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(ST)
Torr Samaho
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Post subject: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 11:31 am |
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Metal forever!
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| Lead Developer |
Joined: Fri Jan 12, 2007 2:40 am Posts: 5423 Location: Germany
Clan: SkullTag
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We are proud to announce the final version of 97d3! The main focus of this release it to further increase stability. To give you a glimpse on the degree of stability we reached now, take a look at SuperGod's Armageddon 2 server. It has been up and running for more than 27 days without a single problem! Attachment:
27days.jpg [ 35.61 KiB | Viewed 2276 times ]
Apart from numerous fixes and stability improvements, some common spam methods (spectate/join and name changes) have been taking care of and the special lump authentication code now warns you about problematic files in your skins directory. Furthermore, SICL matches should now be even more convenient, because the CTF/Skulltag sudden death mode can be turned off allowing games to end in a draw. Note: Skulltag.wad wasn't changed in this release. You can save time by only downloading the update ZIP, instead of the full package. As usual, here is the full list of all changes and who did them: Code: + - Several improvements to the RCON utility: [Rivecoder] - Added support for favorites, with stored addresses and passwords. - Added a tray icon to which you can hide the window, and from which you can launch favorites. - Added file version metadata and an "about" screen. - Fixed: If you tried to reconnect to a nonexistent server, you wouldn't get 3 retries. + - The authentication mechanism for non-map related lumps now gives detailed warnings on which auto-loaded files contain which protected lumps. [Torr Samaho] + - Added new CVAR sv_suddendeath (default true). If set to false, CTF or Skulltag games don't go into sudden death mode when the time limit is hit and no team has more points than all other teams. Instead the game is considered to be a draw. [Torr Samaho] + - Added new MAPINFO flag "islobby". If a duel is made on a map with this flag, the countdown and the map reset are skipped, e.g. useful for a map selection map like AlexMax's duel16. [Torr Samaho, SuperGod] - - Fixed: The code to check the maximum allowed effective skin sprite width/height didn't work with UDMX under Linux. [Torr Samaho] - - Fixed: For the purpose of sv_smartaim, players of different teams were considered to be friends in non-deathmatch based team game modes, e.g. CTF. [Torr Samaho, SuperGod] - - Fixed: A client possibly crashed when the server instructed it to spawn blood of an actor the client doesn't know. [Torr Samaho] - - Fixed: The network traffic needed by Sector_SetFade and Sector_SetColor increased linearly with the number of sectors that have the given tag instead of being constant. [Torr Samaho, SuperGod] - - Fixed: If the model flag rotation-speed was used with a value other than 1, the rotation "skipped" every five seconds. [Torr Samaho] - - Fixed: Friendly actors or actors using A_Chase or A_LookEx could cause the server to freeze completely when the first player connects or the last player disconnects. [Torr Samaho, SuperGod] - - Fixed: The one and five minute announcer warnings didn't work at all for clients. [Karate Chris] - - Fixed: The network traffic needed by SetLineTexture increased linearly with the number of lines that have the given identification number instead of being constant. [Torr Samaho, SuperGod] - - Fixed: The ACS command SectorSound didn't work properly online if it was called by a line. [Torr Samaho, SuperGod] - - Fixed: Under certain circumstance inactive BatSpawners were treated as active on the clients. [Torr Samaho, SuperGod] - - Fixed: The chat sound was played even when messages are disabled. [Torr Samaho, SuperGod] - - Fixed: Unfinished client connections to the server didn't timeout properly. [Torr Samaho, SuperGod] - - Fixed: Teleport_EndGame caused the server to get stuck. Nevertheless, end sequences are not supported online. They are just skipped. [Torr Samaho, SuperGod] - - Fixed: The CCMDs dumpmap, initpolymosttest, quickload, quicksave, select, slot, togglemap and vid_setmode caused the server to crash instead of being ignored. [Torr Samaho] - - Fixed: When the server changed the map while a newly connected client was still loading the map, this client didn't get informed about the map change causing severe sync issues. [Torr Samaho, SuperGod] - - Fixed: If you died in co-op and somebody else ended the map before you respawned, you would start the next map with only default inventory, no matter what dmflags was set to. (ported from ZDoom revision 691). [Torr Samaho] - - Fixed: Under rare circumstances a client could crash while connecting. [Torr Samaho, SuperGod] - - Fixed: Some kind of puffs were not spawned in their crash or melee state on the clients online. [Torr Samaho, SuperGod] - - Fixed: Sounds of puffs in the melee or crash state were not played on the clients online. [Torr Samaho, SuperGod] - - Fixed: Projectiles killing a player, never entered their Crash or XDeath state. [Torr Samaho] ! - There is now a 10 second time limit on joining. [Torr Samaho, SuperGod] ! - There is now a 30 second time limit on name changes for clients. [Torr Samaho, SuperGod] ! - CVAR timelimit now also applies to cooperative game modes. [Torr Samaho, SuperGod] ! - Further tuned the UPnP code to make it compatible with more routers. [Torr Samaho]
Windows :InstallerZippedUpdate zipLinux :UbuntuCentOSFreeBSD (server)Linux baseEnjoy.  Server hosters: please also apply the recent security update.
