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The 1.09 Thread
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[n00b]Adereth
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Joined: 16 Jul 2005
Location: Oh god, what year is this?!

PostPosted: Mon Oct 29, 2007 5:03 pm    Post subject: The 1.09 Thread Reply with quote

This thread is meant to clear up any and all questions regarding what is and isn't in 1.09, and what can be expected for the future. It, and my subsequent posts in this thread may be regarded as "Probably Pretty Accurate" or "Semi-Official," pending my own private fact-checking with Kilgore and Danni. (Try to avoid asking them about this stuff if you can.) I intend to keep a list of easily-readable change logs, and also any other things that are confirmed.

A copy of the current actual changelog is visible here. "Completed New Features" and "Completed Bug Fixes" are a digestion of this log.

Completed New Features
- When "Display Target Names" is on, player health will be visible to spectators and team mates.
- New server CVAR "specs_dont_disturb_players". It defaults to false. If turned on, spectator chat is echoed to other spectators, but not to players.
- PCX screenshots have been replaced with PNG screenshots, which have the advantage of encoding their gamma value separately, so that no image or palette data is lost when the brightness is set above 1.0 in-game, and perfect reproduction is still possible.
- Modified the server to avoid creating the .zdoom directory in the user's home directory (unix) and to enable a common convention across all O/Ss. All WAD files are searched on the current directory first, then on the directory specified by the "-waddir" cmd. line option or the "WADDIR" environment variable.
- New server CVAR "acl" (access control list) that controls the nicks allowed to connect. Also, new server commands "acl_add", "acl_remove" and "acl_clear".
- Added a "motd" client command.
- The server is now UPnP-aware, so it can forward ports on NAT routers automatically. It's enabled via the -upnp command line switch. This will hopefully cut down on the number of people stuck trying to make their servers publically accessible.
- The lowest layer of the netcode has been completely rewritten; the packets have been separated into reliable/unreliable classes and only reliable packets will be resent by the server in case they're missed by a client. Previously, all missed packets were resent, leading to network congestion and the unnecessary transmission of old movement packets that were no longer relevant. Addendum: transmission of map state when a player joins a game already in progress has been fixed too. This should reduce the number of ghost monsters and respawning items that show up on connect, and put an end to phantom decorative blocking actors (When a map has too many actors, some didn't show up on 1.08. This is fixed!)
- Implemented a "killlimit" server cvar. It's meant for coop and it's analogous to the fraglmit cvar of DM. It can also assume negative values, in which case it means that *everyone* in game must reach the specified number. This is visible in ZSL 2.0's interface.
- Implemented an "overtime" server CVAR. When it's different from zero and the time limit expires, the game goes into overtime and ends on the first frag, suicide, capture, etc (ie., sudden death).
- Implemented a new client CVAR called "screenshot_scores". If set to true, it automatically takes screenshots at the end of games.
- Implemented a new "item_respawn_time" CVAR both on the server and client; it lets you adjust the item respawn interval in seconds. The DF_QUAD_RESPAWN_TIME dmflag and sv_quadrespawntime CVAR are not needed any more, so they're dropped.
- Updated the zlib library used by both client and server.
- The "zbot" skin name is automatically translated to "zbor" in Heretic mode and "zbox" in Hexen mode. All 3 skins are not available to players; only bots. This should alleviate the palette issues that resulted from loading a bot in Heretic. (Ed.'s note: skins for zbor and zbox have yet to be added to zdaemon.wad.)
- zdaemon.wad now contains 4 new heretic sounds by Adereth: New connection sound, found a secret, player connection, chat sound. (Ed.'s note: since the connection sound was rated as ear-splitting in ZHPCTF, they may be subject to change before 1.09 comes out)
- Improved the Heretic full screen HUD to display armor and armor type.
- Improved the behavior of missiles going through teleports and added a new dmflag (DF2_TELEMISSILES = 1) and an associated CVAR (sv_telemissiles) to enable it easily (you can also do it the traditional way via dehacked). The dehacked approach gives you more flexibility about which missiles you want to teleport; the dmflag approach is more accessible, but it applies to all missiles.
- SP mode works now the same as CS mode with respect to spectators activating lines. Only teleporting goes though. Spectators should not be able to trigger anything else.
- New dmflag (DF_SPEC_TEAM_BLOCK = 0x00800000) and an associated CVAR (sv_specteamblock) to restrict spectator viewing in team modes.
- 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). (Ed.'s note: A 'zoom in' and a 'zoom out' sound have been associated with the effects, as has a crosshair graphic for the sniper scope that is visible whenever zoom is in use. No official set has been decided on so far, however.)
- Maxclients and maxplayers now top out at 32, instead of the previous limit of 16. The server code is capable of handling up to 256 players, but that would probably be pretty needless.


