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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.
=
================================================================================
===============================
2.1.2
----- Fixed the remaining jitter and weapon sync problems caused by the clie
nt movement buffer. [Torr Samaho]
2.1.1
----+
- The client movement buffer now can be toggled with the new CVAR sv_use
ticbuffer (default true). [Torr Samaho]
- Fixed jittery player movement caused by the client movement buffer. [T
orr Samaho]
- Fixed: Clients wrongly predicted the health of the consoleplayer. [Edw
ard-san, Torr Samaho]
- Fixed: clients were not updated about the successful A_CustomPunch lif
esteal attacks from a player. [Edward-san]
- Fixed: clients were not updated about the successful A_Saw lifesteal a
ttacks 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. [T
orr 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 wit
h 2.0. [Torr Samaho]
+
- The server can now broadcast dehacked patches loaded with -deh and -be
x 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 th
e volume to overflow online. [Dusk]
- Fixed: Friendly fire obituaries did not appear online in competitive g
amemodes. [Dusk]
- Hopefully fixed a potential weapon switch induced client-side crash. [
Dusk]
- Fixed: Amount of total monsters went out of count upon map resets. [Du
sk]

- Fixed: When a player scored a point in CTF, Skulltag or Possession, th


e scoreboard in the Windows server console was not updated properly. [Torr Samah
o]
- Fixed: -optfile would eat CCMD calls (such as +exec) and treat them an
d their arguments as wads to include as optional. [Dusk]
- Fixed: the 'light fast strobe in sync' sector special would visually d
esync 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 (backport
ed 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 m
ap 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 on
line. [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 o
n start was not randomized (ported from Konar6's kpatch). [Torr Samaho]
- Fixed: sv_forcegldefaults 1 stopped working properly for the gl client
s. [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 (min
imal invasive implementation based on biospud's GZ3Doom). [Torr Samaho]
+
- Added the OS used to the version string the server sends to the launch
ers (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 Vanill
a compatibility by not performing any spawnfog/sounds for west angled spawns. [W
ater, Edward-san]
+
- Added compat_maxbloodscalar which will enforce vanilla red screen dama
ge as if the blood_fade_scalar was 1.0. [Water]
+
- Ported CVARINFO lump support and the ACS functions SetCVar, GetCVarStr
ing and SetCVarString from ZDoom. This includes support for CVars that are autom
atically synced between server and clients. User CVars are not support for now t
hough. [Torr Samaho]
+
- Added domination and customteamgame to SBarInfo gamemode detection. [B
lzut3]
+
- 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 WA
D-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 vario
us flooding limits (allow constant suiciding, team changing, disable command flo
od auto-kick, etc). Should not be set to false in public servers. [Dusk]
+
- Added a Network Options menu which will contain all new network option
s. [Water, Torr Samaho]
+
- The authentication mechanism for non-map related lumps now allows Free
doom 0.9/Doom clients to join Doom/Freedoom 0.9 servers. [Torr Samaho]
+
- Significantly bandwidth-optimized server-to-client ACS_Execute (and fr
iends) calls. Such a call now uses 9 to 21 bytes of bandwidth per client per cal
l (depending on the size of arguments), instead of 22 to 29 bytes. [Dusk]
+
- Added cl_showspawns, which creates a particle fountain at active spawn
s. [Water, Torr Samaho]
+
- Added a decorate flag DONTIDENTIFYTARGET which prevents player identif
ication 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 v
anilla. [Water]
+
- Added CVAR cl_clientflags which controls both cl_unlagged and cl_respa
wnonfire 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, w
hich makes bullet puffs from hitscan weapons appear instantly. [Water, Torr Sama
ho]
+
- Added bloodsplatter effects to also be performed when cl_hitscandecalh
ack 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 game
tic information before the commands are processed. [Torr Samaho, Water]
+
- Added gametic unlagged which should perform better under varying net c
onditions 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 c
ustomization 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 th
e original hardcoded values 3.44, 1.68. Setting either value to 0 disables the l
imit entirely. Made the warning message more descriptive and informative. [Dusk]
- Fixed problems when boss monsters were replaced by Randomspawners in g
ame modes that use map resets, e.g. survival. [Torr Samaho]
- Fixed: Radius_Quake didn't work properly online if the duration was lo
nger than 128 tics. [Torr Samaho]
- Fixed: Blocked poly object doors were not handled properly online. [To
rr Samaho]
- Fixed: No longer can pick up team items in CTF or Skulltag after the r
ound ends. [Water]
- Fixed: Monsters near the bottom of a ledge on a raising sector sometim
es appeared as teleporting up on clients online. [Torr Samaho]
- Fixed: Light effects created by scripts weren't removed during a map r
eset. [Torr Samaho]
- Fixed: MAPINFO lumps were not protected. [Dusk]
- Fixed: Instant light fading was not updated on the client's side. [Wat
er]
- Fixed: Frozen corpses were not properly cleaned up during the countdow
n phase, leading to unexpected behavior with player viewpoints. [Water, Torr Sam
aho]
- Trying to generate bot nodes on very large maps caused the game to cra
sh. 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 i
n the air will not result in team telefragging unless all spawns are full. [Wate
r, Torr Samaho]
- Fixed: Missiles with the +NOEXPLODEFLOOR flag desynced online. [Dusk]
- Fixed: A voodoo doll exiting the level would print a bogus " exited th
e 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 Sama
ho]
- Fixed: SetFont() would 'leak' into other scripts online. [Dusk]
- Fixed: Spectators could not trigger allowed action specials with secto
rs. 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 beh
avior of floors, ceilings and pillars. [Edward-san]
- Fixed: The server could crash the clients with malicious packets. [Tor
r 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-s
an]
- 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 snapsh
ot. [Leonard, Torr Samaho]
- Fixed: CVAR sv_unblockplayers now works with different species. [Leona
rd]
- Fixed: The scale of skins enforced through Weapon.PreferredSkin was ig
nored 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 serve
r with no active players, a client possibly waited forever for the snapshot to f
inish. [Torr Samaho]
- Fixed: The client didn't let bouncing missiles spawned by A_SpawnItemE
x pass through the player who spawned the missiles. [Torr Samaho]
- Fixed: After a map change, items at player starts would be inadvertent
ly removed. [Dusk]
- Fixed: CVAR cl_announcepickups didn't work in certain cases. [Leonard]
- Fixed: Custom attenuation values did not work online. [Dusk, Edward-sa
n]
- Fixed: Rotating polyobjects did not stop on map resets. [Dusk, Edwardsan]
- 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 Fre
eze 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 properl
y handle the sprite entry. [Torr Samaho]
- Fixed: The CCMD 'kickfromgame' and the ACS function 'KickFromGame' cou
ld 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 compatibilit
y 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 upda
tes. 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. [Leona
rd]
!
- 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 terra
in. [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 da