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(ST)
SuperGod
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 11:49 am |
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Knowledge is power.
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| Developer, Technical Support, Computer Geek |
Joined: Fri Mar 23, 2007 1:07 am Posts: 2347
Clan: SkullTag
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[UD]
Xenaero
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 12:21 pm |
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Let's have a blast!
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Joined: Sun Dec 21, 2003 12:01 pm Posts: 3080 Location: Friday Night Fragfest
Clan: UniDoom
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_________________
<ViciousPariah> I was about to play solo <ViciousPariah> unless some noobs want to play <Xenaero> did i hear the n word
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[UD]
AlexMax
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 12:22 pm |
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Buggin' like Rowanda...
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Joined: Mon Mar 22, 2004 1:31 am Posts: 488 Location: FUNCRUSHER+
Clan: Unidoom
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Code: + - Added new MAPINFO flag "islobby". If a duel is made on a map with this flag, the countdown and the map reset are skipped, e.g. useful for a map selection map like AlexMan's duel16. [Torr Samaho, SuperGod] Who's AlexMan? :P In any case this new feature will be very useful for duel16. Thanks a ton for including it. edit: holy shit dd edit2: FUNCRUSHER's servers have been restarted with 97d3 final.
_________________
#skullrant: The Forum
Code: <&Mr_Person> it's fucking doom <&Mr_Person> if you don't like what someone is doing maybe you should try shooting at them
Last edited by AlexMax on Tue Mar 17, 2009 1:48 pm, edited 3 times in total.
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Duo Core
Vulpeka
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 12:23 pm |
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Has newer hardware! :O
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Joined: Fri Nov 30, 2007 8:10 pm Posts: 2512 Location: Henderson NC
Clan: Faster then ever +More!!
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: >
_________________ You can find me if you don't look for me. : >
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[Jetsons]
Whoo
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 12:53 pm |
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Come here, boy.
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Joined: Sat Aug 18, 2007 8:24 am Posts: 1970 Location: Space
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Epic Release. 
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[UD]
Wartorn
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 12:56 pm |
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| Developer |
Joined: Tue May 15, 2007 1:17 pm Posts: 2873
Clan: Unidoom
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Fuck yeah.
_________________ Do You Know How To Only Your Left Hand?
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AconyX
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 1:08 pm |
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Joined: Sat Dec 13, 2008 5:18 pm Posts: 119 Location: Rovaniemi, Finland.
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Hell yeah! 
_________________ WIP
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Oh noes! Its
Josse
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 1:39 pm |
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Bleh
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Joined: Tue Jan 20, 2009 3:55 pm Posts: 148 Location: On The Rooftops Assassinating you.
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Zorcher
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 1:41 pm |
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S@*& man, bring me some blue pages!
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Joined: Thu May 26, 2005 9:24 am Posts: 139 Location: Colorado
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Very impressive release, definately glad to see several fixes, like weapons resetting to normal when dead and starting new map. Skulltag has been very stable lately, keep up the good work. =D
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[SK]
Shadow27
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 4:58 pm |
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Darkness Marine
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Joined: Wed Mar 26, 2008 5:02 pm Posts: 195 Location: Wherever I want to be...
Clan: Shadow Knights
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Nice! And now there wont be everlasting CTF matches as long theres sv_suddendeath true in server! This is E-P-I-C.
_________________ SkullTag Name: ShadoW [SK] Alias Name: [SK] BFG10K
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Weiss
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 5:08 pm |
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LINK MAH BOIIIIII
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| Skullstuff Reviewer |
Joined: Mon Sep 22, 2008 9:10 pm Posts: 879 Location: USA.
