Fixed several memory leaks, a resource leak and an out of bounds bug.
Fixed a crash when a monster causes the level to end in coop.
Fixed a lighting bug on certain sloped surfaces.
Enabled the rcon command to allow empty double quotes; useful for removing passwords.
Added sector specials sDamage_Hellslime and sDamageSuperHellslime (delayed damage sector).
Added the following new sector specials:
Made bots aware of new damaging floors.
Fixed multis when a player dies.
Relaxed limit on subsectors (Critical map error: Bad firstline number)
Added new client commands “spynext2”, “spyprev2”, “spyown”. The first 2 differ from spynext/spyprev in that they avoid going through your own POV. The 3rd command restores the view to your own POV quickly.
Fixed a bug whereby movement in the vertical direction was blocked if 2 players managed to overlap.
New DMFLAG (DF_TRACE = 0x01000000) and associated cvar (sv_trace) to enable hitscan weapons to cross self referential sectors. Also enabled the “compat_trace” keyword in mapinfo to override that DMFLAG. The mapinfo syntax is:
Fixed a client crash on exit from e2m9 of doom.wad
Improved the netcode to propagate changes in several server variables on start of each round.
Taking advantage of the above improvement, the client can finally split demos automatically on each map start.
Added more server query speed settings to the launcher resulting in faster server refreshes.
Made the client automatically hide the “press space to join” message when taking screenshots. This removes the need for the “cl_showpressuse” cvar.
Improved the Heretic frag/teamscore display when using a full screen HUD: it's now very similar to the DooM one.
Fixed the orientation of items spawned in c/s mode when their angle was non-zero.
Slightly modified the map reset functionality; when a map is reset by voting, the players at the time of the voting automatically spawn on map reset (so it's not possible for them to lose their place in the game from the map reset). Also added a “map_reset” server command to do the same from the server console.
Extended the scoreboard to display health/armor up to 999/999.
The monster rail attack now shows in online mode.
Fixed a problem with the Heretic artifacts not making the activation sound in c/s mode.
Fixed a bug where some doors would remain partially open in online mode. It was a precision loss in the netcode.
Removed a precision loss problem in the player movement in c/s mode. It was responsible for a variety of issues including the midget bug.
Enabled “irc:”, “zds:” and “#channel” hyperlinks inside ZRC.
New netcode that sends/shows the player pitch.
New netcode that sends/shows the weapon switching.
New netcode handling sector lighting effects.
New netcode handling floor and ceiling texture changes.
The client sends the full pitch angle rather than the delta to avoid desyncs due to packet loss; we should never see again the RL fire rockets to the floor (and killing us) when we're looking straight ahead.
Added an “item_respawn_time” CVAR that determines in seconds the respawning frequency of items. The DF_QUAD_RESPAWN_TIME dmflag and sv_quadrespawntime CVAR are not needed any more, so they're dropped.
New netcode to differentiate among the various grunts (grunts/lands/ usefails).
Fixed some accuracy problems with all missiles in online mode. It was evident in the cubes fired in the Icon of Sin map.
Fixed coordinate truncation problem during teleporting and also improved silent teleports.
New connection handshake that avoid DOS issues and also resolves the “invalid nickname” problem.
New “+zoom” command that zooms the player view. The zooming behavior is like UT rather than Quake: the amount of zooming is determined by how long you keep the zoom button pressed. When you release the button, the view stays at the current zoom level. You can unzoom it by pressing the button a second time. Zooming is enabled via a new dmflag (DF_ALLOW_ZOOM = 0x1000000) or an associated cvar (sv_allowzoom).
Target names should not show on players having an invisibility powerup.
New DMFLAG (DF_SPEC_TEAM_BLOCK = 0x00800000) that restricts spectators to own teams in team modes. There is also an associated cvar called “sv_specteamblock”.
Fixed precision losses at several netcode messages.
New netcode handling dormant, hidden, deaf objects properly on spawn.
Items taken before someone connected to the server, would appear as non-taken to that client: fixed.