tabasefile controls where the database is saved (defaults to ":memory:", i.e. vo


latile in-memory database) and the new CVAR database_maxpagecount (defaults to 3
2768) controls the maximal allowed size in pages of the database. The new ACS fu
nctions
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 Descen
ding )
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 authen
tication with the Secure Remote Password (SRP) protocol, AlexMax is working on t
he login server (https://github.com/AlexMax/charonauth).
- The login server hostname can be specified with the new CVAR a
uthhostname (masterhostname analog, port can be specified with ":port").
- The new CCMD login allows a client to authenticate with the au
th server the server has selected with its authhostname setting.
- The new CVAR sv_forcelogintojoin (default false) can prevent u
nauthenticated players from joining the game (they can still connect as spectato
rs).
- The new ACS functions "int PlayerIsLoggedIn( int Player )" and
"string GetPlayerAccountName ( int Player )" allow mods to obtain information a
bout the account of a player.
[Torr Samaho]
+
- Added new dmflag sv_sharekeys. When enabled, any keys picked are share
d between players. Also, players joining the game get the keys others have as we
ll. [Dusk]
+
- The ACS commands TakeInventory, SetActorProperty (only for speed and g
ravity) and SetAmmoCapacity don't cause network traffic unless they actually mak
e a change to the affected actor. [Torr Samaho]
+
- The text scaling scaling mechanism (controlled by con_scaletext, con_v
irtualwidth and con_virtualheight) now can use the aspect ratio of the screen in
stead of 4:3. The new behavior can be activated using a new option in the text s
caling menu or with the new CVAR con_scaletext_usescreenratio. [Torr Samaho]
+
- The authentication mechanism for non-map related lumps now allows Free
doom 0.8/Doom clients to join Doom/Freedoom 0.8 servers. [Torr Samaho]
+
- Added a client movement buffer. Instead of processing all movement com
mands 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 a
n instable connection shouldn't appear as teleporting instead of moving to playe
rs 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 m
ovement. [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 re
sponsivity. [Dusk]
+
- Added new ACS command GetGamemodeState. The return values are GAMESTAT
E_UNSPECIFIED = -1, GAMESTATE_WAITFORPLAYERS = 0, GAMESTATE_COUNTDOWN = 1, GAMES

TATE_INPROGRESS = 2 and GAMESTATE_INRESULTSEQUENCE = 3. [Torr Samaho]


