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(ST)
Torr Samaho
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Post subject: Skulltag 98b final released Posted: Wed Mar 10, 2010 3:29 pm |
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Metal forever!
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| Lead Developer |
Joined: Fri Jan 12, 2007 2:40 am Posts: 5446 Location: Germany
Clan: SkullTag
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We are proud to announce the release of of 98b! Mainly intended as maintenance release, 98b contains a truck load of fixes. Nevertheless, we also added a bunch of new features since 98a. The most striking new feature is the completely revamped Windows server dialog, a legacy of Rivecoder ;). [Reveal] Spoiler: server dialog feature tour Brand new configuration dialog Skulltag's new slick setup screen makes it extremely easy and intuitive to configure your server! Controls are logically laid out, and automatically hidden away if not needed. Command history Made a mistake entering a command? In 98b, you can push the "..." button to quickly grab your recent entries! It works just like the "up" button in the ZDoom console. Very important note: You no longer need to prefix your commands with a "/" to send them. This was confusing way too many people, so the server console now acts like the ZDoom console. If you liked the old chat shortcut, you can put a : at the front of your line to chat. Autocomplete for maps In both the map dialogs, you have a list of maps to choose from. That should help the next time you try to remember if the map you wanted was "D2IG05" or "map05"! It even autocompletes for you. "Join server" command With this button, you can very quickly start playing on your own server, no playing with PWADs or "connect localhost" necessary! Redesigned statistics dialog Now it's actually readable! "Help" menu Now you're never more than a few clicks away from a handy reference! Temporary bans! Copying IPs is simpler too. And much more! Head right to the server console! We're sure you'll like what you see.  Rivecoder also added a new welcome screen before his retirement  . Previously, right after you installed Skulltag, you'd get a nasty error message when you started it up. Now, that wasn't too helpful for newcomers, was it? You've installed Skulla---oh, snap! Well, feast your eyes on the new Skulltag setup screen!  The process is now incredibly simple: you just point Skulltag to your IWAD folder, and in the blink of an eye, you're playing Doom! Instead of copying the IWADs, it uses [IWADSearch.Directories], so Doom directories can get even smaller. This saves everyone time (no more copying, no more INI editing), not just newbies! But the greatest benefit of all is for those who have just rediscovered Doom. These folks can now get started much more easily, and fewer will be scared off by complicated setup (there is none, now!). As a result, the Skulltag community (and Doom community as a whole) can enjoy greater organic growth in times to come. More noobs to roast!  The OpenGL fans may be interested in the newly added HQNX filter support as well as several new MODELDEF flags. Furthermore, we backported numerous of features from ZDoom (new ACS functions, A_ZoomFactor and several other things). Skulltag_data.pk3 was changed in this release, you need to download the full package. As usual, here is the full list of all changes and who did them: Code: *+ - Greatly improved the windows server dialog! [Rivecoder]
- Things that are entirely new: - Added COMMAND HISTORY! Made a mistake entering a command? Want to retrieve a previously-entered command? Just hit the "..." button! - NOTE: The command box now acts like the in-game console: you no longer have to precede your commands with a "/" to send them. (This was confusing too many people.) - "File|Join server" lets you immediately play on your server! - Added a HELP menu! This provides information for newbies and veterans alike.
- Things that are now much easier to use: - Completely redid the CONFIGURATION DIALOG! It is now MUCH more intuitively designed, and easier to use. - Settings are grouped into tabs! - Settings that don't apply to your current game mode are hidden, keeping the dialog nice and clean. - Added missing settings (for instance, modifiers and voting settings). - Rewrote the STATISTICS DIALOG! You can read everything much more easily. - In the CHANGE MAP and MAP ROTATION dialogs, there is now a a list of available maps to choose from! It even autocompletes for you. - The dialog itself! The console is bigger, you can now see what game mode the server's using, and it's just more intuitive overall.
- Smaller things: - You can click the status bar to quickly adjust who can see your server and copy its IP. - You can also click the labels at the top of the dialog, to quickly change the map or adjust settings. - When editing the MOTD, you now get a reference of all the color codes! - When you go to close the server, it will warn you if there are players connected. - There is now a button to view the logfile. - You can now add bots by right-clicking the scoreboard. - This menu also now supports temporary bans, and copying IPs is also simpler. - You can now very easily tell if you're running a public version because the status bar will simply show the version as "98a", "98b", and so on. Only in testing builds are the SVN revisions shown.
- Bug fixes: - Fixed: the scoreboard would flicker if a timelimit was set, but no players were present. - Removed several unneeded or defunct dialogs. - The scoreboard and player list have been updated to support newer Skulltag features (like the "award damage instead of kills" DMFlag).