New netcode that sends player powers on connection: fixes the display of players which have activated a special power (eg., invisibility, strength, flying) before another player connects.
The lowest layer of the netcode has been completely rewritten; the packets have been separated into reliable/unreliable classes and reliable (important) packets will be resent by the server in case they're missed by a client (for example object creation/destruction messages). Enables the use of maps with a large number of objects / items in online mode.
New zserv.cfg file with lots of detailed information about all the server options, courtesy of Earthquake.
New decals fading after 30 seconds.
Implementation of “remote sounds” in online mode so the server can instruct the client to play a given sound from the wads. Fixes a variety of bugs in online mode (eg., the sound when you enter the main area of the Icon of Sin map).
Proper implementation of tracer (seeker) missiles in online mode. It should fix the revenant fireballs and various heretic missiles.
Fixed the WolfensteinSS firing sound.
Reduced the number of packets/data sent by the client while spectating or remaining dead.
Implemented the Hexen keys.
Fixed some crashes on special projectiles like the tree leaves on Hexen map01.
Weapons now reset on episode start.
Added missing DMFLAGS to the launcher.
Disabled spectator bobbing when they walk on floor.
New DMFLAG (DF_NEW_THRUST = 0x02000000) and associated cvar (sv_newthrust) that enables ZDoom 2.x style ThrustThing behavior. The main difference is that the thrust angle and momentum is added to the preexisting player speed/angle instead of replacing it. Careful when using this DMFLAG: some maps require the old behavior (eg., zdctfmp2.wad map17).
Added “SR-127” detection to the server. Catches “sideways turbo” hacks.
Added “inappropriate SR-50” detection to the server. Catches “SR-50 with turning” hacks.
Updated the freedm version bundled with the release.
Implemented a “team radar” that shows the position of teammates on a small grid. The radar applies to Coop, Survival, TDM, and CTF modes only. It is controled via the “radar” cvar: 0 = No radar, 1 = Translucent, 2 = Opaque. The size of the graphic defaults to 128 pixels but can be modified via the “radar_size” cvar (valid range: 16-192). The position of the radar is determined by the “radar_x” and “radar_y” cvars. Zero or positive values, indicate the coordinate of the upper left corner of the radar (in pixels). Negative values signify distances from the right or bottom of the screen. For example, the default value of radar_x is -128 while the default value of radar_y is 0. Given that the default value for radar_size is 128, this means that the radar will be shown on the upper-right corner of the screen. The “radar_dot” cvar controls the size of each player dot. It can range from 1 to 6 and defaults to 3. The “radar_scale” cvar controls the map-to-radar scale. It's a floating point number and can range from 0.1 to 10. Defaults to 1. Higher scale values mean smaller distances on sceen and vice versa.
Enabled the use of more fonts for the console, normal, large and centered messages.
New “conbgdinsta” cvar that enables a quick console transition.
New “conbgdshaded” cvar that controls if the console background will be the classic one or a user-definable transparent one. You can control the background color brightness and opacity by the “conbgdbrightness” and “conbgdfade” cvars.
Implemented a new demo format (with ZDD extension) that provides the following benefits over ZDOs:
WAD information and checksums are embedded into the demo so it's never a mystery about which wad (and version of the wad) was used to record the demo.
Native compression support so you don't need to put demos inside zip files for web distribution.
The demo can be opened directly by the client (which will then figure the wads on its own); simplified the direct opening of demos either by the Windows Explorer or even by web browsers (in case the demo is downloaded from the web and opened directly).
The demo format supports various embedded tags (for example, game type, recording date, player information, etc). It can be used to simplify the creation and maitainance of large demo repositories.
Quite a few of the above tags are filled automatically by the recording client.
Implemented a “demo tool” program that lets you add/edit tags to demo files, automatically saves the demo in compressed format and can be used to convert a ZDO demo to the new (ZDD) format.