+
- Added new CVAR sv_forcerandomclass. If this is true, all players use t
he 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 Konar
6'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 c
olor 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 wi
ll still apply. [Dusk]
+
- Added new script type EVENT. By calling EVENT scripts the engine notif
ies a mod that a noteworthy event happened and also provides some information ab
out 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 sequenc
e 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 mu
sic. [Water]
- Added settings to fine tune the PWO behavior (CVARs pwo_switchonsamewe
ight and pwo_switchonunknown). [Circunei Z]
+
- Added a new cvar: lobby, which applies lobby characteristics to a sing
le map lump. In addition, if a map is set as a lobby map via the cvar, it is ret
urned 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. [Al
exMax]
+
- Added new ACS function RequestScriptPuke which requests execution of t
he 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 S
amaho]
+
- Added a connect sound that is played when a player connects to the ser
ver 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 se
rver 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 no
n-door polyobjects during map resets. [Torr Samaho]
- Fixed: Using SetAmmoCapacity on an ammo type a player didn't have onli
ne caused the clients to assume that the player now has a small amount of this a
mmo type. [Torr Samaho]
- Fixed: The view was not centered in demos when the recording player re

leased 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 Crus
ader 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 chara
cters. [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 cha
t 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 ter
minate the connection attempt. [Dusk]
- Fixed: Telefregging shouldn't count towards awarding the Fisting and S
pam medals (ported from Konar6's kpatch). [Torr Samaho]
- Fixed: Toggle crouch shouldn't reset when menu is activated during a n
etgame. [Jam]
- Fixed: Monsters would become "blind" if the player who awoke them by s
ound became a spectator. [Dusk]
- Fixed: When spawning more than 2 hellstaff rains in Heretic, the old o
nes 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 associat
ed 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 yo
ur own. [Water]
- Fixed: The server possibly announced player disconnects for players th
at didn't fully connect. [Torr Samaho]
- Fixed: When a player is damaged, don't send useless inconsistent value
s of HP and Armor (100/100) to the clients if they're not allowed to see the rea
l HP/Armor. [Edward-san]
- Fixed: Line_SetBlocking didn't work properly online. [Dusk]
- Fixed: A_GiveInventory and A_GiveToTarget didn't work on CLIENTSIDEONL
Y 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 w
ith 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 res
et 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" war
nings. [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 proje
ctile 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 i
nstead of 5. [Water]
!
- The CCMD playerinfo now distinguishes true spectators from in game pla
yers (ported from Konar6's kpatch). [Torr Samaho]
!
- Botscript rand() renamed to random() and now returns a value between m
in and max inclusive instead of leaving max out of the possibilities. Now is act
ually random and now swaps min and max if min is greater than max instead of thr
owing 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/changema
p votes to maps that are not in the rotation, regardless of whether of sv_maprot
ation 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 pl
ayed (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. [Tor
r Samaho]
!
- The team selection menu now is kept in sync with the local player's te
am, unless it was set to random. [Dusk]
!
- Changed the chat muting report: the server will inform the muted clien
t 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 st
able one. [Torr Samaho]
1.2.1
----- Fixed: A malformed packet could make the server kick the clients. Than
ks 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 re
porting the vulnerability and submitting a patch. [Torr Samaho]
- Fixed an exploit based on out of bounds userinfo sent by a malicious c
lient (ported from Konar6's kpatch). [Torr Samaho]
- Fixed an exploit based on improperly disconnected malicious clients. K
udos to kgsws for finding and reporting this exploit. [Torr Samaho]
- Fixed an exploit that allowed malicious clients to create additional b
odies. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
- Fixed: A malformed packet could crash the server. Thanks to AgentME fo
r 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 whi
ch 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 automaticall
y logs the corresponding local values which should make it much easier to pinpoi
nt the cause of an authentication error. [Torr Samaho]
+
- Added compat_fullweaponlower to emulate vanilla without bundling it wi
th 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_m
edals == 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 cl
ients 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 a
rgument 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 S
amaho]
!
- The commands "wait", "error", "error_fatal" and "crashout" can't be ca
lled by ConsoleCommand anymore. [Torr Samaho]
1.1.1
----- Fixed: The messages sent with ay_team were visible to players of the o
ther teams. [Dusk, Torr Samaho]
1.1
--+
- The authentication mechanism for non-map related lumps now allows Free
doom 0.8-beta1/Doom clients to join Doom/Freedoom 0.8-beta1 servers. [Torr Samah
o]
+
- 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 co
mpat_explosionthrust. If this is enabled, explosions cause a strong horizontal t
hrust like in old ZDoom versions. [Torr Samaho]
+
- Added client side prediction for the line special ThrustThing and Thru
stThingZ when the specials are called from linedefs or sector actions. [Torr Sam
aho]
+
- Improved the client side Z position prediction when passing from one s
ector into another. [Torr Samaho]
+
- Improved the client side position prediction when rocket jumping on br