*+ - Added support for Maxim Stepin's hq2x/3x/4x pixel upsampling algorithm, like Scale2x/3x/4x controlled by the CVAR gl_texture_hqresize. In compliance with the LGPL, the upsampling code itself resides in a dynamically linked library. [Torr Samaho] gl_texture_hqresize == 4 : hq2x algorithm gl_texture_hqresize == 5 : hq3x algorithm gl_texture_hqresize == 6 : hq4x algorithm + - Added an IWAD setup screen that is shown instead of the fatal error message when no IWAD is found. [Rivecoder] + - Added new CCMD printjoinqueue that allows the server to list the full join queue. [Torr Samaho] + - Added new dmflag "only spawn sp actors in coop", controlled by the new CVAR sv_coop_spactorspawn, based on a code submission by TIHan. If this is true in a cooperative game mode, map actors are spawned as if the game was single player. [Torr Samaho] + - Extended the effect of the MAPINFO flag "islobby": Maps with this flag now behave as if sv_noexit is false (except for A_BossDeath and A_BrainDie). [Torr Samaho] + - Backported A_WeaponReady from ZDoom revisions 1698, 1711, 1720, 1723, 1776, 1789. [Torr Samaho] + - Re-added support for 32 player starts for non Strife games. [Torr Samaho] + - Added new actor properties "visibletoteam" and "visibletoplayerclass". Only players that are in the team specified by "visibletoteam" can see this actor, it is invisible to all other teams. "visibletoplayerclass" is the counterpart for playerclass based visibility. [Torr Samaho] + - Added flags ALIGNANGLE and ALIGNPITCH to MODELDEF. If both are set, the model always faces the camera. If only ALIGNANGLE is set, the model faces the camera in the x/y plane. Note: ALIGNPITCH is not supposed to be used without ALIGNANGLE. [Torr Samaho] + - Added flag ROLLAGAINSTANGLE to MODELDEF, a special flag for flat, beam like models. [Torr Samaho] - - Fixed several problems with D'Sparil (Sorcerer1/Sorcerer2) online. [Torr Samaho] - - Fixed: In lms/teamlms players didn't get weapons whose game property is "any". [Torr Samaho] - - Fixed: If an actor with MF_SKULLFLY slams into something online, it possibly stops moving on the clients and starts to teleport around (This affected the Minotaur). [Torr Samaho] - - Fixed: If a client was removed from the join queue after a map change without being allowed to join, the client was not informed about the removal. [Torr Samaho] - - Fixed: The join queue was cleared in duel after a "changemap" map change. [Torr Samaho] - - Fixed: Inventory items that insert themselves into the player's inventory are not restored after a map reset after being used by the player. [Torr Samaho] - - Fixed: When traveling between maps in a hub online, two different actors possibly use the same network id. Among other things, this can cause clients to crash. [Torr Samaho] - - Fixed: The weapdrop command doesn't work online. [Torr Samaho] - - Fixed: CLIENTSIDE enter scripts are not executed after a "changemap" map change. The fix changes the timing of enter scripts: Instead of running them when the server finished loading the level, they are run when the client finished loading the level. This means though that there is a time gap between spawning a player and running the corresponding enter scripts. [Torr Samaho] - - Fixed: If the server instructed the clients to start a CLIENTSIDE ACS script, each argument was transferred as byte instead of as long. [Torr Samaho] - - Fixed: Dead spectators that automatically reenter the game after a "changemap" map change in survival don't trigger enter scripts. [Torr Samaho] - - Fixed: The standing assault gun in Strife can only be picked up once (ported from ZDoom revision 1671). [Torr Samaho] - - Fixed: The MAPINFO property skyrotate is not parsed properly if the MAPINFO lump uses the new format (ported from GZDoom revision 403). [Torr Samaho] - - Fixed: The Windows server DMFlags dialog didn't read the compatflags2 value when opened. [Torr Samaho] - - Fixed: Internally the mapinfo properties islobby and nobotnodes used the same value. Thus, when one of them was set, the other was automatically also set. [Torr Samaho] - - Fixed: SBARINFO draws things marked as COOPERATIVE also in game modes where the CVAR teamgame is true. [Torr Samaho] - - Fixed: If all players have negative frags and there are spectators in the game, the number of frags remaining shown on the scoreboard is not properly calculated. [Torr Samaho] - - Fixed: Skulltag can't be started with certain command line options, e.g. "+map d2inv1 +invasion 1". [Torr Samaho] - - Fixed: Sprites from a fullbright frame with a brightmap disabling fullbright did not Process dynamic lights touching them (ported from GZDoom revision 635). [Torr Samaho] - - Fixed: demo_skiptonextmap has problems when the demo contains map changes that were made