Enabled the use of “DVD-like” playback controls while watching demos. You can play/pause, skip forward/backward to “chapter points” (evenly spaced at 20 second intervals) and you can also go forward/backward by a single frame (1/35th of a second) while in paused mode. The chapter spacing is controled by the “demo_chapterspacing” cvar; it defaults to 20 (seconds). The forward/backward skipping is done with the “demo_tonext” and “demo_toprev” commands, which are bound to the “n” and “p” keys by default. You can adjust them from the “customize controls” menu.
Added an optional demo panel that may show either the “demo clock” only or the clock plus the key bindings for the forward/backward operations. The cvar is called “demo_panel”: 0 = no display, 1 = clock only, 2 = full panel. Themed panels for the various games (doom/heretic/hexen) kindly provided by Cybershark.
Added an optional progress bar during the demo playback. It is displayed at the bottom of the screen and can provide useful feedback as the ZDD format contains duration information. The display of the progress bar is controled by the “demo_progressbar” cvar (0 = off, 1 = on). You can also control its height via the “demo_progressheight” cvar; valid range: 1-32; default = 3.
Updated the fmod library.
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Fixed the monsters count when monsters respawn from nightmare, archviles, or scripts.
Fixed a division by zero crash on maps with zero length lines.
Using 'connect' on the console will first disconnect from the current server if possible.
Relaxed segs, sector, linedef limits. dv.wad map05 will load now.
Increased the consolelines buffer.
Fixed the installation script to avoid removing unrelated stuff.
Added friction and noalert support to terrains. Removed lowfriction keyword since it was not working at all. Updated terrain lump in zdaemon.wad to make heretic splashes not alert monsters. Replaced lowfriction with friction (whole patch by worst-vd-plas).
Added vavoom and vertex slopes (by worst-vd-plas).
Fixed heretic sludge damage to 4 (was using doom nukage with 5).
Fixed bridge things not blocking players on elevators.
Made a small fix for survival/maxlives when going from CS to SP mode: maxlives was set to 1, if it was zero.
Updated zlib to 1.2.5
Fixed ACS thingsound to play on client and extended remote sound to allow scaled sound playback!
Fixed syncing issue with once usable switches for new connecting players.
Own death didn't stop double kills: fixed.
Restored client heapsize to 32M to reduce the “out of memory” errors.
Fixed a music restarting problem in online games when the client had lost focus and the “mute when out of focus” option was on.
Added high byte support for Line_SetIdentification.
Changes to DMFLAGS and splashfactor while a map was active, would be reverted at map's end. Fixed.
Fixed the archvile blast that sent players flying too high.
Fixed a HOM/up/down problem when spectating/spying on others.
Changed the bodyqueue to prevent a rare client crash.
The scores screen should not remain up when you die and remain dead through a map change.
Fixed slope things to behave as in ZDoom 2.x
Fixed invisible thing and custom thing bridges
Fixed prediction error from ThrustThings
Fixed transfer height things
Fixed fake floor things
Fixed local scripts for SecThings, for later ACS fixes
Chainsaw and railgun shots should not be sent back to shooter. Railgun will be animated locally now.
Set heretic gauntlets kickback to 0. They should not push!
Disabled torque simulation.
Simple fix for waterzones.
Removed snesapu support from the code.
Extended the netcode to support polyobjects in online mode.
Updates FLAC to version 1.2.1.
Don't allow dehacked to read beyond patchfile.
Allow boom pointers to be handled properly in dehacked.
Precision fixes regarding r_pointToAngle2: huge slopes should be viewable from a distance now,
Allow RAW and ADLIB files to be used for music and played by the OPL synth.
Fixed nextmap of several heretic episodes for a full map rotation.
Palette problems in windows vista/7 should be a thing of the past.
Fixed a client crash happening at the start of Heretic E2M9.
Fixed a vampire mode bug: it would count barrels as monsters.
Implemented a reconnect-flooding control.
Avoid showing the IP of people getting banned/disconnected when there is no nickname available.
Implemented a temporary black hole on the server for people who are banned and keep flooding the server with connection attempts.
The Doom HUD didn't clear properly when a card/skull was removed via ACS: fixed.
Fixed a crash that happened on both client and server when all weapons were removed via ACS.