idge 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 bridge
s (as they used to do in old ZDoom versions). [Torr Samaho]
+
- Extended the launcher protocol to optionally report the value of the C
VAR sv_enforcemasterbanlist. [Torr Samaho]
+
- Bots now recognize 3d midtextures and know to avoid ones that block th
eir 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 /us
r/share/GeoIP/ or /usr/local/share/GeoIP/ under Linux). The implementation is ba
sed on Konar6's kpatch. [Torr Samaho]
+
- Clients can prevent their country code from being shown to the other p
layers with the new connect option CVAR cl_hidecountry (default false). [Torr Sa
maho]
+
- If a reason for a kick vote is given, this reason is now included in t
he ban reason (adapted form Konar6's kpatch). [Dusk, Torr Samaho]
+
- Added the "afk2spec" system from Konar6's kpatch (controlled by the ne
w 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 befo
re 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 al
lows users to set how many lines the notify field should extend to. [Dusk, Torr
Samaho]
+
- Added new ACS commands GetPlayerLivesLeft and SetPlayerLivesLeft. In g
ame 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). Thi
s 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 wi
th "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 (port
ed 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 cl
ient. 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 d
ealt, 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 po
ssible anymore. [Watermelon, Torr Samaho]
+
- The CCMD say_team now considers true spectators, i.e. non-dead spectat
ors, to be a team in team based gamemodes. [Torr Samaho]
- Hopefully fixed player class related Hexen startup crashes. [Torr Sama
ho]
- Fixed: Newly connecting clients were not properly informed about a mus
ic change if the music name was longer than 15 characters. [Torr Samaho]
- Fixed: Attached 3d midtexture heights were not reset properly during m
ap 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 c
ouldn't change the player class by turning to a spectator and rejoining. [Torr S
amaho]
- Fixed: The line special SendToCommunicator didn't work properly online
. [Torr Samaho]
- Fixed: When morphing a player, the server didn't inform the other clie
nts about the ammo amount of the morphed player. [Torr Samaho]
- Fixed compatibility issues of skulltag_actors.pk3 with some Skulltag m
ods. [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 pla
yers right after connecting or after a "changemap" map change. [Torr Samaho]
- Fixed: The terminator sphere and the hellstone could not be replaced b
y mods. Note that you need to replace them by something derived from "Terminator
" or "PossessionStone" respectively. Otherwise the game modes will not work as i
ntended. [Torr Samaho]
- Hopefully fixed: Doors sometimes didn't open after pressing +use onlin
e. [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 onli
ne. [Torr Samaho]
- Fixed: The server didn't inform the clients to remove bouncing missile
s hitting water. [Torr Samaho]
- Fixed: The weapon a player started with after respawning wasn't record
ed properly in a client side demo. [Torr Samaho]
- Fixed: The ACS command SoundSequence didn't work properly online. [Tor
r Samaho]
- Fixed: Newly connecting clients were not properly informed about activ
e 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 nam
e. [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 de
ad actors that are not corpses. [Torr Samaho]
- Fixed: Using "togglemap" while a client side demo was loading caused t
he game to crash. [Torr Samaho]
- Fixed: Joining a server with a cumulative PWAD name exceeding 255 char
acters using the internal server browser caused the game to crash or freeze. [To
rr 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 NOB
LOCKMAP 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 hi
s 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 ch

anged angle. [Torr Samaho]