Clan: Skullstuff? I dunno
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_________________
Code: <@deathbringer> sprays water on Sudowoodo <+Sudowoodo> *shake* *shake* *shake* <@deathbringer> uses master ball <@deathbringer> renames Sudowoodo to assface <+Sudowoodo> faggot.
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lord_of_hell
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 5:37 pm |
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I WIN BITCH!
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| In Purgatory |
Joined: Thu Nov 22, 2007 8:09 pm Posts: 972 Location: mexico
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>: D
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Awesomesauce wrote: god dammit zap, can you stop taking over skulltag already?
Captain Ventris wrote: No, what causes you to suck at DM and normal LMS is NOT playing DM and normal LMS. Wads don't magically suck away your skill.
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DeathBRingeR
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 6:12 pm |
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Skulltag's Janitor.
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Joined: Wed Jul 25, 2007 6:48 pm Posts: 712
Clan: WINNER
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<3
_________________ Have a Suggestion for FNF? Post them here!
<Zap610>show me the naked furry sprites
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[N00B]
Chillsing
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Post subject: Re: Skulltag 97d3 final available! Posted: Tue Mar 17, 2009 6:30 pm |
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LOL_LOL_LOL_LOL
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Joined: Tue Jun 06, 2006 7:00 am Posts: 475 Location: Germany, NRW
Clan: =NH= Noobhunters
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Hirogen2
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Post subject: Re: Skulltag 97d3 final available! Posted: Mon Mar 30, 2009 1:24 pm |
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Joined: Thu Jan 08, 2004 3:23 pm Posts: 20
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I hope all is well! Now, I know that the source is not available for reasons of protecting against cheating and so on. Question is whether it would be considered worthwhile to rip out the protective parts (keys for encryption of network traffic, or whatever happens to be used for protection) and make that available at least—if there are no other secrets to be guarded, that is, of course. Personally I would not care much about the entire networking be present either—I would mainly use it for SP wads—but other players' mileage may vary. Looking forward to hear from you.
_________________ DOOM package builder for OpenSUSE
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(ST)
SuperGod
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Post subject: Re: Skulltag 97d3 final available! Posted: Mon Mar 30, 2009 2:47 pm |
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Knowledge is power.
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| Developer, Technical Support, Computer Geek |
Joined: Fri Mar 23, 2007 1:07 am Posts: 2347
Clan: SkullTag
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Blzut3
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Post subject: Re: Skulltag 97d3 final available! Posted: Mon Mar 30, 2009 2:59 pm |
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Pronounced: B-l-zut
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| Developer |
Joined: Fri Aug 06, 2004 1:07 pm Posts: 1139
Clan: Skulltag
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Hirogen2 wrote: Personally I would not care much about the entire networking be present either So basically you're looking for the (G)ZDoom source? There really isn't much in the Skulltag source that isn't a part of ZDoom now. (The biggest thing I can name is the bot code.)
_________________ Doomseeker - The real answer to a cross-platform browser.
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Hirogen2
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Post subject: Re: Skulltag 97d3 final available! Posted: Mon Mar 30, 2009 4:04 pm |
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Joined: Thu Jan 08, 2004 3:23 pm Posts: 20
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Blzut wrote: So basically you're looking for the (G)ZDoom source? There really isn't much in the Skulltag source that isn't a part of ZDoom now. (The biggest thing I can name is the bot code.) I would be ok with that. As of this moment however, GZdoom unfortunately does not (yet) run with the skulltag data: Code: $ gzdoom -iwad /D/doom/doom2.wad -file /opt/skulltag/skulltag.wad /opt/skulltag/skulltag.pk3 GZDoom v1.2.1 - SVN revision 0 - SDL version You cannot use clearepisodes in a MAPINFO if you do not define any new episodes after it.
Omitting the pk3 “works” (i.e. the process starts), but you don't get the skulltag weapons.
_________________ DOOM package builder for OpenSUSE
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lord_of_hell
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Post subject: Re: Skulltag 97d3 final available! Posted: Mon Mar 30, 2009 4:36 pm |
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I WIN BITCH!
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| In Purgatory |
Joined: Thu Nov 22, 2007 8:09 pm Posts: 972 Location: mexico
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SuperGod wrote: No, this wont happen. yeah, this most happen 
_________________
Awesomesauce wrote: god dammit zap, can you stop taking over skulltag already?
Captain Ventris wrote: No, what causes you to suck at DM and normal LMS is NOT playing DM and normal LMS. Wads don't magically suck away your skill.
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