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 Post subject: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 11:31 am 
Metal forever!
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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
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 :

Installer
Zipped
Update zip

Linux :

Ubuntu
CentOS
FreeBSD (server)
Linux base

Enjoy. :cool:

Server hosters:
please also apply the recent security update.


   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 11:49 am 
Knowledge is power.
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SeXceLLent?

:nod: :nod: :nod: :nod: :nod:

Tell us your thoughts!

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[FR] SuperGod's European Servers :
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Do you want to have something hosted on [FR] servers? :
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Man, you really have an awesome talent to find bugs ;)


   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 12:21 pm 
Let's have a blast!
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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 12:22 pm 
Buggin' like Rowanda...
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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.

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Last edited by AlexMax on Tue Mar 17, 2009 1:48 pm, edited 3 times in total.

   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 12:23 pm 
Has newer hardware! :O
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: >

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 12:53 pm 
Come here, boy.
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Epic Release. :hearts:


   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 12:56 pm 
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Fuck yeah.

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 1:08 pm 
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Hell yeah! :evilgrin:

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 1:39 pm 
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Sweetness


:chuckle: :lol: :nod: :p :D :-D :) :hearts: :evilgrin: :-) :evil:

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 1:41 pm 
S@*& man, bring me some blue pages!
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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


   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 4:58 pm 
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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.

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 5:08 pm 
LINK MAH BOIIIIII
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Vulpeka wrote:
: >

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 5:37 pm 
I WIN BITCH!
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>: D

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 6:12 pm 
Skulltag's Janitor.
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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Tue Mar 17, 2009 6:30 pm 
LOL_LOL_LOL_LOL
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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Mon Mar 30, 2009 1:24 pm 
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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.

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Mon Mar 30, 2009 2:47 pm 
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No, this wont happen.

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[FR] SuperGod's European Servers :
viewtopic.php?t=14043

Do you want to have something hosted on [FR] servers? :
HERE --> viewtopic.php?f=101&t=18707

Torr Samaho wrote:
Man, you really have an awesome talent to find bugs ;)


   
 
 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Mon Mar 30, 2009 2:59 pm 
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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.)

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Mon Mar 30, 2009 4:04 pm 
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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.

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 Post subject: Re: Skulltag 97d3 final available!
PostPosted: Mon Mar 30, 2009 4:36 pm 
I WIN BITCH!
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SuperGod wrote:
No, this wont happen.

yeah, this most happen :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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