The auto chaos device use will now play a sound and update the players health and inventory when it is triggered.
The netcode now spawns items over the wire by a unique ID rather than class name. This results in significant savings in bandwidth on map start (when the map contains many monsters/items).
Fixed a client crash when an inactive acs script was terminated.
The fraglimit would not show properly when a server used a cvar override: fixed.
Fixed a problem with mapinfo overrides in conjunction with manual overrides of dmflags and sv_splashfactor.
Fixed a visual glitch in the doom boss cube.
Added high-
ASCII characters from the Western European codepage to the Trebuchet (scores) fonts.
New weapon firing netcode: produces full weapon animation, sounds, bullet puffs and proper ammo consumption from the POV of other players too. That includes punching in doom as well as all heretic weapons.
No more separate “deathmatch”, “teamplay”, “ctf” cvars; game modes are now set solely via the gametype CVAR.
Increased hard client limits from 16 to 50.
When someone remained dead at the end of map in coop, he was not able to spawn normally on the next map. Fixed.
Added unlagged calculations to the Fist, Chainsaw, Dragon Claw (normal mode only), Hellstaff (tomed-up mode only), Staff, Elven Wand, Gauntlets and Beak (both modes).
Added proper obituaries for Heretic DM to replace the generic “Player died” message.
Removed several renderer related CVARs which are inappropriate for multiplayer games: r_drawtrans, r_particles, tilt, r_skyboxes, r_fogboundary, r_drawmirrors and r_drawplayersprites.
Fixed a teleporting missile bug where a player/monster blocking the exit of a teleport would prevent the missile from teleporting.
Added more default bots to bots.cfg (suitable since we're increasing maxclients)
Implemented a new version of unlagged that's tick rather than ping based. It's far more accurate and efficient than the previous version.
Don't get out of automap mode if you die and the map is overlaid.
4 new heretic sounds by Adereth: New connection sound, found a secret, player connection, chat sound.
Fixed some problems with the archvile attacks in client/server mode.
The resurrection of monsters by archviles would not work properly in online mode. Fixed.
The position of items marked as “pushable” or “windthrust” was not properly updated in c/s mode. Fixed.
The -nbots cmd. line parameter on the server would sometimes be ignored if a map ended without all the bots having spawned yet. Fixed.
Implemented the -nbots cmd. line parameter on the client.
New Chicago font: comes in 8 font sizes and can be used anywhere.
Teleporters no longer lag in high-latency games, but appear instant to the client.
Enabled the connect command in client to issue a true disconnect and fixed an server inconsistency with CTF Flag states (reported by [BR]Mega-Dog).
Implemented a new server CVAR called “sleep_on_empty”. It's about having the server sleep when there are no human clients connected. When its value is 0, the level/monsters/bots tick as usual even when no human is around. When its value is 1 and there are no human clients connected, then everything BUT the level timer sleeps (so the maps will obey a timelimit if set). When its value is 2 and there are no human clients connected, then everything, including the timer, is put to sleep. The CVAR defaults to 1.
Made the face background in the HUD reflect your selected color.
Modified the full screen HUD to use the bottom side for the team scores (and keys/cards in coop), to make room for the team radar on the upper right corner.
Items/Monsters spawned via the summon command (in SP mode) should not respawn.
Items/Monsters spawned via ACS on the server should not respawn independently on the client.
Textures and line properties can be changed with acs now.
Implemented 2 new dehacked thing properties: SpawnID #= , where value can be 0-255. Game = , valid names are “Any”, “Doom”, “Heretic”, “Hexen” and “Raven”. SpawnID is used in line specials like Thing_Spawn. Game is used for changing the game an actor belongs to.
Fixed a problem where doom “missing key” messages would show in heretic.
New connected clients will set changed scrollers properly now.
Client will now correctly adjust pusher values on connect.
Fixed a vertical jitter (jackhammer) problem when going down stairs. Significantly improves the movement when running over non-flat floors.
Fixed a problem where the monsters would sometimes not appear in their attacking state (when they were in fact attacking) after getting shot.
