Skulltag 97d2 RC6 IS OUT!

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Z-Man
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Skulltag 97d2 RC6 IS OUT!

Mensagem por Z-Man »

===============================================================================================================
= SKULLTAG Version History
= Skulltag is availible at www.skulltag.com
===============================================================================================================
=
= *+ Major new feature, or major overhaul to an area.
= *- Major bug fix or removal.
= + Added feature, or noticeable improvement.
= - Bug fix, or something removed.
= ! Something has changed, or just general information.
=
===============================================================================================================


v0.97d2 RC6
-----------

*+ - Optimized the monster movement code. Under some circumstances this drastically decreases network traffic. Compare map09 of dr2008v2.zip to see an example, where a lot of bandwidth is saved. Special thanks to SuperGod for finding a way to reproduce the excessive net traffic. Without it, this problem would still silently be wasting net traffic. [Torr Samaho]
+ - Added new CVAR sv_nodrop. If set to true on a server, clients can't use the drop CCMD online. [Torr Samaho]
+ - Added constant SXF_CLIENTSIDE for the "client side spawn" option of A_SpawnItemEx. [Torr Samaho]
- - Fixed: The reflection rune's obituary would read "[victim] was killed via [victim]'s reflection rune". [Rivecoder]
- - Fixed: Joining a survival invasion server with "start as spectator" off would make you join immediately. [Rivecoder]
- - Fixed: Clients sometimes accidentally switch the weapon of one of the other players locally. [Torr Samaho]
- - Fixed a typo in the callvote code. [Rivecoder]
- - Fixed a typo in the BFG10k's obituary. [Rivecoder]
- - Fixed the fake players exploit; introduced sv_maxclientsperip, which defaults to 2. [Rivecoder]
- - Fixed an exploit in the name code which allowed invisible names. [Rivecoder]
- - Fixed: Clients may completely freeze, i.e. get stuck in an infinite loop, when handling actors with a looping death state that loops over multiple frames, but doesn't loop back to the beginning of the death state. [Torr Samaho]
- - Fixed: The first player waiting in line in a survival invasion game joins the game when one of the in game players leave. [Torr Samaho]
- - Fixed: After using the CCMD map on the server, clients may accidentally be blocked for 10 seconds before they can enter the new map. [Torr Samaho]
- - Fixed: Clients are not informed if the current sky differs from the default map sky when connecting to a server. [Torr Samaho]
- - Fixed: In competitive game modes with sv_noexit == true, players are not killed when trying to exit a map while being in a sector with sector special 75 (dDamage_End). This happened for example in exec.wad on map09. [Torr Samaho]
- - Fixed online monster sync problems involving the MF2_BLASTED flag. Among others, this affected A_RadiusThrust. [Torr Samaho]
- - Fixed: The 'GetPlayerInfo' ACS command didn't return the correct team. [Karate Chris]
- - Fixed: Maps using ACS possibly crash during a map reset. Kudos to SuperGod for finding a way to reproduce this nasty bug! [Torr Samaho]
- - Fixed: When a client disconnects from a server, then changes its name in the console, and then reconnects, the server is not informed about the name change. [Torr Samaho]
- - Fixed: A single malformed packet could crash any server. Again thanks to Luigi Auriemma for a detailed report on this issue. [Torr Samaho]
- - Fixed: Assigning a net id to a moving ceiling used much more CPU time than necessary. This caused certain wads to be displayed at less than 1 fps. [Torr Samaho, SuperGod]
- - Fixed some map change related crashes. [Torr Samaho]
- - Fixed: Thing_Hate caused serious monster position sync issues online. [Torr Samaho, SuperGod]
- - Fixed: Removing SectorAction and derived actors in game modes that reset, didn't remove those from the sector's list of actions. [Torr Samaho]
! - Changed: Clients are now always informed when other players are pressing any attack buttons. This is done in a way that doesn't increase net traffic at all and fixes several problems: [Torr Samaho]
- Now fully fixed: Attack animations are not always displayed properly in demos if you are spying a player that you didn't spy when recording the demo.
- When using coop spy, other players may get stuck in the attack state locally.
! - Changed default value of the CVAR sv_showwarnings to false. Should only be turned on for debugging purposes. [Torr Samaho]
! - Increased the packet buffer size from 256 to 1024. Hopefully this reduces the chance of being forced to quit a network game due to packet loss. [Torr Samaho]
! - The maximum allowed effective skin sprite width/height is now limited corresponding to the width/radius of the player class the skin belongs to. This fixes an exploit of the skin dir. [Torr Samaho]
! - Added the ALLOWCLIENTSPAWN flag to the DynamicLight actor. This fixes that map spawned dynamic lights are not working online, but comes with the drawbacks of ALLOWCLIENTSPAWN. [Torr Samaho, Karate Chris]
! - Renamed the Heretic spawner HexenGhostSpot to HereticGhostSpot. [Torr Samaho]




8D Tesaum!!!... eu vo atualizar voces aki no forum sobre o skulltag sempre de agora em diante 8)

Download -> http://skulltag.com/testing/public/st-v ... indows.zip
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Fabio914
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Mensagem por Fabio914 »

Muito legal , parece que eles andaram corrigindo algumas coisas importantes...

@Pyro:
Skulltag escreveu:

Código: Selecionar todos

- - Fixed: Maps using ACS possibly crash during a map reset. Kudos to SuperGod for finding a way to reproduce this nasty bug! [Torr Samaho]
- - Fixed: When a client disconnects from a server, then changes its name in the console, and then reconnects, the server is not informed about the name change. [Torr Samaho]
- - Fixed: A single malformed packet could crash any server. Again thanks to Luigi Auriemma for a detailed report on this issue. [Torr Samaho] 


Agora poderemos jogar o D3onGZD Multiplayer sem problemas , já que você tinha reclamado tanto...
Projetos em andamento
the Core
Eclipse

Projetos parados
Doom 3 on GZDoom
FSD Project

PC
AMD Athlon 64 X2 5200+ (2x 2.6Ghz)
2GB RAM (2x 1GB DDR2)
240GB (160GB SATA + 80GB SATA)
XFX nVidia GeForce 8600 GT (600mhz 256mb)
Placa Mãe ASUS M2N4 SLI (2x PCI-E 16x SLI, 4x DDR2 800, nForce 4)
Fonte 500W reais (esqueci o nome da marca)
Monitor LG Flatron 19'' LCD
Mauricio Rocks
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Mensagem por Mauricio Rocks »

Fabio914 escreveu:Agora poderemos jogar o D3onGZD Multiplayer sem problemas , já que você tinha reclamado tanto...
LOL

eh, tomara que funcione, pois qdo a conexão de um cai, o hud do otro para de funcionar...

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