Zandronum 1.1-alpha-130317-1940
Posted: Sun Mar 17, 2013 8:28 pm
Here is a fresh 1.1 beta build. If enough testing is done, we can hopefully release the final version of 1.1 in a few weeks. So the more you test, the sooner 1.1 will be ready :).
As usual, here is the full list of changes since the last official Zandronum beta build, i.e. 130120-0905:
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As usual, here is the full list of changes since the last official Zandronum beta build, i.e. 130120-0905:
Code: Select all
changeset: 3641:db11a4687ab3
tag: tip
user: Torr Samaho
The CCMD say_team now considers true spectators, i.e. non-dead spectators, to be a team in team based gamemodes.
changeset: 3640:da8ca10fd489
user: Torr Samaho
out of sequence fix backport from ZDoom revision 4141:
- Fixed: PCD_MORPHACTOR and P_MorphMonster() needed NULL pointer checks.
changeset: 3639:bc9b2c596eed
user: Torr Samaho
Fixed some inconsistencies that happened when SetPlayerLivesLeft was used in survival with "sv_maxlives 0".
changeset: 3638:80ea1f130719
user: CrimsonDusk
Restructured lightning networking. A server now tells the clients when lightning strikes and clients carry on from that. Fixed LIGHTNING scripts all being called clientside in the process.
changeset: 3637:05b5a7cc3293
user: 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.
changeset: 3636:0929f565d252
user: Torr Samaho
fixed a typo pointed out by Dusk
changeset: 3635:156949412710
user: 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.
changeset: 3634:02f5a26fbda7
user: 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.
changeset: 3633:4a760f39e8f5
user: Torr Samaho
updated SERVERCOMMANDS_SpawnBlood to the new format
changeset: 3632:8517052e7b0e
user: Torr Samaho
out of sequence fix backport from ZDoom revision 4040:
- In P_PoisonPlayer(), keep track of the source as the poisoner, so you can get accurate kill accounting. Also, if the poisoner is a missile, remembering it is pretty pointless, since it's likely to be gone before the player ever dies from the poison.
changeset: 3631:4bda7c93e94a
user: CrimsonDusk
Fixed strife phosphorus fire online
changeset: 3630:92f7eaae44dc
user: CrimsonDusk
Fixed indefinite blue hue when spectating after ice death
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Moved the damagetype clearing to player_setdefaultspectatorvalues
changeset: 3629:0ed529d9d325
user: Torr Samaho
Non-Strife games now add the WASD control layout to the default binds (all existing ZDoom default binds are unchanged).
changeset: 3628:0eed04c4fda0
user: Torr Samaho
Changed: Spectators are now allowed to use noclip.
changeset: 3627:bed5731d651b
user: Torr Samaho
The client side infinite loop workaround warning is now printed once *per actor type* on each Zandronum instance.