Some monster melee sounds were missing: fixed too.
The Burning and Ice death sequences would not display properly in online mode. Fixed.
The 'do not switch if firing' PWO rule gets suspended for one second after spawn.
Implemented new dehacked features:
Added heretic armor classes to dehacked misc section. The properties are “Silver Armor Class” and “Enchanted Armor Class”.
Made armorclass values fixedpoint, eg. “Green Armor Class = 1.5” will give 150 armorpoints.
Mixed Doom and Heretic armorlists, it's now possible to have 4 different armors in doom or heretic.
Added 3 thing state types “Burning death frame”, “Ice death frame” and “Crash frame”.
Added support for MBF-style codepointer A_Spawn. It uses the frames “Unknown 1” field as the dehacked thing number to spawn, and the “Unknown 2” field as the height relative to the thing to spawn.
Ceiling flat changes with linespecials should work now.
Made parsing of DECALDEF lumps more forgiving in terms of unknown generator actors. When such definitions are encountered, the unknown generators are skipped and the program continues rather than aborting.
Changed default ID for lines to -1 instead of 0. This emulates standard Hexen behavior where Line ID 0 can be used, and it's still different from all the other lines in the map without a ID.
Certain hyperlinks are safe in ZRC, so always enable them. This includes #channel, zds: and http:*.zdaemon.org/* links.
Added custom colors for 2 more operator categories in ZRC: half-ops and “above normal” operators.
Implemented automatic altwads on the server: it's controled via the “auto_altwads” CVAR; when that CVAR is non-zero (the default value) and there are no manual altwads in effect, the server checks the maps in the rotation (or all maps if there is no rotation). If all maps come from PWADs and the IWAD is doom2.wad, then the server inserts the standard freedoom (freedoom070.wad) as an alternate IWAD. If all maps come from PWADs and the IWAD is doom.wad, then the server inserts the ultimate version of freedoom (freedoomu070.wad) as an alternate IWAD.
Added missing sounds of archviles, mancubi and revenants.
Several monsters erroneously played their “SeeSound” in c/s mode.
The state of lost souls would not be accurately relayed to the client after they attacked and hit some wall or similar.
Disabled spawning of unknown things in shareware games. Heretic shareware deathmatch would display “thing has no frames” error messages for pickups of the full game.
Updated TERRAIN support to match latest zdoom, fixed terrain based damage.
Fixed a server/client crash when bots are used.
The program would produce an error after the last episode of the shareware IWADs (doom1.wad, heretic1.wad). Fixed.
Added a -show_spawns cmd. line parameter to show the player spawns in SP mode.
Implemented a “Classic Death Behavior” mode; this lowers the player view to the floor and rotates the view towards the killer (human or monster). It's enabled via a server dmflag (DF_
OS_DEATH = 0x08000000).
Implemented the proper turning of the marine head in the HUD towards the direction of the attacker (human or monster).
Extended the main menu to include load/save commands.
Fixed the Ironlich fire column in online mode.
Implemented a “Double Domination” (DDOM) mode which is a direct port of the Unreal Tournament mode with the same name. DDOM is a team mode: the map contains two control points (called Domination Points); they look like the letter A or B rotating inside a circle. The objective for each team is to capture and hold both Domination Points at the same time for ten seconds. Dom. Points are captured by running over them, and will remain captured until an opponent runs over them (and captures them for his own team). The color of the domination points indicates their capture status: gold → not captured (neutral), red → captured by the red team, blue → captured by the blue team. If a team succeeds in holding both Points for ten seconds, that team scores a point and the Domination Points are reset. Individual points are awarded by the usual TDM rules (+1 for normal kills, -1 for suicides and teamkills) with 2 additions: fragging an opponent near a Domination Point gives an extra +1, and all players belonging to a team (and actually playing: not spectating) get +3 when the team scores a point. A “last second save” awards +1 as well. Here is a sample video of the mode in action:
http://www.youtube.com/watch?v=3Lk5-uH9GN0
The thing numbers for the domination points are 5135 (A) and 5136 (B).
