [Kaminsky]
- - Fixed the obituary for the BFG tracer not being used if a player was killed
by them. [Kaminsky]
- - Fixed desaturated translations created with CreateTranslation() not syncing
with clients in an online game. [Kaminsky]
- - Fixed missiles with the STEPMISSILE flag disappearing in online games.
[Kaminsky]
- - Fixed faulty armor behaviour that occurred when the player's inventory was
cleared. [Kaminsky]
- - Fixed sound channels containing looped sounds not being synced with newly
connected clients. [Kaminsky]
- - Fixed the StopSound ACS function not working in online games. [Kaminsky]
- - Fixed the ChangeCamera line special not reverting the HUD to match the
player that the client is looking through. [Kaminsky]
- - Fixed Line_SetTextureOffset and Line_SetTextureScale not working in online
games. [Kaminsky]
- - Fixed ACS HudMessage alpha, visibility, and layer flags not working online.
Also fixed SetHudClipRect and SetHudWrapWidth not working online. [Kaminsky]
- - Fixed Team_Score and Team_GivePoints not working properly on all gamemodes
that support teams and give points. [Kaminsky]
- - Fixed user variables not being reset for actors that aren't respawned
during a map reset. [Kaminsky]
- - Fixed issues with A_SkullPop and if the player spectates while the
PlayerChunk actor is still in midair. [Kaminsky]
- - Fixed the class field of a skin breaking A_SkullPop and spawning dummy
players instead of the "PlayerChunk" actor. [Kaminsky]
- - Fixed the INVENTORY.NOSCREENFLASH flag not working in online games.
[Kaminsky]
- - Fixed "random" when used for the class property in BOTINFO not actually
assigning the bot a random player class but instead choosing the first player class
in the list. [Kaminsky]
- - Fixed SetActorProperty not working online with APROP_StencilColor.
[Kaminsky]
- - The console and chat no longer opens or closes while the user is holding
down the grave or enter keys. This makes it extremely difficult to flicker the
console or chat icons and trigger client command floods. [Kaminsky]
- - Fixed "####" and "----" in PlayerPawns. [Zandrewnum]
- - Fixed dormant sounds from still playing upon resetting the map. [Kaminsky]
- - Fixed a player's old body from being frozen and not finishing their
animation when they become a dead spectator. [Kaminsky]
- - Fixed dead spectators not spawning where they died if sv_samespawnspot is
enabled. [Kaminsky]
- - Fixed ACS scripts puked by the server RCON from using player 0 as the
activator. [Kaminsky]
- - Fixed a compatibility issue with printing team-related messages on the
screen using custom colors. [Kaminsky]
! - sv_forcegldefaults renamed to sv_forcevideodefaults. The old name still
exists for compatibility. [Dusk]
! - r_3dfloors is now forced to be true when sv_forcevideodefaults is true.
[Dusk]
! - When the wad authentication fails for a connecting client, the client only
reports the missing and incompatible PWADS instead of all of them. [Pol Marcet]
! - GAMEEVENT_CAPTURES scripts now pass the number of points earned as 'arg2'.
[Kaminsky]
! - gl_lights_size is now forced to its default value when
sv_forcevideodefaults is true. [Kaminsky]
! - The Player_SetTeam line special now accepts a second parameter to
enable/disable the broadcast message. By default, the message is still printed.
[Kaminsky]
! - ZIP/PK3 files containing duplicate lumps will now print warning messages in
the console when they're found, and a fatal error will occur if any of these
duplicate lumps need to be authenticated on the server. [Kaminsky]
! - The "map" and "changemap" votes now show the full name of the level in
addition to the lump name. [Kaminsky]
! - Re-enabled code that adds support for player color sets. [Kaminsky]
! - Actors with the CLIENTSIDEONLY flag that are spawned using the "summon"
cheat in online games are now removed on the server's end, but will still spawn on
the client's end. [Kaminsky]
! - The $weapon and $ammo keywords for "chat_substitution" will now use the
corresponding actor's tag if it exists, instead of always using the class name.
[Kaminsky]
! - The CVar "cl_identifytarget" is now an integer and has been extended to
print additional information about a teammate including their health and armor,
weapon and ammo count, and class or skin, in a similar format to the coop info.
[Kaminsky]
! - The default renderer for new users will now be the OpenGL renderer instead
of the software renderer. [Kaminsky]
! - Changed the default binds of some commands to more modern controls.
[Kaminsky]
! - The chat cursor now blinks while the client is typing a message. [Kaminsky]
! - The "You fragged" and "You were fragged by" HUD messages can now be edited
in the LANGUAGE lump. [DoomJoshuaBoy/Kaminsky]
! - A player's health on the coop info or target identification is now color
coded based on percentage and not hardcoded numbers. Also added orange as a color
to indicate when a player's health is between 26-50%. [Kaminsky]
! - The name of the server and the current game mode are now shown on the
scoreboard's header. [Kaminsky]
! - Color codes are now omitted from the length of the player's name, allowing
for more complex color schemes without reaching the limit. There's still a
technical limitation so that names aren't too long when sent across the network.
[Kaminsky]
! - The chasecam is temporarily disabled while the local player is in free
spectate mode. [Kaminsky]
! - Replaced the executable icon with a more sleek, modern design originally
made by Medicris. [Kaminsky]