with the map CCMD. [Torr Samaho] - - Fixed: When using demo_skiptonextmap, some of the sounds that were supposed to be played during the skipped part of the demo were played while skipping. [Torr Samaho] - - Fixed: AxeBlood and Bloodsplatter didn't work online. [Torr Samaho] - - Fixed: ACS translations of type "CreateTranslation(x, a:b=[red1,green1,blue1]:[red2,green2,blue2])" didn't work online. [Torr Samaho] - - Fixed: ACS translations created by CreateTranslation that remap more than one range didn't properly work online. [Torr Samaho] - - Fixed server side crashes that can happen during a map reset. [Torr Samaho] - - Fixed: If stairs are being build while the map is reset, these stairs won't build properly anymore after the reset. [Torr Samaho] - - Fixed: The console floating icon is possibly not removed when a saved game is loaded. [Torr Samaho] - - Fixed: Map spawned RandomSpawner actors don't spawn anything after a map reset. [Torr Samaho] - - Fixed: On maps with a team selection room, the server possibly crashed when a spectator tried to join a team directly with the team CCMD. [Torr Samaho] - - Fixed: Sector damage didn't work inside 3D floors. [Torr Samaho] - - Fixed: The code to check the maximal allowed effective skin sprite width/height still could cause to Skulltag to crash at startup. [Torr Samaho] - - Fixed: A_MLightningAttack didn't update the ammo amount displayed on the clients online. [Torr Samaho] - - Fixed: The server possibly crashed when a player is spawned and respawn invulnerability is on. [Torr Samaho] - - Fixed: Changing the dmflags2 value could crash the server. [Torr Samaho] - - Fixed: Players were told that they can't pick up the flag, when trying to pick up a team's skull if there are no people on the corresponding team. [Torr Samaho] - - Fixed: When traveling from one map to the next online players with the class "random" were spawned as a new random class, but with the inventory they had on the previous map, causing numerous problems. Now the players keep their class and inventory. [Torr Samaho] - - Fixed: The secondary shots of Heretic's crossbow were not aimed according to the player's pitch. [Torr Samaho] - - Fixed: When a player turns into a dead spectator his ready weapon is not cleared properly. If the dead spectator then turns into a true spectator, this causes the clients to think that the last weapon he used is still in his inventory. [Torr Samaho] - - Fixed: Teleportation could mess up the client side player prediction. [Torr Samaho] - - Fixed: Line_AlignCeiling and Line_AlignFloor were not working properly online. [Torr Samaho] - - Fixed: The code to check the maximal allowed effective skin sprite width/height didn't take into account high res sprite replacements. [Torr Samaho] - - Fixed an exploit that allowed to manipulate the master ban list on a server using a forged UDP packet. [Torr Samaho, SuperGod] - - Fixed problems with the flat alignment in the GL renderer (ported from GZDoom revisions 384+414). [Torr Samaho] - - Fixed: Automatic returning of the white flag in one flag CTF didn't work. [Torr Samaho] - - Fixed skin per surface MD3 model support. Note: The code for this has been there for ages, but it never worked. [Torr Samaho] - - Fixed problems with the LAN broadcast under Vista and Windows 7. [Torr Samaho, Bond] - - Fixed sync problems online caused by A_GetHurt. [Torr Samaho] - - Fixed: A_MStaffTrack could crash. [Torr Samaho] - - Fixed rendering problems when the MODELDEF flags ROTATING and PITCHFROMMOMENTUM were both used on the same model. [Torr Samaho] - - Fixed: The model frame interpolation didn't work for frames with the bright flag. [Torr Samaho] - - Fixed: The medal code could get stuck in an infinite loop. Special thanks to Cannonfodder for finding out how to trigger the freeze. [Torr Samaho] - - Improved the handling of random state jumps on player weapons online. This hopefully fixes some client side crashes. [Torr Samaho] - - Fixed: The authentication mechanism for non-map related lumps couldn't find the COLORMAP lump if it was only available in the colormaps namespace. [Torr Samaho] - - Fixed: Clients that can't enter a server because of a range ban were not told the ban reason or the ban expiration date. [Torr Samaho, SuperGod] - - Fixed: The team scores in non CTF/ST games are not displayed properly in the new fullscreen HUD if text scaling is activated. [Torr Samaho] - - Fixed: Clients could crash during a "nextmap" map change. [Torr Samaho] - - Fixed: Loading a saved game could cause a crash (fixed by backporting the info.h changes from ZDoom revision 1824). [Torr Samaho] - - Fixed: Mirrors caused severe performance drops and rendering artifacts in GL. Kudos to Spleen for dissecting the GZDoom SVN and finding out what