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 Post subject: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 1:34 pm 
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We are proud to announce the release of 98c!

Some notable highlights:

  • Native Mac OS/X support for Intel-based Macs.
  • Server console commands for mod makers that allow for tracking down bandwidth usage in your mod - very handy for seeing what's sucking up all the bandwidth!
  • Many crashes addressed, much more stable!
  • Server DM flags for hiding cooperative and target information, you can also extend lms_spectatorchat to all game modes, handy for mods like WhoDunIt!

And here is the full changelog:
Code:
*+   - Skulltag now supports Intel based Macintoshes (mainly done by backporting ZDoom revisions 1571, 1581, 1607, 1736, 1779, 1780, 1786-1788, 1793, 1807, 1814, 2122). [Blzut3, Torr Samaho]
+   - Added basic outbound net traffic analysis code for the server. This code allows to find out which actor classes and which ACS scripts use how much net traffic and should greatly simply the identification of network bandwidth hogs in custom mods. [Torr Samaho]
+   - Added a verification system that allows the master server to verify that a server-master-challenge came from an existing server. Furthermore, servers now acknowledge the receipt of the ban list to account for packet loss. [Torr Samaho]
+   - Added new CVAR sv_logfile_append (default false). If enabled, a logfile is started and there already is a file with the specified name, the new log is appended to the existing file. [Torr Samaho]
+   - Added free spectate mode for client side demos, started with the new CCMD demo_spectatefreely. In this mode, you can move freely while the demo is played as if you were a spectator while the game was recorded. [Torr Samaho]
+   - Added new DECORATE actor flag SERVERSIDEONLY. The clients don't spawn such actors, only the server does. Therefore, spawning or manipulating these actors does not need network bandwidth. Only use it on actors that are always invisible and don't block the movement of players. [Torr Samaho]
+   - Added new dmflag "don't identify target player", controlled by the new CVAR sv_noidentifytarget. If this is true, clients are enforced not to identify players, i.e. behave as if cl_identifytarget == 0. [Torr Samaho]
+   - Added new dmflag "always apply lmsspectatorsettings", controlled by the new CVAR sv_applylmsspectatorsettings. If this is true, lms_spectatorchat will be respected in all game modes. [Torr Samaho]
+   - Added the invasion spawners for Strife made by GorpusMorpus. Also thanks to Archfile for cleaning the doomednums. [Torr Samaho]
+   - Extended the launcher protocol to optionally report the values of the new flag CVARs dmflags3 and compatflags2. [Torr Samaho]
+   - Added new CVAR sv_randomcoopstarts (default false). If true, in cooperative game modes players are spawned at random player starts instead of the one designated for them. [Torr Samaho]
+   - Added new dmflag "don't draw coop info", controlled by the new CVAR sv_nocoopinfo. If this is true, clients are enforced not to coop info, i.e. behave as if cl_drawcoopinfo == 0. [Torr Samaho]
-   - Fixed: G_SecretExitLevel causes a skill change to 0 due to a typo by VC in G_ChangeLevel parameter list [Eruanna]
-   - Fixed: sv_forcegldefaults 1 doesn't properly enforce the default GL lighting mode after a map change. [Eruanna, Torr Samaho]
-   - Fixed: Executing spynext/spyprev on the server caused the server to crash. [Torr Samaho]
-   - Fixed: The server ignored the CLIENTSIDEONLY flag for map spawned actors. [Torr Samaho]
-   - Fixed: Players that turn into spectators kept their TID. [Torr Samaho]
-   - Fixed: A_PlaySound/A_PlaySoundEx did not loop properly online. [Torr Samaho]
-   - Fixed: If a morphed player defected to another team, a voodoo doll was left behind. [Torr Samaho]
-   - Fixed: After morphing/demorphing, clients don't properly display the health corresponding to their new form. [Eruanna, Torr Samaho]
-   - Fixed problems with player names containing incomplete color codes of type "\c[X". [Torr Samaho]
-   - Fixed: In LMS/TLMS and coop with "sv_shotgunstart 1" client side demos, the consoleplayer's starting weapon is not properly recorded. [Torr Samaho]
-   - Fixed: When a player suicided online with "skill 0", the clients thought the player had a health of 24388 instead of 0. [Torr Samaho]
-   - Fixed: When a spectator disconnected, the disconnect particle effect was created at its last known position. Now the effect is already created when a player turns into a spectator. [Torr Samaho]
-   - Fixed a server crash that could happen directly after a "map" map change when there were players in the game before the map change. [Torr Samaho]
-   - Fixed: A client that disconnected before spawning as spectator could cause an active duel to be reset. [Torr Samaho]
-   - Fixed: Exploding projectiles didn't properly enter their xdeath or crash state on the clients online. [Torr Samaho]
-   - Fixed: Spectators could bump non-teleport line specials offline. [Torr Samaho]