- Fixed: The internal server browser tried to connect to servers even th
ough 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. [T
orr Samaho]
- Fixed: If the team of a player with a class limited to the current tea
m 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 t
he 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 comma
nds (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. [T
orr 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_JumpIfTargetInL
OS. [Torr Samaho]
- Fixed: A_CheckSight caused desyncs online. [Dusk]
- Fixed: A client didn't notice if it missed the last packet(s) of a ful
l update till something happened on the server that made the server send a new r
eliable packet to the client. [Torr Samaho]
- Fixed: When a spectator entered the game its associated CLIENTSIDE scr
ipts 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 Sama
ho]
- Improved the X/Y/Z position sync of non-player actors moved by hit sca
n attacks online. [Torr Samaho]
- Fixed: demo_spectatefreely didn't show a crosshair or cl_identifytarge
t information when the software renderer was used. [Torr Samaho]
- Fixed: If A_SkullPop is used in the first frame of a player's XDeath s
tate, the player doesn't drop any important items like flags. [Torr Samaho]
- Fixed: Players couldn't use the kill command during the first ten seco
nds after a server was started. [Torr Samaho]
- Fixed: If a player joined spectators while frozen to ice damage, the v
iew 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 wit
h 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 ma
p 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 ch
anged externally before ever moving on their own. [Torr Samaho]
!
- sv_coop_damagefactor is not archived in the config file anymore, but r
eset 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 Sa
maho]
!
- To work around problems of Zandronum's state jump handling, clients no
w try to break infinite state loops of zero duration by not allowing any actor t
o go through more than 10000 states in one tic. [Torr Samaho]
!
- If the selected intermission pic (or WINERPIC/LOSERPIC in non-team gam
e 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 an
ymore. A mod should not be allowed to say anything in the player's name. [Torr S
amaho]
!
- When trying to start a new game from the menu while connected to a ser
ver and more than one player class is available, the player is now told to disco
nnect first instead of being automatically disconnected immediately. [Torr Samah
o]
!
- The CVARs sv_adminlistfile, sv_banfile and sv_banexemptionfile can't b
e 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 patch
ed based on GZDoom revision 323, that made it easy to apply it to Skulltag. Furt
hermore, 3D floors are available in competitive modes now. [Torr Samaho]
+
- Added the new experimental GAMEMODE lump that allows to configure Skul
ltag'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 surv
ival or (T)LMS. This command only has an effect in gamemodes that have the MAPRE
SETS 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 ha
s left. [Torr Samaho]
+
- Added DesignatedTeam property which allows things to be assigned to te
ams 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 CVA
R compat_oldrandom. If this is enabled, the original Doom random table is used t
o generate random integers in [0,255], which should make for instance the SSG ca
use a little more damage. [Torr Samaho]
+
- The compatflag compat_oldweaponswitch now also restores the weapon swi
tch cancellation behavior from Vanilla Doom. [Torr Samaho]
+
- Added new CVAR cl_respawnonfire that allows the player to decide wheth
er to respawn when pressing the fire key. [Torr Samaho]

+
- Removed NOGRAVITY from InvulnerabilitySphere, Soulsphere, Megasphere a
nd BlurSphere and added the new compatflag "nogravity spheres", controlled by th
e new CVAR compat_nogravity_spheres. The compatflag gives these spheres the NOGR
AVITY flag again, but only when they are spawned by the map. [Torr Samaho]
+
- Added sv_maxlives support for lastmanstanding and teamlms. [Torr Samah
o]
+
- General improvements to announcer code to allow for default announcer
sounds. [Blzut3]
+
- Added AnnouncerSound(str entry, int flags) function to allow custom an
nouncer events. [Blzut3]
+
- Considerably improved client side prediction when the player is standi
ng/jumping/moving/landing on another actor, e.g. a bridge thing. [Torr Samaho]
+
- Considerably improved client side prediction after respawning and tele
porting. [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, all
owed values 1-3). The lower the number, the smoother the movement of the other p
layer appears on a client but the more network traffic is used by the position u
pdates. [Torr Samaho]
+
- Added Popsoap's dynamic light definition for the SuperShotgunGuy and t
he Hectebus. [Torr Samaho]
+
- Reworked how lightning generated by the MAPINFO property "lightning" a
nd the line special ForceLightning is handled online. It is almost completely cl
ient side now (the server only needs to send a single command to the clients eac
h 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 Sam
aho]
+
- Added an auto return system for the terminator sphere and the hellston
e, configurable by the new CVAR sv_artifactreturntime (default 30). The terminat
or sphere/hellstone is moved to a random spawn spot sv_artifactreturntime second
s after it has been spawned (no matter if it was spawned normally at map start o
r 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 n
umber shown by the maplist CCMD. [Dusk]
+
- Added CCMD insertmap for adding maps into the maplist at other positio
ns 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", contro
lled by the new CVAR compat_dont_stop_player_scripts_on_disconnect. If this is e
nabled, 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_unbl
ockplayers. If this is true, player bodies are treated as if they had the THRUSP
ECIES 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 ar
e supported again. [Torr Samaho]
+
- Exported Hissy's turning behavior to a new codepointer, A_FaceConsoleP
layer, which takes a TurnAngle parameter defaulting to 0. Hissy is no longer a n
ative actor. [Dusk]

