Zandronum 1.0

Old and outdated news.
Post Reply
User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Zandronum 1.0

#1

Post by Torr Samaho » Fri Aug 24, 2012 6:21 am

We are proud to announce the release of Zandronum 1.0!

The is a major milestone for various reasons. First and foremost, it is the first public version of Zandronum and thus ends the awkward situation where most of the servers are still running Skulltag 98d even though Skulltag has been officially declared dead by its creator and the community migrated to Zandronum.

The development of this release started almost two years ago under the name 98e. What was originally intended to be a small bug fix release grew into much, much bigger proportions. The two most striking differences changing our development model are the opening of the source and the creation of a Skulltag fork named Zandronum.

The long development time allowed us to make truckloads of changes to the engine. There are too many new things and fixes to highlight all of them, so let me just list some very remarkable ones:
  • 3D floors in competitive modes and non-sloped 3D floors in the software renderer
  • considerably improved client side prediction (try some bridge things)
  • numerous new ACS commands (ResetMap anyone?) and the GAMEMODE lump that allows the reconfiguration of hard coded gamemodes (e.g. Coop with teams, LMS with spawned map things)
  • an almost unlimited number of big and small fixes for things that have been plaguing Skulltag for ages (for instance the weapon synchronization is completely redesigned, putting an end to many of the problems inherent to the old system)
  • 64 player support
  • reduced monster bandwidth usage
  • auto return system for the Terminator sphere and the Hellstone, making Terminator and Possession finally playable on all maps
  • "unblock players" flag to allow hordes of players play cramped maps with few player starts
  • much improved Hexen support
  • flexible forward skipping in client demos
  • much better poly object handling online
  • externalization of Skulltag's resources (existing Skulltag mods are still fully supported, but need to be loaded with compatibility wads to supply the Skulltag assets)
Also shipping with this version is Doomseeker 0.9 Beta. This version is more of a bug fix release, so there isn't much new (unless you were still using the ancient version shipped with Skulltag). Some highlights for Doomseeker include:
  • Optional reverse DNS lookup so you can see a server's domain instead of an ip address. (On by default.)
  • Much more organized DMFlags calculator for server creation.
For those interested in all the details, here is the full changelog of Zandronum 1.0 compared to Skulltag 98d

Code: Select all

*+	- 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]
Without further adieu, here are the downloads:
Windows Installer
Windows (core ony)
Linux x86 (core ony)
Linux x86_64 (core ony)
Mac OS X
FreeBSD x64

Deb (Ubuntu) packages available from DRD Team.
Last edited by Torr Samaho on Sun Sep 02, 2012 8:11 pm, edited 1 time in total.

User avatar
Dark-Assassin
Maintenence Crew
Posts: 968
Joined: Fri May 25, 2012 4:25 am

RE: Zandronum 1.0

#2

Post by Dark-Assassin » Fri Aug 24, 2012 6:22 am

Whoo!!!

Alright, now we need a download page on the website.
Last edited by Dark-Assassin on Fri Aug 24, 2012 6:42 am, edited 1 time in total.

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: Zandronum 1.0

#3

Post by Ijon Tichy » Fri Aug 24, 2012 6:29 am

grandvoid switching over in 3... 2... 1...

Blzut3
Developer
Posts: 306
Joined: Thu May 24, 2012 9:37 pm

RE: Zandronum 1.0

#4

Post by Blzut3 » Fri Aug 24, 2012 6:46 am

Torr, I forgot to mention to you that it doesn't look like changeset 00065f166c52 was tagged as 1.0.

SickSadWorld
New User
Posts: 4
Joined: Fri Jul 20, 2012 3:59 am
Location: Not Skulltag
Contact:

RE: Zandronum 1.0

#5

Post by SickSadWorld » Fri Aug 24, 2012 6:58 am

Lots of amazing fixes

Good work and congratulations

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Zandronum 1.0

#6

Post by Torr Samaho » Fri Aug 24, 2012 6:58 am

Blzut3 wrote: Torr, I forgot to mention to you that it doesn't look like changeset 00065f166c52 was tagged as 1.0.
I intentionally didn't tag it before posting the release, just in case we find out that we need to make last minute changes to the binary. But it's good that you remind me. Tagged now.

User avatar
bond
 
Posts: 44
Joined: Mon Jun 04, 2012 1:43 pm
Contact:

RE: Zandronum 1.0

#7

Post by bond » Fri Aug 24, 2012 8:20 am

Did you change launcher-server/master protocols to remove "dead" Skulltag servers from list?

Konar6
Retired Staff / Community Team Member
Posts: 455
Joined: Sun May 27, 2012 9:38 am

RE: Zandronum 1.0

#8

Post by Konar6 » Fri Aug 24, 2012 8:24 am

Congratulations to Torr Samaho and his team on the first stable release of Zandronum or what should have been long awaited Skulltag 98e! That was a ride. I was almost worried that ZDaemon 1.09 will be out before Zandronum 1.0, lol. Looking forward to play it.
Btw the website is still to be updated.