-   - Fixed: If a player turned into a spectator while crouching, the spectator kept the slow crouching speed. [Torr Samaho]
-   - Fixed: Actors like LostSoul that deal damage by slamming could cause player health desyncs on the clients. [Torr Samaho]
-   - Fixed: Unmorphing with the morphme cheat didn't work properly online. [Torr Samaho]
-   - Fixed: A morphed player using the slot command online could cause weapon desync issues. [Torr Samaho]
-   - Fixed: The AC value in Hexen is not displayed properly anymore on a client after an inter-hub map change. [Torr Samaho]
-   - Fixed: Non-bouncy missiles disappeared when hitting the sky. [Torr Samaho]
-   - Fixed some player class selection problems in non-cooperative offline skirmishes. [Torr Samaho]
-   - Fixed: The Hexen invasion spawners still used ArtiInvulnerability instead of ArtiInvulnerability2. Thanks to Gez for submitting a patch for this. [Torr Samaho]
-   - Fixed: When there are only two teams, the scoreboard only shows the score of the leading team instead of both scores. [Torr Samaho]
-   - Fixed: A_FireGoldWandPL1 and A_FireBlasterPL1 did not award accuracy / precision medals. [Torr Samaho]
-   - Fixed: The ACS function ReplaceTextures didn't work properly online and its effects were not reverted during a map reset. [Torr Samaho]
-   - Fixed: If the packet with the client's map change authentication is lost, the client stayed on the old map locally. [Torr Samaho]
-   - Fixed: When playing a client side demo with a "map" map change, the console could be flooded by "No body for player" errors and Skulltag could crash. [Torr Samaho]
-   - Fixed: When a non Windows binary crashed, the crash catcher always got stuck. [Torr Samaho]
-   - Fixed: When a non Windows binary can't find any IWAD, it just exits without any error message. [Torr Samaho]
-   - The crash catcher in non Windows binaries now hopefully works better with recent GDB versions. [Torr Samaho]
-   - Fixed: Bots didn't use the default movebob value 0.25. [Torr Samaho]
-   - Fixed: LMS/TLMS rounds end prematurely when only one player / team survives the spawn telefragging after the map reset. [Torr Samaho]
-   - Fixed: Starting a standard coop offline skirmish when survival was active didn't work. Instead a new survival game was started. [Torr Samaho]
-   - Fixed: Powerup HUD icons overlap the HUD corner score. [Torr Samaho]
-   - Fixed parsing problems with floats when the language setting uses ',' instead of '.' as float seperator under Linux. [Torr Samaho]
-   - Fixed: Using "+deathmatch 1" as command line argument didn't work with non Windows binaries. [Torr Samaho]
-   - Fixed: Under some circumstances, the wrong obituaries were displayed online. [Torr Samaho]
-   - Fixed: When a bot was removed from the game, it didn't execute its disconnect scripts. [Torr Samaho]
-   - Fixed an exploit that could turn a client into some kind of ghost mode. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
-   - Fixed: Trying to use chasecam on a non-coop server with sv_chasecam true and sv_cheats false caused the player to be kicked. [Torr Samaho]
-   - Fixed: LMS crashed on startup when a weapon was replaced via DECORATE with a non-weapon inventory actor. [Torr Samaho]
-   - Fixed: CCMD useflechette doesn't work online. [Torr Samaho]
-   - Fixed: After a map change online with respawn invulnerability turned on, clients keep the invulnerability mugshot even after the respawn invulnerability runs out. [Torr Samaho]
-   - Fixed: Players of an enemy team couldn't be spied when watching a client side demo. [Torr Samaho]
-   - Fixed: In game modes where players earn "wins", the server returned the number of kills instead the number of wins for each players when asked for SQF_PLAYERDATA. [Torr Samaho]
-   - Fixed: When a projectile with negative damage hit a player online, the clients were not informed about the health increase. [Torr Samaho]
-   - Fixed: The server couldn't mute the first player with the ignore command. [Torr Samaho]
-   - Fixed an exploit that allowed to create line breaks in chat messages. [Torr Samaho]
-   - Fixed online sync problems with ACS spawned projectiles that are affected by gravity. [Torr Samaho]
-   - Fixed problems with target switching in gamemodes with teamgame == 1. [Torr Samaho]
-   - Fixed: Sector_SetLink didn't work online. [Torr Samaho]
!   - For security reasons, the commands "screenshot" and "dumpmap" can't be called by ConsoleCommand anymore. Thanks to Spleen for reporting this. [Torr Samaho]
!   - skulltag_data.pk3 is not loaded automatically anymore if a non-Doom IWAD is used. [Torr Samaho]
!   - The player name in team possession score messages is not striped of its color codes anymore. [Torr Samaho]
!   - The crash catcher in non Windows binaries now also logs the GDB version. [Torr Samaho]
!   - Removed the hard coded "Turbosphere wearing off..." message from PowerSpeed. Instead the power granted by Turbosphere has an HUD icon now. [Torr Samaho]
!   - Removed the definition of CVAR cl_maxcorpses (it had no effect since 98a anymore anyway). [Torr Samaho]
!   - Instead of kicking clients that send too many movement commands, the excessive commands are just ignored. [Torr Samaho]