+
- Noticeably reduced monster bandwidth usage by letting the clients reus
e the last updated actor positions. [TIHan, Torr Samaho]
+
- Added new ACS command PlayerIsSpectator that returns 1 if the player i
s 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 t
he local player. Returns -1 if called on the server. [Torr Samaho]
+
- Added the possibility to leave the join queue with the spectate comman
d. [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 a
nd a team based gamemode, players who were on a team on the previous map were tu
rned into spectators but kept their team. [Torr Samaho]
- Fixed a crash that could happen when pressing the "show medals" key du
ring intermission if the player was spying another player before the start of th
e 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 n
ew 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 o
ffline skirmish menu didn't play "menu/change" when toggled. [Torr Samaho]
- Fixed: The RGB sliders for custom colors in "Options -> Display Option
s -> Automap Options -> Set Custom Colors" didn't work. [Torr Samaho]
- Fixed: The "Compatibility mode" value in the compatibility options men
u was displayed too far on the right. [Torr Samaho]
- Fixed: RandomSpawner didn't always spawn something after a map reset i
n survival. [Torr Samaho]
- Fixed: The HUD mugshot never looked in direction of the last damage in
flictor 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 typ
e of other non-opponent players. [Torr Samaho]
- Fixed some client side display problems caused by the "give health" an
d 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 weapon
s, keys and backpacks players already in game have. [Torr Samaho]
- Fixed: The automap was not reset during a map reset online on the clie
nts. [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 agai
n while connecting. [Torr Samaho]
- Fixed: After a "changemap" map change clients forgot about the max hea
lth 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 icon
s 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 s
witched to one of the newly given weapons instead of keeping the current one. [T
orr 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 assu
med that the backpack gives ammo. [Torr Samaho]
- Fixed: After a "changemap" map change the client side inventory orderi
ng of the console player got reversed. [Torr Samaho]
- Fixed: Under some circumstances a client wrongly displayed an "in cons
ole" 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 ca
rrying a white flag gave a point. [Torr Samaho]
- Fixed: If a player carrying the flag/skull in CTF/ST suicided while "s
v_instantreturn 1", the return message said "Returned by: playername" instead of
"Returned automatically". [Torr Samaho]
- Fixed: Newly connecting clients were not informed whether existing cor
pses 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 o
f bots. [Torr Samaho]
- Fixed: Savegames didn't retain the multiplayer emulation state. [Torr
Samaho]
- Fixed: When a player carrying the terminator sphere/hellstone disconne
cted 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 val
ue sv_banfile. [Torr Samaho]
- Fixed: When a player initially joins the game, he doesn't get the resp
awn 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 S
amaho]
- 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 pla
yer setup menu. [Torr Samaho]
- Fixed some weapons sync problems with unassigned voodoo dolls online t
hat could happened with "alwaysapplydmflags 1" and "sv_weaponstay 0". [Torr Sama
ho]
- 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 onli
ne. [Torr Samaho]
- Fixed: Removing a morphed bot crashed the game. [Torr Samaho]
- Fixed some client side problems that happened online when a client con
nected 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 lo

cal 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 in
vasion. [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 surviva
l 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 stil
l tried use the socket to listen for LAN packets causing the console to be flood
ed 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 cha
nge is made while a TLMS game is in progress and sv_keepteams is true. [Torr Sam
aho]
- Fixed: Dead spectators in TLMS didn't see the ally icon for their team
mates. [Torr Samaho]
- Fixed: Various strings (the cl_identifytarget message, "assist" messag
es, several parts of the scoreboard, etc.) were not displayed properly on some p
latforms. [Torr Samaho]
- Fixed: After a changemap map change from an invasion level to a non-in
vasion 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, t
hey 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 th
ought is was lagging. [Torr Samaho]
- Fixed: Bots were not properly frozen during the special game mode resu
lt sequences, e.g. the "mission failed" screen in survival. [Torr Samaho]
- Fixed: When starting a survival invasion skirmish with bots while alre
ady in a survival invasion game with bots, the consoleplayer is spawned as spect
ator and leaves a ghost player upon joining. [Torr Samaho]
- Fixed: A "map" map change possibly triggered the "mission failed" scre
en in survival. [Torr Samaho]
- Fixed: Switch sounds were played with the wrong z position online. [To
rr 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 medal
s 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 ende
d 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 playe
rs 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 termin
ator sphere: When it was spawned the first player possibly tried to pickup whate
ver he was standing on at this moment. Furthermore, it was possibly spawned at t
he 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 Sama
ho]
- Fixed: Newly connecting clients were not informed about the cheats pla
yers already in game have. [Torr Samaho]
- Fixed: "compat_silentpickup" had no effect if "compat_soundslots" is t
rue. [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 s
v_cheats was changed from to true to false. [Torr Samaho]
- Fixed: The scoreboard line of the player currently carrying the termin
ator sphere wasn't drawn in red. Instead, some seemingly random parts of the sco
reboard were drawn red when someone had the terminator sphere. [Torr Samaho]
- Fixed: When a player got a flag/skull/terminator sphere/hellstone whil
e he still had a medal icon, the carrier icon was not shown until the medal fade
d 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 d
ies while being awarded a medal, the medal is announced a second time. [Torr Sam
aho]
- Fixed: If a "map" map change is done during the possession hold countd
own online to a CTF/ST map, the hold counter is still displayed on the clients a
fter the map change. [Torr Samaho]
- Fixed: When possession entered sudden death online, the sudden death m
essage was not displayed properly on the clients. [Torr Samaho]
- Fixed: If a player respawned while being awarded a medal, the medal ic
on 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 inf
ormation is already necessary during the local spawning though. [Torr Samaho]
- Fixed: Clients possibly mispredicted the Z position of other players t
hat 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 S
amaho]
- Fixed a problem with the client side prediction for a high ping client
s (250+) on low gravity servers (sv_gravity 200). [Torr Samaho]
- Fixed: Clients with cl_startasspectator == 0 were not informed about w
hich weapons the players already in game are using while joining the server. [To
rr Samaho]
- Fixed: When a sector movement was triggered by an unlagged client shoo
ting 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 Sa
maho]
- 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 effe
ct. [Torr Samaho]
- Fixed: Newly connecting clients were not informed about gravity change
s of the actors already in the game. [Torr Samaho]
- Fixed: When an RCON client executed exit or quit on the server, the co

