=============================================================================================================== = SKULLLTAG Version History = = Skulltag is available at: http://www.doomworld.com/skulltag/ =============================================================================================================== = KEY = = + = Added feature, or noticeable improvement. = +*: Major new feature, or major overhaul to an area. = -: Bug fix, or something removed. = !: Something has changed, or just general information. =============================================================================================================== v0.95h ------ *+ - Added the in-game server browser. *+ - Greatly revamped the DUEL gameplay mode! Now, players can wait in line and join once the current duel ends. Also, instead of the level changing when a duel ends, the loser is kicked into the spectators, and the next person in line joins him! *+ - Dramatically improved the player prediction. Movement is now much less jerky, especially on high ping servers! + - Skulltag now broadcasts server information, meaning that if a launcher (such as the in-game browser) listens properly, it can pick up servers on a LAN! (Translation: If you host a server on a LAN, and browser for local servers in the in-game server browser, it will show up!) + - Added sv_duelcountdowntime, which controls how long a duel counts down in seconds. + - Upgraded Skulltag to ZDoom version 2.0.57. + - Skulltag can now go between client mode and single player mode without having to restart. + - Now, if users launch a server with "-host #", "#" will become the maximum number of clients. + - Made a slight tweak so that plasma bumping on MAP01 behaves exactly like doom2.exe when the plasma bump compat flag is set. (Thanks cph!) + - Added dmst-duel.cfg and dmclassic-duel.cfg to the install package. - - Fixed problem where BFG9000 sprays were being done on the client end if you had connection type at 56k or DSL. - - Fixed all reported crashes. - - In co-op, game boes back to the initial episode map after getting to a finale of some sort. - - Fixed problem where scaled skins didn't appear to be scaled in multiplayer. - - Fixed overlapping text problem that occured when some messages were displayed in video modes where the width isn't a multiple of 320. - - Fixed problem where rejoining a teamplay DM server resulting in your saved number of frags being readded to the frag total. ! - Icons now inhereit the render properties of their tracers. (ex. If you have an invisibility sphere, your icon will appear invisibile too). ! - The quit and exit console commands can no longer be called with the ConsoleCommand ACS function. ! - You frag total is no longer subtracted from the team frag total when you go into spectator mode. ! - Summon cheats now work in multiplayer if sv_cheats is enabled. ! - Sound is now played even when the window is not in focus. v0.95g ------ *+ - Upgraded Skulltag to ZDoom version 2.0.53. *+ - Made a massive fix to speed up item spawning on the server end. This results in much smoother, less laggy games. (Especially in levels with tons of objects. Co-op games should be MUCH better now.) *+ - Made large optimizations to how sectors work over the network. They are now smoother and less laggy! *+ - Applied "connection type" to ALL weapons. 56K users are simply told when a weapon is fired, and by who. DSL users are told that, and the actual XYZ, angle, and pitch of the shot, so they can recreate the shot on their end. Cable users get the information about each actual pellet or missile spawned by the weapon firing. The higher the connection type setting, the higher the precision, and the higher bandwidth used. + - Added sv_maxplayers, which limits the amount of active players in the game. People who join the game beyond this limit spawn as spectators. + - Added a trail effect for when players have the turbosphere or haste rune. + - Added field for the password that clients use to connect to passworded servers to the multiplayer menu. + - Added new compatibility flag that enables the original Doom sound curve. + - Add safety measures to the ConsoleCommand ACS function. + - Applied logic for all dmflags that I hadn't gotten around to doing. + - Added option to start as a spectator when connecting to servers. The option can be toggled via the multiplayer menu. + - Drain and reflection runes now work properly. + - Spread now works with all Heretic and Hexen weapons. + - Added "taunt" to the customize controls menu. + - Added con_textcolor, which allows disabling of color for text strings. + - Added chat flood protection. Now, players who spam servers with chat strings get kicked. + - TakeInventory called by server-side scripts now shows up properly on the client end. + - Improved spying through other people's eyes while in spectator mode. + - Added "plasma bump bug" compatibility flag. When this is enabled, plasma bumping on MAP01, BFG bumping on dwango5.wad MAP01, etc. work "properly". + - Objects spawned by server-side scripts through Thing_Projectile now work. + - Added blue/red leads, teams are