Grandvoid switching over in 8999... 8998... 8997...
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

TheCitrusKiwi
 
Posts: 49
Joined: Sat Jun 02, 2012 8:38 pm
Location: On Earth
Clan: European Legacy
Clan Tag: EL

RE: Zandronum 1.0

#9

Post by TheCitrusKiwi » Fri Aug 24, 2012 8:45 am

yay thank you torr and your team allways done a good work Congratulation !!!
Last edited by TheCitrusKiwi on Fri Aug 24, 2012 8:46 am, edited 1 time in total.

User avatar
Frits
Forum Regular
Posts: 298
Joined: Fri Jun 01, 2012 9:04 pm

RE: Zandronum 1.0

#10

Post by Frits » Fri Aug 24, 2012 8:54 am

Aww yeah. Congrats to torr, dusk and the rest of the zandronum team for all the hard work.
Last edited by Frits on Fri Aug 24, 2012 8:54 am, edited 1 time in total.

User avatar
Disguise
Retired Staff / Community Team Member
Posts: 359
Joined: Thu May 24, 2012 10:00 pm
Location: Romania
Contact:

RE: Zandronum 1.0

#11

Post by Disguise » Fri Aug 24, 2012 10:29 am

YES!! Now let's party! :cool:
Image

User avatar
Dusk
Developer
Posts: 581
Joined: Thu May 24, 2012 9:59 pm
Location: Turku

RE: Zandronum 1.0

#12

Post by Dusk » Fri Aug 24, 2012 10:32 am

Great job guys! o/
This SO deserves a proper release party.
Last edited by Dusk on Fri Aug 24, 2012 10:33 am, edited 1 time in total.

Tenchu
Retired Staff / Community Team Member
Posts: 331
Joined: Mon Jun 04, 2012 2:29 am
Location: Nocru illa dan
Clan: Lost Faction
Clan Tag: LF

RE: Zandronum 1.0

#13

Post by Tenchu » Fri Aug 24, 2012 10:47 am

Amazing work Torr, it's hard to think where ST/Zand would be had you not came along and saved us. Truly great work, as always looking forward to future releases!
[22:42:21] [@SkullRush] ok guys today was one of the worst days of my life i spent p much 18 hours in my pc watching hentai and played doom with huge lag i guess i shiould go to bed now
[22:42:26] [@SkullRush] if i dont suicide, see you guys tomorrow
[22:42:29] [@SkullRush] bbbbbbbbbbbbbbbbbbbbbb^_^^^^^^^^^^^^^^^^^^^^^^^^
[22:43:02] • Quit: (SkullRush) (~SkullRush@SkullRush.users.zandronum.com) ("Quitting")
[22:43:40] [+Jenova] wow
[22:43:47] [+Jenova] ur avg zandronum player ladies and gentlemen

Lollipop
Zandrone
Posts: 1123
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

RE: Zandronum 1.0

#14

Post by Lollipop » Fri Aug 24, 2012 11:41 am

This is 100% pure awesome, in code format, nothing else needs to be said.
Spoiler: Modding Qualifications (Open)
ACS: If it's of ridiculous scope and of suicide-inducing complexity then it's the thing for me.
DECORATE: I can make more or less any godawful hack I need. Doesn't mean it works, though.
Maps: I only map for testing ACS.
GFX: Not enough time or experience.

If you need help, advice or similar, feel free to send me a PM. ;)
Spoiler: My Current Projects (Open)
> ZMemory
> Various undeveloped ideas. (This one is an immutable fact)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

RE: Zandronum 1.0

#15

Post by Combinebobnt » Fri Aug 24, 2012 11:42 am

Sexy stability

Springy
Forum Regular
Posts: 233
Joined: Wed Jun 06, 2012 10:56 pm
Location: Britland
Contact:

RE: Zandronum 1.0

#16

Post by Springy » Fri Aug 24, 2012 11:45 am

Brilliant work Torr and team and congratulations on the first official release. I'll go get the beers in.
Last edited by Springy on Fri Aug 24, 2012 11:46 am, edited 1 time in total.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
[quote=Sonter_Man]Autism runs amok on zandaemon[/quote]

User avatar
IdeIdoom
Zandrone
Posts: 1112
Joined: Mon Jun 04, 2012 6:19 am
Location: Meldola, Italy
Contact:

RE: Zandronum 1.0

#17

Post by IdeIdoom » Fri Aug 24, 2012 12:11 pm

Dusk wrote: Great job guys! o/
This SO deserves a proper release party.
And it's released on Friday! You know what that means? FNF!
Nice timing guys!
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: Zandronum 1.0

#18

Post by Catastrophe » Fri Aug 24, 2012 12:45 pm

yessss finally

User avatar
Monsterovich
Forum Regular
Posts: 343
Joined: Sun Jun 17, 2012 5:46 pm

RE: Zandronum 1.0

#19

Post by Monsterovich » Fri Aug 24, 2012 1:00 pm

Yeah!!!

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Zandronum 1.0

#20

Post by Medicris » Fri Aug 24, 2012 1:10 pm

brb 3d floors everywhere

Post Reply