3.0.1
-----

- - Fix a server hang that could be caused by malformed userinfo data. [Sean]
- - The spectate, join, suicide, change team, and inventory drop client
commands will now trigger a client command flood. [Sean]

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 a new buffer for the reliable packets scheduled to be sent from the
server to the clients. This allows to limit the number of packets the server sends
to a client per tick (CVAR sv_maxpacketspertick, default 64). In particular, this
allows to spread the full update a client gets when connecting to the server over
multiple ticks and should fix problems connecting to large maps with many actors.
Also increased the packet loss buffer size from 1024 to 2048. [Torr Samaho]
+ - 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]
+ - This server now prevents players to use a name already used by another
player. If a player requests a duplicate name, the player is renamed to 'Player N'
where N is a random number from 0 to 9999. [Torr Samaho]
+ - Added CCMD demo_pause that allows to pause/resume the currently played
client side demo. In free spectate mode, the spectator can still move around while
the demo is paused. [Torr Samaho]
+ - Added cl_soundwhennotactive CVAR support to non-Windows clients. [Edward-
san]
+ - Added support to clientside ACS_ExecuteWithResult with four arguments.
[Edward-san]
+ - Added sv_survival_nomapresetondeath Zandronum dmflag to modify survival
game mode where the map will not be reset on all players death - the players will
be able to continue with fresh amount of lives. Dead players will carry over their
inventory in accordance to "keep inventory" flags. [Zalewa]
+ - Backported ZDoom's ACS function GetActorFloorTexture. [Torr Samaho]
+ - The SQLite3 database can now be used in WAL mode. This mode is enabled /
disabled with the new CCMDs 'db_enable_wal' / 'db_disable_wal'. [Torr Samaho]
+ - Added new ACS command SetDeadSpectator (int playernumber, int
deadspectator). This command can turn alive players into dead spectators
(deadspectator == 1) and revive dead spectators (deadspectator == 0). [Torr
Samaho]
+ - Added the new ACS command SetActivatorToPlayer as a replacement solution
for AAPTR_PLAYERx that works with all 64 players instead of only 8. [Dusk]
+ - Added CVAR sv_forcerespawntime that controls the time delay before force
respawn activates and respawns a player. [Ru5tK1ng]
+ - The authentication mechanism for non-map related lumps now allows Freedoom
0.11.3/Doom clients to join Doom/Freedoom 0.11.3 servers. [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]
- - Fixed: menu ignore got confused about players with the same name. [Dusk]
- - Fixed: A_Respawn wasn't handled correctly online. [Edward-san]
- - Fixed: clients couldn't hear the player's jumping sound if present.
[Edward-san]
- - Fixed: When the server used ACS_ExecuteWithResult to start a CLIENTSIDE
scripts, the clients were told the wrong arguments. [Torr Samaho]
- - Fixed: A_Mushroom did not work properly online. [Torr Samaho]
- - Fixed: The server didn't instruct clients to spawn missiles from
A_CustomMissile if they exploded on spawn. [Torr Samaho]
- - Fixed: AFastProjectile ignored the CLIENTSIDEONLY flag of its MissileType.
[Torr Samaho]
- - Fixed: A_SpawnDebris did not work properly online and ignored the
CLIENTSIDEONLY flag. [Torr Samaho]
- - Fixed: Voodoo dolls could cause unnecessary network traffic. [Torr Samaho]
- - Fixed: Indefinitely hidden non-inventory actors caused unnecessary network
traffic during a map reset. [Torr Samaho]
- - Fixed: Clients were informed about RandomSpawners, even though they only
needed to know about the outcome of the spawner, which wasted network traffic.
[Torr Samaho]
- - Fixed: The server could instruct the client to spawn puffs without a netID
even if the puff didn't have the NONETID flag. [Torr Samaho]
- - Fixed: Clients with high bandwidth weren't informed about the item dropping
physics online. [Edward-san]
- - When sv_nocallvote is 2, only consider votes of players joined in the game
(addresses 2590). [Ru5tK1ng]
- - Fixed: Returning to a map in a hub could crash the clients online. [Torr
Samaho]
- - Fixed: Votes were not being removed or cancelled when a player
disconnected. [Ru5tK1ng]
- - Fixed: Server-to-client ACS script executions could not represent the
values [-127..-1] as parameters. [Dusk]
- - Fixed the inconsistent/missing number of allies and/or opponents left when
the displayed player dies/spectates in gamemodes with dead spectators. [Edward-san]
- - Fixed: SMF_Look was not working in CTF and other team game modes.
[Ru5tK1ng]
- - Fixed: Fixed colormaps not being respected for actors beneath 3D floors.
[Dusk, Torr Samaho]
- - Fixed: The scoreboard duel wins drawer could crash with cameras not
attached to the player. [Edward-san]
- - Fixed: The screen blending effects wouldn't work on the automap. [Edward-
san]
- - Fixed: A_BrainScream and A_BrainExplode caused unnecessary network traffic.
[Torr Samaho]
- - Fixed: the change of the player name with a too short name wasn't handled
correctly. [Edward-san]
- - Fixed: z-position client-server inconsistencies for things on cliffs.
[Zalewa, Edward-san]