Fixed the Heretic Beast attack (missing puffs).
Fixed the Heretic tomed up mace behavior.
Efficiency improvements in the client to better handle higher numbers of players.
Fixed hitscan activated lines not always passing the lineside.
Fixed a rare case where players would lose their camera when they entered a NULL state.
Modified the nice weapons dmflag to work in DM/TDM/CTF the same as in Coop mode.
Added stacked sectors from zdoom.
Fixed the Computer area map pickup sound.
The Heretic staff should not hit ghost monsters or players. Fixed.
Fixed the ghost flag not being cleared from the player when the Heretic Shadowsphere weared off.
Separated the Doom and Heretic invisibility effects to be powerup specific instead of depending on the game being played.
Fixed editor placed Gib things not appearing in game.
Fixed generating textures that had columns with no patches.
Quit server and show error message if threads cannot be started.
Added support for more than 4 mouse buttons.
Implemented a built-in railgun as a Doom weapon. It is placed in slot 6 next to the plasma rifle and consumes plasma bullets (4 per shot). It deals 150 units of damage in coop or survival and 100 units in other modes. Its edit ID is 5012. This means that it can be used in any map / mode without having to replace some other weapon (as for example TLSDM does).
Fixed bfg tracer rays not hitting a target in rare cases when the shooter used a teleporter just before the bfg ball hit a wall.
New DMFLAG (DF_INSTAGIB = 0x10000000) and associated CVAR (sv_instagib) that enables instagib mode. This mode applies to doom only: when it's on, all health, armor, powerups, weapons, ammo are removed from maps and everyone spawns equipped with a railgun and infinite ammo. All railgun shots are fatal (single-shot kills). This dmflag is incompatible with the vampire and dropweapons dmflags; they will be unavailable while the instagib dmflag is on.
Implemented spawning of voodoo dolls in coop and survival modes, when the dmflag (DF2_VOODOO_SPAWNS = 0x2000000) is disabled. Otherwise players will instead spawn at the voodoo doll starts. The voodoo dolls are for vanilla and boom-format map support, and may change in the future for better behavior in the c/s setting. Using them in other map formats is not recommended.
Fix from zdoom; Improved positioning of heretic and hexen walltorches: when placed directly on a 1-sided line, they are moved toward the middle of the sector, so the renderer can clip them more reliably.
Fixed the Heretic ChickenPlayer grunt sounds.
Heretic gasbags were getting heavily out of sync in c/s mode. Should be fixed now.
Fixed the respawning of items that moved on the server before someone connected (eg., items that were placed on scrollers, or barrels that had been shot, but not exploded before a player connected).
Fixed the spawnming (and respawning) of the Heretic Mace.
Fixed the syncing of Heretic volcano blasts as well as the obituaries.
Implemented killlimit in SP mode and also updated the scoreboard to show killlimit/timelimit/found secrets in coop mode.
Extended the meaning of the teamscorelimit CVAR for coop/survival modes. When it's positive, it indicates the total number of dead monsters that will signal the end of the round.
Corrected the size of the blood splats in c/s mode to be dependent on the damage dealt.
Implemented an accuracy statistic for the instagib mode: it's defined as “hits” / shots and applies to non-coop modes only. “Hits” are defined as “kills of opponent players”: suicides (environment kills) are completely ignored, while a teamkill decreases the “hits” value by one. Killing of monsters does not increase the “hits” value either. The accuracy statistic appears on the DM scoreboard, but not for any team modes as this is not their primary objective.
New DMFLAG (DF2_
OS_BLAST = 0x10000000) and associated CVAR (sv_oldblast) that enables vanilla blast physics. Explosions will move the player only along the X and Y axis.
Fixed floating cacodemon corpses for connecting players.
The server now sends the weapons, ammo, keys, artifacts, armor, etc owned by existing players on connection. Results in more accurate representation by the clients.
Assign slots for all doom and heretic weapons regardless of game mode.
Spectators (ex-players) in survival should not be able to call votes.