tied announcer events for teamplay DM mode. + - Added HUD display for team scores during teamplay DM mode. + - Added limited support for Heretic/Hexen weapons over the net. + - Item respawning has been moved more towards the server end. This removes item respawn problems under certain conditions (ie. item respawn in cooperative). + - While spectating, players' whos eyes you spy through, now display the proper view and weapon bobbing. + - Added "disable taunts" compatability flag. This is important because before, the silent BFG effect was triggerable by taunting. - - Fixed major server crash where if the level remained unchanged for more than a day or so, and someone joined, it would crash. - - Desaturated sectors now appear that way on the client end. - - Fixed connection problems related to the level being loaded, without having gotten the player spawning packet(s) yet. - - Change music functions called by server-side scripts now work on the client end. - - Fixed problem where if a texture was changed to "-" during the course of a level, it would not show up correctly for connecting clients mid-level. - - Fixed problem where going into spectator mode while carrying an important object such as a flag or the terminator, would result in the object disappearing for good. - - Textures that have changed during the level are now updated to joining clients. - - Fixed problem where typing a chat string with a % sign would would result in a bunch of different characters instead of the actual % sign. - - Fixed bug where the joystick would not work in multiplayer games. - - Fixed bug where if you fired plasma against the wall, it didn't appear to come out at all on the client end. - - Fixed rcon problems related to the "map" command. - - Fixed problems with "floating missiles" when connecting to servers. - - Made fix to make the BFG firing sound play at the proper time on the client end. - - The HealThing function called by server-side scripts now works. - - Fixed problem where if the was packet loss on the server end, your missiles would appear to come out at the wrong pitch. - - Fixed problem where if you were spying through the eyes of another player during coop, spectator mode, etc., and they disconnected, Skulltag would crash. - - Players now grunt and have their view height shift when hitting the ground hard on the client end. - - Fixed bugs where weapons appeared to be cleared between levels in co-op, but that really isn't the case. - - Fixed bug where spectators did not show up on the scoreboard in teamgame mode. - - Icons now spawn directly over the player instead of at their feet (with framerate uncapped, medals in pervious versions would "float" up to the top of the player). - - Fixed memory leak related to sound on program exit. - - Voodoo dolls now work again. - - Fixed problem where enter scripts would only execute for one player. - - Fixed problem where sometimes "YOU NEED THE KEY" messages sometimes did not appear on the client end. - - Fixed problem with obituary messages for custom wads where when players' had colored names, their color would persist to the end of the message, instead of reverting back to gold. - - Fixed problems where dropped dehacked pickups would appear to not disappear over the client end. - - Clients now receive dmflags, etc. updates if server updates them using "sv_nomonsters", etc. commands. - - Fixed bug where if the "no monsters" flag was set, and a co-op level was being played on, the monsters still spawned, and appeared to stand in place on the client end. - - Added unique spawnable codes for the dark imp fireball and cacolantern fireball. - - Fixed problem where picking up dehacked items on the client end would not make them disappear. - - Fixed problem where score ladder on d2st2 occasinally could not be climbed. - - Flag return ticks are now reset after each level. - - Fixed problems relating to being permently frozen if you're in time freeze mode, and restart the level. - - Monster pain chance is now no longer factored into the client end. - - Fixed telefrag bug where you appeared to be dead on the client end, but were still alive. - - Normal player sounds are now played when cl_skins is false. Before, even though the player sprite was normal, the sounds associated with the skin would still play. - - Fixed problem where the silent pickups compatability flag wouldn't work if the silent BFG compatibility flag was enabled. - - Autoaim now always works in oldschool mode. - - Fixed a number of minor co-op bugs. ! - Removed cl_noalpha. Turns out it just duplicated the effect of r_drawtrans. ! - Regeneration and degeneration are no longer handled on the client end. ! - Objects are now always infinitely tall in oldschool mode. ! - Players in cooperatvie mode are now considered teammates. The teamdamage cvar now affects how much you can damage your teammates. ! - Text lines are no longer broken up into two or more lines if they're too long to fit the screen in oldschool. ! - The console is now available in oldschool mode. ! - Servers can now enable sv_cheats, allowing cheats. ! - Made r_drawtrans settings save to