Skulltag 97d2 RC3 available!

Sun Jun 15, 2008 4:36 pm


Development of 97d2 is coming along nicely and we are proud to announce that the next public test version, 97d2 RC3, is available!

This release mainly irons out a few issues with the new game mode, survival invasion, and strengthens the security of the server.

As with RC2, we expect this version to be pretty stable. However, everybody is recommended to test drive the new version thoroughly and in case you see any new bugs whatsoever (that weren't present in 97D), please post them in the bug forum. Otherwise they probably won't be fixed! :p

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:

+ - Completely NEW and expanded encryption of the executable, so that hacking it is now even more difficult than before. [SuperGod]
+ - Added support for OpenGL texture compression. Depending on the GPU capabilities up to four new texture formats (COMPR_RGBA, S3TC_DXT1, S3TC_DXT3, S3TC_DXT5) are selectable with gl_texture_format. [Torr Samaho]
+ - Actor flag ALLOWCLIENTSPAWN is now available in DECORATE. The server doesn't tell clients to spawn actors with this flag, the clients spawn them on their own when loading the map. This is useful for decorations that will never be moved, removed, or changed in any way. Only use it, if you know what you are doing! [Torr Samaho]
+ - Added CKeen's submission for an updated Italian language file. [Karate Chris]
+ - Added new CVAR sv_pure (default true). If set to false, the extended authentication mechanism for non-map related lumps is disabled. This is mainly intended for testing purposes and LAN play, official servers will always set sv_pure to true. [Torr Samaho]
+ - Added UDP server console flood protection and improved the messages generated by unexpected challenges. [Torr Samaho]
+ - Added a workaround that allows to inform 97d-beta4.3 (or earlier) clients trying to connect to a 97d2 (or newer) server that their version is outdated. [Torr Samaho]
- - Fixed: The activator of the alarm should receive a message. [Karate Chris]
- - Fixed: The Sigil was broken client side. [Karate Chris]
- - Fixed: Strife's AlienSpectre, EntityBoss, Inquisitor, LoreMaster, Programmer's lightning, Sentinel and Templar didn't work properly online. [Karate Chris]
- - Fixed: Dead spectators aren't revived after a map change in survival invasion. [Torr Samaho]
- - Fixed: A single malformed packet could be use to freeze a server for about 5 seconds. Kudos to Luigi Auriemma for submitting a detailed report on this issue. [Torr Samaho]
- - Fixed: Coop info possibly covers the keys displayed in the fullscreen HUD. [Torr Samaho]
- - Fixed: Players may get stuck after a map reset in invasion. [Torr Samaho]
- - Fixed: The kill count is not reseted after a map reset in invasion. [Torr Samaho]
! - Changed: Changes to the CVAR sv_maxlives are now applied on the next map change (like done with sv_cheats). This fixes the problems that previously occurred when changing sv_maxlives during a game. [Torr Samaho]


Get it at the download page

Enjoy! :cool:

Two new programmers join the Skulltag team!

Mon Jun 02, 2008 5:31 pm

The next time anybody sees Karate Chris or Blzut around, give them a round of applause! They're our two newest programmers on the Skulltag development team!

Karate Chris has already been with us for a few weeks and begun work on full TEAMINFO support across all game modes. This means that you can have LMS matches like this:

Image

Three teams! At the moment you can have up to four, and that's just for sanity's sake. You've probably also heard of him from his numerous ZDoom contributions.

And Blzut already brings you the Java server browser, which lets Linux users actually browse online servers. He also converted the Huffman compression code from C++ to Java for our public launcher protocol.

In short, we expect great things from both programmers. Congratulations again! :D

By the way, we're always open to people joining the team! If you've got C++ talent and want to help out, send one of the developers some of your previous work. That's how we got our last.........4 programmers. :-D It's always fun to have help!

Also, be expecting a public beta of 97d2 this week. Though it's mostly a bugfix release, it does include a small feature called.... Survival Invasion! Not to mention survival deathmatch, survival LMS, survival duel, or whatever else you feel like concocting with the new sv_maxlives. :)

Cheers!