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Torr_Samaho avatarTorr_Samaho
bumped version to 0.97d3
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0.97d3
Torr_Samaho avatarTorr_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 AlexMan's duel16.
Torr_Samaho avatarTorr_Samaho
Fixed: Projectiles killing a player, never entered their Crash or XDeath state.
Torr_Samaho avatarTorr_Samaho
- Fixed: Some kind of puffs were not spawned in their crash or melee state on the clients online.
Torr_Samaho avatarTorr_Samaho
Fixed: Under rare circumstances a client could crash while connecting.
Torr_Samaho avatarTorr_Samaho
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 avatarTorr_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 avatarTorr_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 avatarTorr_Samaho
Fixed: The CCMDs dumpmap, initpolymosttest, quickload, quicksave, select, slot, togglemap and vid_setmode caused the server to crash instead of being ignored.
Torr_Samaho avatarTorr_Samaho
Fixed: Teleport_EndGame caused the server to get stuck. Nevertheless, end sequences are not supported online. They are just skipped.
Torr_Samaho avatarTorr_Samaho
Fixed: Unfinished client connections to the server didn't timeout properly.
Torr_Samaho avatarTorr_Samaho
Fixed: Actors using A_LookEx could cause the server to freeze completely when the first player connects or the last player disconnects.
Torr_Samaho avatarTorr_Samaho
bumped version to 0.97d3-RC3
Torr_Samaho avatarTorr_Samaho
Fixed: The chat sound was played even when messages are disabled.
Torr_Samaho avatarTorr_Samaho
Further tuned the UPnP code to make it compatible with more routers.
Torr_Samaho avatarTorr_Samaho
Fixed: Under certain circumstance inactive BatSpawners were treated as active on the clients.
Torr_Samaho avatarTorr_Samaho
CVAR timelimit now also applies to cooperative game modes.
Torr_Samaho avatarTorr_Samaho
Fixed: The network traffic needed by Sector_SetColor increased linearly with the number of sectors that have the given tag instead of being constant.
Torr_Samaho avatarTorr_Samaho
There is now a 30 second time limit on name changes for clients.
Torr_Samaho avatarTorr_Samaho
Fixed: The ACS command SectorSound didn't work properly online if it was called by a line.
Torr_Samaho avatarTorr_Samaho
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 avatarTorr_Samaho
There is now a 10 second time limit on joining.
Torr_Samaho avatarTorr_Samaho
ported changes of the latestzdoom branch from revision 1960+1968+1971-1972:
Default avatar Karate_Chris
- Fixed: The one and five minute announcer warnings didn't work at all for clients. [Karate Chris]
Phillip Cohen avatarPhillip Cohen
Updated the paths for the pre-build, SVN revision tool.
Torr_Samaho avatarTorr_Samaho
The authentication mechanism for non-map related lumps now gives detailed warnings on which auto-loaded files contain which protected lumps.
Torr_Samaho avatarTorr_Samaho
Fixed: If the model flag rotation-speed was used with a value other than 1, the rotation "skipped" every five seconds.
Torr_Samaho avatarTorr_Samaho
Fixed: The network traffic needed by Sector_SetFade increased linearly with the number of sectors that have the given tag instead of being constant.
Torr_Samaho avatarTorr_Samaho
Fixed: A client possibly crashed when the server instructed it to spawn blood of an actor the client doesn't know.
Torr_Samaho avatarTorr_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.
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