Heretic tomed up mace balls now obey teamdamage and sv_teamautoaim.
Preserve color codes on wrapped lines for long acs messages.
Added detection of 0 length and otherwise too small REJECT lumps. This fixes splash damage issues in some maps.
Fixed a sound desync on BFG that could give the shooter a wrong impression regarding the success of silencing the BFG.
Removed the am_overlay CVAR and replaced it with am_style. Possible values are 0 (Standard), 1 (Overlay) and 2 (Both).
Allow team chat on intermission screen.
Assigned proper puffs for each hitscan attack.
Made bloodsplatter actor specific instead of depending on the game being played.
New server CVAR “sv_intermissiontime” that lets you adjust the intermission time from 3 to 300 seconds. This is restricted to private OR passworded servers.
Enabled map, reset and randmap voting even with no maplist.
Various fixes to the Minotaur, DSparil and Ophidian monsters.
New client CVAR “r_eyecandy” that controls most visual effects introduced by ZDoom and can restore the doom2.exe looks. It can be found in Options → Display Options → ZDoom eye candy. Client needs to be restarted to apply all changes. When disabled it over- rides and disables the settings of cl_maxdecals, cl_rockettrails, cl_bloodtype, cl_pufftype and will remove transparency from the following doom actors: TeleportFog, ArachnotronPlasma, ArchvileFire, SpawnFire, BaronBall, CacodemonBall, DoomImpBall, PlasmaBall, BFGBall, BFGExtra, FatShot, RevenantTracer, BulletPuff, BlurSphere, LostSoul. The default value for the CVAR is true.
Extended the standard timer to display in overtime too (using a + to indicate overtime operation).
Implemented a countdown timer on intermission.
New client CVAR called “updfreq”. It allows the client to tune the frequency of player position updates to his or her net connection. It can take the values:
1= updates all positions on every tick:
best accuracy, highest bandwith
2= updates all positions every 2 ticks:
medium accuracy, medium bandwidth
3= updates all postions every 3 ticks:
lower accuracy, lowest bandwidth
The CVAR defaults to 1 (ie., it requests the most frequent possible updates); older ZDaemon versions had the update frequency hardcoded to 2 (so that's the value you can use if you prefer the older behavior). A value of 3 can be useful for dial-up and other weaker connections.
There is also a server CVAR called “sv_fineticks” that controls the availability of the most frequent updates from the server side. That CVAR can take one of 4 values:
0 = “Single tick” updates will be denied to all (so everyone will use an update frequency of 2 or 3).
1 = “Single tick” updates will be available to spectators only.
2 = “Single tick” updates will be available to players only.
3 = “Single tick” updates will be available to everyone.
The reason for such a CVAR is that maybe a server host does not want to enable single tick updates on FFA or CTF servers; they're not as important as on duel servers and they cause more bandwidth consumption. The default value for “sv_fineticks” is 1 (ie., available only to spectators). Server hosts that have been using this CVAR in the 1.08.xx series should update their configuration files for the new meaning of the CVAR.
New client cvar called cl_colorrails that enables coloring of the railshots according to the shooter's color (railshots coming from monsters will have a rainbow coloring).
Added confirmation prompts to the “reset” commands in the options menu.
Fixed the BOOM passthrough line flag.
Push activated line specials were always treated as activated from the front side. Fixed.
Changed the A_KeenDie codepointer to function the same as vanilla; Search among the types that called it, and not exclusively among keens.
Changed the A_BrainSpit codepointer to not rely on a pointer to the BrainEye that calls it. This allows it to be used with actors other than the eye. (eg. deimos_revisited.wad)
Wine fixes and saving/restoring of the window state for the launcher.
Improved server query speed for the launcher, *especially* under wine.
The launcher should avoid refreshing the server list while the client is running.
New 'humans' column in the launcher: useful for sorting servers by human clients.
Implemented an update mechanism into the launcher; it can download and install all mandatory and optional updates with a minimum of effort from the user's part.
Added new railgun animation and sprites by SR69MM-JC and rantrave.