was causing the mirror problems. [Torr Samaho, SuperGod] - - Fixed: Newly connecting clients were not informed about the actual RenderStyle and Alpha of the actors in the map and used the default values instead. [Torr Samaho] - - Fixed: The effects of A_FadeIn and A_FadeOut were not properly synchronized online. This could cause client side crashes. [Torr Samaho] - - Fixed a critical security bug of the server that allowed external RCON connections even if the server didn't set a proper RCON password. [Torr Samaho] - - Fixed: A_FireCustomMissile didn't take into account the CLIENTSIDEONLY flag properly. [Torr Samaho] ! - You can now have an unlimited number of maps in the map rotation (previously 64). [Rivecoder] ! - Removed the unused sv_masteroverrideip. [Rivecoder] ! - The bounce sound of Skulltag's grenade is not hard coded to the actor name "grenade" anymore, but is controlled by the new actor flag USESTBOUNCESOUND. This way actors derived from Skulltag's grenade should inherit the bounce sound, while new actors called grenade don't automatically get the bounce sound. [Torr Samaho] ! - Changed: Clients can't set the CVAR gl_nearclip to anything but 5 anymore. [Torr Samaho, SuperGod] ! - Removed all custom code for RedArmor. It uses the DamageFactor feature from ZDoom revision 1661 now. [Torr Samaho] ! - GrenadeLauncher doesn't use A_FireSTGrenade anymore. Instead, it uses A_FireCustomMissile with the pitch parameter from ZDoom revision 1685. [Torr Samaho] - - Clarified the error message that is shown when skulltag_data.pk3/skulltag.wad is not found. [Torr Samaho] - - Negative movebob values are not allowed anymore. [Torr Samaho] ! - A_FadeOut does not delete player bodies that are still associated to a player anymore. Instead a warning is printed. [Torr Samaho] - - Fixed: Duel Scoreboard displayed the incorrect number of duels remaining. [Vortex Cortex] - - Fixed: CCMD "nextsecret" doesn't show intermission and can not be used in online games. [Vortex Cortex] - - Fixed: CCMD "nextmap" did not handle "enDSeQ" when used on maps such as ExM8 and MAP30. [Vortex Cortex]
! - Skulltag_data.pk3 Changes: [Eruanna] - Added: New Base III skin by Recurracy. - Changed: "Eco System" is now "Ecosystem" - Fixed: Renamed flat PIPE1 to STPIPE to resolve a naming conflict. - Removed Illucia-specific sounds DSIDETH, DSIDIEHI, DSINOWAY, DSIOOF, DSIPAIN, DSITAUNT. I doubt any wads use those, if they do we can include them in the compatibility pack. They are already in Illucia's skin file. - Fixed: DSSGGATK had a long blank at the end of its sound - removed. - Fixed and updated Credmap a little bit. Removed console spam. Changed message timings. Also moved the list of names up to more intuitively connect each list to its category - also allows for longer lists. Get it here!
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SuperGod
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:18 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: 2355
Clan: SkullTag
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[RS]
Remmirath
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:20 pm |
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The Doctah
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Joined: Wed Jan 30, 2008 12:21 pm Posts: 413 Location: Somewhere...
Clan: Rainbow Skittles
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Thank you Torr! 
_________________ /me thinks
Quote: <@Eruanna> AAAAAA CHOOOOO!!!!!!! <@Eruanna> sorry I'm allergic to bullshit
Slyor64 wrote: Yay! Testing!
Wait, do we do this online?
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Doomsphere
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:20 pm |
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Would you kindly...
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Joined: Sat Jan 17, 2009 12:10 pm Posts: 1191
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Awesome. Great job to everyone. So many new possibilities for editing!!!
_________________
FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES FURRIES
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[UD]
Xenaero
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:21 pm |
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Let's have a blast!
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Joined: Sun Dec 21, 2003 12:01 pm Posts: 3091 Location: Friday Night Fragfest
Clan: UniDoom
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Does this have the latest skulltag_data.pk3?woopz didn't see the line in the OP. I'm blind
_________________
<ViciousPariah> I was about to play solo <ViciousPariah> unless some noobs want to play <Xenaero> did i hear the n word
Last edited by Xenaero on Wed Mar 10, 2010 5:23 pm, edited 2 times in total.