- - Fixed: Leaf1 and Leaf2 caused unnecessary network traffic. [Torr Samaho]
- - Fixed: Mugshot multiplayer background color didn't change with player color
in OpenGL. [Zalewa]
- - Fixed: "File|Join" from server console wouldn't load DeHackEd patches.
[Zalewa]
- - Fixed: GetScreenWidth and GetScreenHeight ACS functions did not work
online. [Dusk]
- - Fixed: the DamageFactor calculation was executed twice for armors. [Edward-
san]
- - Fixed: body of the player who loses all lives no longer disappears into
thin air. [Zalewa]
- - Fixed a certain number of commands and server CVARs which weren't protected
against the ConsoleCommand. [Edward-san, Torr Samaho]
- - Fixed: the server could crash if a morph powerup is taken away when the
morphed player exhausts the ammo. [Edward-san]
- - Fixed crash with voodoo dolls and PowerIronFeet. [Edward-san]
- - Fixed: Under rare circumstances, the server could freeze when selecting a
random map from the map rotation. [Torr Samaho]
- - Fixed: When the server instructed a client to jump as result of A_Jump*,
the client did not call the state function of the state jumped to. [Torr Samaho]
- - Fixed: The server didn't fully notify the clients about water splashes.
[Torr Samaho]
- - Fixed a potential client crash related to the firing sound of a railgun.
[Torr Samaho]
- - Fixed: Blood splatter caused unnecessary network traffic. [Torr Samaho]
- - Fixed: A_FiredSpawnRock and A_FiredSplotch caused unnecessary network
traffic. [Torr Samaho]
- - Fixed: Angle arguments in DECORATE didn't work properly on ARM devices like
the Raspberry Pi (adapted from the corresponding ZDoom fix). [Torr Samaho]
- - Fixed: The server informed the clients about the position of the other
players during intermission, which generated unnecessary network traffic. [Torr
Samaho]
- - Fixed: the server erroneously told clients that some slamming actors
changed their state to the Spawn state instead of the Idle state. [Edward-san]
- - Slightly improved how the MinotaurFriend is handled online. [Edward-san]
- - Fixed: When a player was damaged, clients always executed the first state
function of the standard pain state. [Torr Samaho]
- - Fixed: The server didn't inform the clients about changes made with
A_ChangeFlag to the special Zandronum flags, like DONTIDENTIFYTARGET. [Torr Samaho]
- - Fixed: CLIENTSIDE scripts lost track of the player as activator when the
player was morphed or unmorphed. [Torr Samaho]
- - Fixed: A too long value of sv_hostname could crash the Windows server when
it was minimized to the system tray. [Torr Samaho]
- - Fixed: Using SetDBEntryString with an integer instead of a string as
argument could cause a crash. [Torr Samaho]
! - 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]
! - sv_nodrop is now a dmflag. [Dusk]
! - sv_limitnumvotes renamed to sv_votecooldown and changed to integer that
determines the time to wait before a player can revote. All vote limits and times
are double this value. [Ru5tK1ng]
! - 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, gl_render_flats and
gl_mask_threshold are now restricted to beta builds. [Torr Samaho]
! - Make newly connected clients wait before calling a vote. The wait time is
controlled with the new CVAR 'sv_voteconnectwait'. [Ru5tK1ng]
! - Keys can now be used while a client side demo is played. This allows binds
to CCMDs like demo_pause to be used during playback. [Torr Samaho]
! - Dead spectators will now preserve inventory so that they can be respawned
with it. [Zalewa]
! - When alive players complete the map in survival, dead spectators will
recover their inventory on the next map in accordance to SV_COOP_LOSE* flags
[Zalewa]
+ - The 'authhostname' DNS lookup is not done during startup anymore, but only
if the IP address is needed. [Torr Samaho]
! - The memory required for the bot nodes is now dynamically allocated when the
first bot is added and freed when the last bot is removed. Thus, the CVAR
sv_disallowbots is obsolete and was removed (adapted form Konar6's kpatch). This
also fixes that offline, the memory required for the bot nodes was always
allocated. [Torr Samaho]
! - To stay compatible with Zandronum 2.x, GetCVar still returns the
consoleplayer's value if called in a non-player activated CLIENTSIDE script to get
the value of a user cvar. [Torr Samaho]
! - Althud's discovered secret counter now shows global discovered secret count
in netgames. [Zalewa]
! - Changed the default value of sv_defaultdmflags to false. [Torr Samaho]

2.2
---

+ - 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]
- - Fixed: joining spectators could cause spawn telefrags more often than they
were intended. [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]

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
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 )
allow mods to access the underlying database. [Torr Samaho]
*+ - 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:
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)
[Torr Samaho, Water]
+ - 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]

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 (changes since 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]

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