mmand was not logged to the console on non-Windows servers. [Torr Samaho]
- Fixed: Clients were not informed about the value of lmsspectatorsettin
gs in non-LMS games even though it is possibly necessary due to sv_applylmsspect
atorsettings. [Torr Samaho]
- Fixed: The ACS command CancelFade didn't work properly online. [Torr S
amaho]
- 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 spe
ctator) 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 an
imation 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 p
arts of the default inventory players already in the game lost before the new cl
ient connected. [Torr Samaho]
- Fixed: Spectators were treated like normal players while determining t
he winner of a DM game when the timelimit was hit. Thus a spectator could be dec
lared 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 initia
l 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 f
rags left" announcer sounds if fraglimit was between 1 and 3. [Torr Samaho]
- Fixed: non-"map spawned", CLIENTSIDEONLY actors were not removed durin
g 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 transparenc
y 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 circumstanc
es the client locally played the death animation of the previous player body. [T
orr 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 w
arning. [Torr Samaho]
- Fixed: Clients applied TERRAIN damage by themselves leading to sync pr
oblem 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 expli
citly 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, w
asted network bandwidth and spawned the missile on the clients imprecisely. [Dus
k, TIHan, Torr Samaho]
- Fixed: If a player with a TID is morphed/unmorphed, clients assumed th
e TID is reverted to 0. [Torr Samaho]

- Fixed: Newly connecting clients were not informed about the current mo
vedir of the actors already in the game. [Torr Samaho]
- Fixed: If a morphed player is unmorphed while running, its animation g
ot stuck. [TIHan]
- Fixed: Newly connecting clients were not properly informed about the c
urrent 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 restarte
d the sound on the clients online. [Dusk]
- Fixed: The "oof" sound was played multiple times on a client when bump
ing into walls in low friction sectors online. [TIHan, Torr Samaho]
- Fixed: Dead players/bots are not separated from the rest on the scoreb
oard in survival invasion. [TIHan, Torr Samaho]
- Fixed: The vertical spacing between two players in coop info was too s
mall on maps with SECTINFO. [Torr Samaho]
- Fixed: The "You cannot rejoin the game until the round is over!" messa
ge is printed twice, once when pressing space and once when releasing space. Tha
nks to Dusk and Edward-san for suggesting the fix. [Torr Samaho]
- Fixed: Clients didn't reset their join queue position on a "map" map c
hange. [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 c
hanges 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. [D
usk, Torr Samaho]
- Fixed: Client's didn't properly respect the arguments of bridges. [TIH
an]
- Fixed: The server doesn't try to tick the master anymore if skulltag_m
asterip 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 notificatio
n messaged displayed the new value as integer instead of as float. [Torr Samaho]
- Fixed: Newly connected clients were not properly informed of certain p
roperties of players and other actors. The same happened after "changemap" map c
hanges 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 unmorphe
d custom skin online after starting to move. [Torr Samaho]
- Fixed: Clients were not informed of MorphFlash and UnMorphFlash. [TIHa
n]
- 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 th
e server did not tell clients about its usage properly. [Dusk]
- Fixed: A malformed launcher packet could crash the client. [Torr Samah
o]
- Fixed: The server sent broken launcher challenges to the clients if ti