config file, instead of being set to the default each time Skulltag is loaded. ! - Changed chatting in oldschool mode so it more closely resembles normal chatting. ! - Changed grunt when pushing against a wall to being client-side (of course, other clients still hear the sound). ! - Changed grunting when landing the ground to being client-side (of course, other clients still hear the sound). ! - Split up the "Cable/DSL" connection type into two seperate types. Now, if both the server and client have at least a cable connection, SSG pellets will appear in exactly the right place, as opposed to their position being generated on the client end. (WARNING: This takes a LOT of bandwidth! Only do this if you're hardcore!) ! - Slightly lowered the volume of the firing sound for the minigun. ! - Railgun and BFG10K now produce decals. ! - Missiles now spawn with the exact correctness of speed, position, and angle on the client end if both the server and client have at least a cable connection. ! - Custom names are now allowed in oldschool mode (no more "Green", "Indigo", etc.). v0.95f ------ + - If the client cannot connect due to the version different, the server says which version it's using. + - Made some more optimizations to the player movement network code, so the same results are acheived with less bandwidth (translation: less lag). + - Added new fireball graphics for the cacolantern. + - Underwater movement is now far less jerky. + - Sounds triggered by server-side scripts now work. - - Fixed connection problem where a bunch of garbage would spew in the console, and you'd get a "Waiting for server..." message. - - Fixed crash on client end that would happen if the server told the client to print an invalid type of HUD message (never really should happen). - - Fixed "flashing red screen" problem. - - Chat prompt is now visible for people using "scale text in high res". - - Pistol was being fired both client-side and server-side. Now it is only fired server-side. - - The BFG10k shooting is now server-side (before, the gun would appear to fire on the client end, but other players wouldn't see the shot). - - The BFG10k shot and the BFG9000 shot had the same spawnable code for scripts. This has been changed (BFG10K shot is now 217). - - Fixed problem where GiveInventory called by server-side scripts would spawn a version of the item on the client side that could not be picked up. - - Fixed problem where drain and rage icons were mixed up on the status bar in fullscreen. v0.95e ------ - - Greatly reduced occurance of connection error occasionally experienced by clients. v0.95d ------ + - Added this file. + - Added "connection type" field to the player setup menu, and "sv_connectiontype" for servers, which determines how precise the data sent back and forth between the server and client is. + - Added cl_showcommands, which displays all commands coming to the player from the server. + - HUD messages called by scripts run on the server end now show up on the client end. + - Actor and player properties set by server side scripts are now sent to the clients. + - Now when switches or lines change a sector's light level, it is sent to the clients. + - Dormat objects now appear that way on the client end. + - Give inventory commands called by server scripts are now reflected on the client end. + - Added " has won" to the teamgame intermission screen. + - Textures now set by server side scripts now show up on the client end. + - Line transparency set on the server side now shows up on the client end. - - Fixed two problems after level change: One where a player's names, skins, etc. would be applied to another player, and where players would bomb to the console with a "no player # start" error message. - - Fixed problems with "double vertical" and "double horiz and vert" detail modes, and all other reported crashes. - - Clients no longer play "blue leads, red flag taken," etc. messages when connecting to an active CTF/ST server. - - Fixed ANIMDEFS lump so switches in Hexen now change graphic when activated. - - Having cl_identifytarget on no longer activates lines activated by shooting when your crosshair is over that line. - - Flags crushed by sectors are now returned. - - If a flag is now slightly within a wall, ceiling, etc. it now spawns anyway. (Before, on d2ctf5, the blue flag would not return if the trap lift was up, making it gone permanently.) - - Fixed flag respawn problems and missing texture on d2ctf5. - - Fixed mancubus firing. - - Weapons are now cleared after intermission in DM, CTF, etc. games. - - Fixed problem where the railgun color was always blue until you changed it. - - Railgun shots that don't strike a player now actually reset your consecutive railgun hits total. ! - Player's medals and points (in a teamgame) are now not cleared until the new level begins. Now you can see your score, and the medals you racked up on the level during intermission! ! - Dropped flags that have not been returned now result in a "?" flagstatus on the HUD for that team onthe client end. ! - Got rid of "You fragged ", "You were fragged by " messages in