+   - Added CCMDs ignore_idx and unignore_idx to ignore/unignore players by index. [Torr Samaho, SuperGod]
+   - Further extended the OpenGL wallhack protection to catch another update of the hack. [Torr Samaho, SuperGod]
-   - Fixed: Malformed net packets could be used to disguise chat messages as normal console messages. [Torr Samaho, SuperGod]
-   - Fixed: When servers that enforce the master ban list received an updated ban list from the master, they didn't automatically kick newly banned players already in game. [Torr Samaho, SuperGod]
-   - Fixed: When re-entering a hub map online with more players than there were when leaving that map, the server could crash. [Torr Samaho, SuperGod]
!   - Raised the default value of sv_maxpacketsize to 1400. [Torr Samaho, SuperGod]
!   - If cheats are disabled, clients are not allowed to use the CCMD testcolor anymore. [Torr Samaho, SuperGod]
!   - The master server now can hide servers that don't enforce the master ban list. [Torr Samaho, SuperGod]
!   - When adding a ban for an address that is already banned, the expiration time of the existing ban is now updated instead of ignoring the addition. [Torr Samaho, SuperGod]
!   - ArtiFly now has the FORCERESPAWNINSURVIVAL inventory flag. This was necessary for instance to escape the pit in E2M2 in survival in multiplayer with sv_itemrespawn == false. [Torr Samaho, SuperGod]
!   - When a server side muted client tries to chat, the server messages the client that it's muted and (if applicable) when the mute will run out. [Torr Samaho, SuperGod]


:hearts: :hearts: :hearts:

Windows :
Installer
Zipped
Update zip

Linux :
Linux Base (Skulltag_data.pk3 and others)
32-bit Linux
64-bit Linux

Mac OS X :
Mac OS X

Enjoy. :cool:

Yay, 2323th post ;-)

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:24 pm 
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I love how you always release it when somebody says it's probably close to a release. :P

Getting it now!

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:25 pm 
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WDI just got alot more playable.
<3

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:26 pm 
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Cheers ;)
Hopefully this will fix some of the annoying bugs I usually encounter....
THANK YOU VERY MUCH :)

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:27 pm 
I'm da bomb. =3
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Soul Sucka wrote:
I love how you always release it when somebody says it's probably close to a release. :P

That's probably because of this. :P

Anyways. Downloading now. :D

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:27 pm 
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SO, many bug fixes in SO little time. GJ :)

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:28 pm 
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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:32 pm 
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Sweet, now just gotta wait for servers to switch :D

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:36 pm 
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Awesome release, heres a thank you

Image

*claps*

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Last edited by Awesomesauce on Sun Jul 11, 2010 5:46 pm, edited 1 time in total.

   
 
 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 3:37 pm 
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Awesome!! Im downloading this

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:00 pm 
Buggin' like Rowanda...
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FUNCRUSHER+ is updated gogogogogo!

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:16 pm 
Sennin Mode!
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Oh yeah! :D Cheers to the Skulltag Team! :D

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:19 pm 
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Awesome. I'm curious what caused the sudden increase in packet size limits.


   
 
 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:29 pm 
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My servs are updated and ready to go

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:37 pm 
Pie is everyones friend
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Ænima wrote:
Soul Sucka wrote:
I love how you always release it when somebody says it's probably close to a release. :P

That's probably because of this. :P

Anyways. Downloading now. :D

Actually the first of the 98c popups came up about 5 minutes after someone (I think is was Dark Slayer) said we're close to a release.

Edit: WTH I hit edit and it posted a new post :mad:

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 4:59 pm 
Run! Ruuuuuun!
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Cool! :-D
/me clicks on download link

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 5:11 pm 
Buggin' like Rowanda...
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Free Lancer < > wrote:
Cool! :-D
/me clicks on download link


NO WAIT!!!

http://video.adultswim.com/frisky-dingo/boosh.html

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 5:22 pm 
I blew up. I do that sometimes
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Congratulations on another fine release!

Any chance of a PPC Mac version?


   
 
 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 5:48 pm 
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Woot now I can play on this Mac without going into bootcamp with the rest of the non alpha/beta people!

Cannonfodder wrote:
Congratulations on another fine release!

Any chance of a PPC Mac version?


I recall reading that it takes only one person that uses PPC to make a PowerPC build but I don't think anyone ever stood out. Here's your chance!

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 Post subject: Re: SKULLTAG 98C...RELEASED!
PostPosted: Sun Jul 11, 2010 5:58 pm 
doomero= doomer + romero? or doomer= doomero ?
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ok great news =)

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