melimit was smaller than one and bigger than zero. [Torr Samaho]
- Fixed: Opening the "Configure server" window in the Windows server con
sole rounded the timelimit value to integer. [Torr Samaho]
- Fixed: The gameplay tab of the "Configure server" window in the Window
s 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 p
article effect was missing. [Torr Samaho]
- Fixed: Newly connected clients are not informed of other clients' Powe
rupGiver. [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' reac
tion time. [TIHan]
- Fixed: Morphed players turning into spectators leave dummy players beh
ind. [TIHan]
- Fixed: Clients weren't informed of damage caused by initial poisoning
or of the accompanying cough sound caused by PoisonCloud. Clients were calling p
oison-caused Pain states on their own. [Dusk]
- Fixed: Picking up a weapon piece caused the local ammo count on the cl
ient 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_BridgeI
nit) 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 clien
t and server. [TIHan]
- Fixed: Clients weren't told of monsters' strafe counts, causing desync
s in 'fast-chasing' monster movement. [Dusk, Torr Samaho]
- Fixed: Zedek's Quietus attack was not handled properly, appearing sile
nt and invisible. [Dusk, Torr Samaho]
- Fixed: Puzzle item usage was handled improperly on the clientside, cau
sing no item use sound when a puzzle was solved with it. Also changed puzzle ite
m fail message to only print on the client that activated it, rather than to eve
rybody. [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 o
nline 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 obje
cts. [TIHan]
- Fixed some Z position sync problems of floating monsters online. [TIHa
n]
- 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 effec
t, 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 misse
d 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 s
tate of an actor, not any custom one. [Dusk, Torr Samaho]
- Fixed: Newly connecting clients were not informed about non-standard d
eath states of corpses already on the map. [Dusk, Torr Samaho]
- Fixed: Spectators were affected by SetPlayerProperty and SetActorPrope
rty. [TIHan, Torr Samaho]
- Fixed: "Impressive"/"Most Impressive" medals are now properly given wh
en the player has a spread rune. Note: If a player hits another player with mult
iple rails in one attack, this is intentionally counted as multiple hits. [MP2E,
Torr Samaho]
- Fixed: The MageWandSmoke spawned by MageWandMissile is now properly cl
ient-sided. It was already spawned by the client before, but not properly treate
d as CLIENTSIDEONLY actor. [Dusk, Torr Samaho]
- Fixed: Certain effects in SetPlayerProperty were not working as intend
ed online. [TIHan, Torr Samaho]
- Fixed: When no network socket can be allocated the console is not floo
ded 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. [Du
sk]
- Fixed: Clients don't explode non-bouncing missiles hitting walls, ceil
ings 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.Directorie
s. [Torr Samaho]
- Fixed: The number of items and secrets found displayed in the alternat
ive hud is not reset during a map reset. [Torr Samaho]
- Fixed: The number of items found displayed in the alternative hud is n
ot 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 w
ere 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 explosion
s 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 cra
sh. [Dusk]
- Improved the code that removes containing incomplete color codes of ty
pe "\c[X" from player names. [Torr Samaho]
!
- Changed F12 to allow spectators full spying, with the exception of dur
ing 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 aft
er 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 p
roblem. [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 wa
rning is printed and the body is frozen in its current state. This should fix th
e 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 i
n line and will join immediately after intermission ends (if there free player s
pots only of course). [Torr Samaho]
!
- The CVAR fraglimt now can't be made bigger than 32767 (SHRT_MAX) anymo
re. 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 gamem
ode. [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. [To
rr Samaho]
!
- If a client isn't allowed to know the health and armor of another play
er due to the gamemode, health and armor of this player are not displayed in coo
p info anymore. Furthermore, the mugshot of these players through coop spy is di
splayed as if the player had full health. [Torr Samaho]
!
- The server now logs RCON connects to the console. It already logged RC
ON disconnects, so it should log connects, too. [Torr Samaho]
!
- The CVAR chase_dist now can't be made smaller than 0 anymore. [Torr Sa
maho]
!
- When a client disconnects from a server, sv_gravity on the client is r
eset to its default value, discarding the value the server told the client to us
e before. [Torr Samaho]
!
- Changed the default value of the CVAR skulltag_masterip to master.skul
ltag.net. [Torr Samaho]
!
- The "sv_cheats must be true to enable this command." message is not di
splayed 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 YSIN
E medals anymore, making it consistent with excellent/incredible medals that ign
ore 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 message
s. [Dusk]
!
- The ally, chat and rune sprites are now also available in non-Doom gam
es. [Torr Samaho]
!
- Renamed CVAR skulltag_masterip to masterhostname. [Torr Samaho]
!
- Removed the skulltag_data.pk3 auto loading mechanism. skulltag_data.pk

3 should now be loaded explicitly like any other add-on. [Torr Samaho]
!
- snes_spc and hqnx are now linked statically, eliminating the need to d
istribute 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 play
er's config. [Torr Samaho]
!
- If GetPlayerInput is called from a world activated CLIENTSIDE script w
ith 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 S
amaho]
!
- When a spectator enters the game its associated scripts are stopped. P
reviously 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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