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SF!
Slime Dweller
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:22 pm |
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Joined: Fri Jan 22, 2010 8:57 am Posts: 322 Location: Brazil
Clan: Stay Frosty!
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New version!! Woot!! Congratulations Torr 
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dark-slayer-201
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:30 pm |
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Give her cookies back NOW
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Joined: Sun Jun 22, 2008 1:15 am Posts: 2320 Location: South Australia
Clan: Steam - ds201
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Great. Now to release some stuff.
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Guigui
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:33 pm |
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SwordGrunt
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Joined: Sat Apr 25, 2009 8:28 pm Posts: 1226 Location: Brazil
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kickass! awesome job!
_________________ Visit Game Ground, my gaming forum!
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<MLK>
Awesomesauce
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:35 pm |
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PFFT
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| In Purgatory |
Joined: Fri Dec 12, 2008 7:35 pm Posts: 710 Location: HAHA
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sexy 
_________________ That is all.
[Reveal] Spoiler: SEXY VIDEO OF THE WEEK
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Eruanna
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:37 pm |
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Joined: Fri Aug 29, 2008 1:51 am Posts: 2796
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Kudos to Torr and the Dev team for making this happen!
_________________ Do you think for yourself, or do you let others do that for you?
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AlexMax
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:38 pm |
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The emcee funcrusher...
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Joined: Mon Mar 22, 2004 1:31 am Posts: 492 Location: FUNCRUSHER+
Clan: Unidoom
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Thank you guys for the awesome release.
By the way, FUNCRUSHER+ is now running on 98b if you guys want to celebrate.
_________________
#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
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Vortex Cortex
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:39 pm |
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Code Addict
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Joined: Tue Aug 29, 2006 11:23 pm Posts: 283 Location: Houston
Clan: SkullTag
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Awesome!
Also: Thanks Wartorn and all of the folks in the Skulltag Testing team!
_________________ Wouldn't it be cool to be invisible?
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Metal
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:40 pm |
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Joined: Tue Jun 07, 2005 10:05 pm Posts: 3687 Location: Canada
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Nice job, guys 
_________________ Your bones will build my palace, your eyes will stud my crown For I am Mars, the God of war and I will cut you down
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DefconRazor32
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:43 pm |
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Innovative Doomer an underground mapper for ST
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Joined: Sun Feb 18, 2007 10:26 am Posts: 68
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thank you for the new release for 98b
_________________ Doom wants me, I'll give it hell and nothing else those demons shall die by the Dark Chrono.
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<PRO>
MP2E
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 5:44 pm |
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Insane Linux Addict
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| Skullstuff Reviewer |
Joined: Sun Sep 16, 2007 5:09 pm Posts: 746
Clan: The Professionals 8)
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Excellent job!  A great continuation of a great series.
_________________ 2.2Ghz Intel Pentium Dual nVidia 7100 3GB RAM Arch Linux x64, Kernel 2.6.34-ck dwm
19:22 < esselfortium> doom was so boring before graf added the double barreled shotgun
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Spleen
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 6:02 pm |
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Joined: Thu Aug 21, 2008 11:25 am Posts: 2187
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Awesome, I can't wait until Linux repository is updated with this. 
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SonicXxRush
u kill meepy
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 6:06 pm |
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ಠ_ಠ
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Joined: Sun Mar 16, 2008 9:00 am Posts: 104 Location: Ohio, United States
Clan: {INSERT CLAN NAME HERE}
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This will be the greatest, and most brutal build yet, because it was released on Chuck Norris' birthday (That's today)!
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Blzut3
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 6:46 pm |
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Pronounced: B-l-zut
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| Developer |
Joined: Fri Aug 06, 2004 1:07 pm Posts: 1143
Clan: Skulltag
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Spleen wrote: Awesome, I can't wait until Linux repository is updated with this.  Should be updated
_________________ Doomseeker - The real answer to a cross-platform browser.
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Spleen
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 7:05 pm |
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Joined: Thu Aug 21, 2008 11:25 am Posts: 2187
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Blzut3 wrote: Spleen wrote: Awesome, I can't wait until Linux repository is updated with this.  Should be updated Thanks, I got it.  I'm curious why there is no "karmic", though, only "jaunty". 
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ConflagratedCanine
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Post subject: Re: Skulltag 98b final released Posted: Wed Mar 10, 2010 7:23 pm |
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| Skullstuff Reviewer |
Joined: Mon Aug 08, 2005 1:41 pm Posts: 4009 Location: Alaska
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