oldschool. ! - Defaulted the item respawn and spawn farthest dmflags to OFF when Skulltag is ran with -oldschool (that's altdeath). ! - Players' current team is now reset after intermission. ! - Color codes are now stripped out of the text in the server window. ! - Changed spectator mode so that powerups are cleared once you enter spectator mode. (Before, if you had the doomsphere and would spectate, you appeared to still have the powerup (indefinitely).) ! - Move up/down keys now work in spectator mode. v0.95c ------ + - Polyobjects now work in multiplayer games. + - Clients now have fade information about sectors (In 95b, the fog on d2ctf4 did not work). - - Fixed problems with changing maps. - - Fixed bug on d2ctf2 where red flag would not respawn. - - Now when clients die, their health does not go below 0%. - - Fixed problem where servers would tell players to disconnect player who encoutered a connection error. - - Fixed crash where players tried to activate lines while dead. - - Fixed problem where spectators on a team would appear on the scoreboard twice. - - If a server used a PWAD in another folder, and the directory structure was represented with "/"s, the server would send out the full directory structure to the launcher. This is fixed. - - Fixed problem where if players who possessed a flag or skull used the "changeteam" command, they would still possess the flag or skull on their end. - - Spectators now retain their spectator status when the level ends. - - Clients now always receive score updates. In 95b, if player 0 left the game, and a team scored, no clients would receive the score update (so the score would appear to be unchanged). - - Fixed problem where gender was not being factored in properly to obituary messages. - - Players who go into spectator mode now get set back to 100%, and are "revived" if they are dead. In 95b, players who went into spectator mode when they were dead would always have the scoreboard up, etc. This is fixed. v0.95b ------ +* - Upgraded Skulltag to ZDoom v2.0.47q +* - New CTF level! d2ctf6: Ruins of Blood +* - Two new Skulltag levels! d2st1 and d2st2 +* - Spectator mode added! Players can now spectate on other games! +* - New weapon added! The minigun. +* - New monster! The Belphegor (third level hell knight). +* - Added the ability to handicap yourself in DM/CTF. +* - Co-op is now supported! Includes scoreboard changes. +* - New duel deathmatch mode added! Designed for 1 on 1 deathmatch. + - Third episode of Skulltag now selectable through the menu. + - Nicer fadeout on medals. + - Added cl_icons and cl_medals, which are options to disable icons and medals. + - Also added cl_skins, for disabling skins. + - Skirmish menu now allows selecting of levels added from MAPINFO lumps. + - Added shootable versions of the invisible bridges. Useful for room over room with Transfer_Heights. + - Did basic Skulltag tweaks for Hexen support (That's right, since Skulltag is now based on ZDoom v2.0, it now works with Hexen!). + - More frames for the SSG guy. + - Dark Imps, Cacolanterns now have sprites. + - New fireball for the Dark Imp. + - Detail has been increased on d2dm1 and d2dm2. + - Added a display option to turn down the intensity of blood on the screen. ! - Fraglimit is no longer factored into team games. ! - Player can now taunt and jump at the same time. ! - Changed method of calculating rank. Should be more accurate now. ! - Dark Imps and Cacolanterns now fire faster projectiles. ! - Changed how Incredible medals are awarded. It is now given if you get a frag within two seconds of getting an Excellent, instead of getting two frags within two seconds of getting an Excellent. They should be more common now. ! - Changed the Doomsphere duration from 30 seconds to 25 seconds. v0.94c ------ +* - Added new level! d2ctf5: Massmouth Mansion +* - Skulltag now works with Doom 1. + - Added "You're tied for/You've taken/lost the lead" announcer events. + - Added megasphere, soulsphere, and "You win" announcer events + - Added new item: Massmouth statue + - Added new "sv_defaultdmflags" cvar, which when turned off, will NOT use the default dmflags for a DM, CTF, etc. level set by Skulltag. + - Added MOD for killing yourself with the BFG10K. - - Fixed +moveup and +movedown in client/server games - - Fixed the scoreboard so number of points left in team games displays - - Fixed problem where if you switched from a CTF level to a DM level, the "Welcome to CTF" sound would still play. - - Skulltag now updates the master server right away whenever you change the master server IP. - - Fixed problem where Skulltag couldn't load certain PWADS with custom textures (ex. gothic2). - - Fixed "Unknown item" problem with dropped pistols and BFG10Ks. - - Fixed sound bug in terminator mode. - - Fixed problem where sounds would become out of sync if the server or client didn't have the same skins or announcer wads loaded. ! - Announcer wads placed in the /ANNOUNCER directory are now automatically loaded. ! - Replaced the "-maxclients" command line parameter with the "sv_maxclients" cvar. It can be changed without restarting the server.