Last edited by [n00b]Adereth on Fri Dec 14, 2007 10:30 pm; edited 4 times in total
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[n00b]Adereth
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PostPosted: Mon Oct 29, 2007 5:04 pm    Post subject: Reply with quote

Completed Bug Fixes
- Private messages from players to spectators blocked; spectator-spectator private messages now functional.
- Automap no longer crashes or disappears with large lines.
- Fixed a problem where the server might freeze for a few seconds in rare occasions. More code cleanups in zserv too.
- Non-coop modes in Doom always use the fuzz transparency effect, never the Heretic-style invisibility effect.
- Fixed a memory leak in zserv; it was losing about 1K bytes on each respawn. The memory was redlaimed at level end and that's why it was not noticed in normal games. It would appear though when there was no time and frag limit due to the teleport fog not being deallocated.
- Fixed an issue when spawning items in client/server mode. The server wasn't sending the angle of the item; only the position. As such, some items looked different between online and SP modes. This is important for proper display of dormant monsters and skyboxes.
- Fixed a bug where the wrong switch would be lit in online mode. It happened when more than 1 switches triggered the same item. A stopgap measure implemented in the earlier version of the code simply used the highest linedef with the matching tag and effect rather than the linedef that was activated by the player.
- Fixed a bug where some doors would remain partially open in online mode. It was a precision loss in the netcode. Door speeds that are not a power of 2 can now be used safely.
- Got rid of the "tx" and "ty" client CVARs; they are inappropriate for a multiplayer environment. Experimenting mappers are reminded that high-res textures work perfectly well.
- No more "Cannot play non-ZDoom demos. (They would go out of sync badly.)" messages at the titlescreen.
- No more shooting/skating corpses; for good!
- The server would not distinguish among the "*grunt", "*usefail" and "*land" sounds. It's fixed now. This was particularly obvious with skins that differentiated between the three noises.
- Homing missiles (such as revenant fireballs for example) were getting out of sync between client and server. Fixed too. This will probably make co-op much more difficult. The "tracer" codepointer in DEHACKED will now work online.
- Various missiles (eg. mancubus fireballs) were also getting out of sync, because they were inheriting the monster's angle, even though the mancubus fires on different angles as well. Fixed.
- Fixed some accuracy problems with all missiles. It was evident in the cubes fired in the Icon of Sin map. Caused by the usage of low-precision numbers.
- Fixed some problems with the archvile attacks in client/server mode. They are no longer invisible.
- Fixed the behavior of missiles when they hit Line_Horizon lines so that they disappear rather than explode.
- Fixed the total number of monsters problem when monsters respawn from nightmare, archviles, or scripts.
- The resurrection of monsters by archviles would not work properly in online mode. Fixed.
- Fixed a problem with the color of Heretic KeyGizmos in online mode. They no longer compulsively spawn blue orbs.
- The client would get stuck into an infinite loop on connection to a heretic server containing dead heretic imps. Fixed. Heretic co-op on all IWAD maps is now possible.
- "Bullet puffs" (so to speak) were missing in Heretic online mode. Fixed.
- Heretic gauntlet usage could result in a server kick (turbo). This was resolved with the Doom chainsaw some time ago, and the fix has been implemented for the gauntlets as well.
- A problem in the refire rate of the Heretic dragon claw and the firemace was introduced during development. It has been repaired.
- Heretic's Morph Ovum wouldn't spawn in either sp or cs modes due to an oversight in ZDoom 1.23's actor code. Fixed.
- Spectators should not be pushed by wind. Nor should spectators grunt when hitting walls or landing on things. Spectators also no longer appear to themselves to be splashing in water.
- The morphing of players and monsters did not work properly in c/s mode. Fixed.
- Water splashes were getting spawned both on the server and the client. Fixed.
- The "You need the XXX key to open this door" message now produces a grunt in online mode as well.
- The position of items marked as "pushable" or "windthrust" was not properly updated in c/s mode. Fixed.
- Dormant items should not generate blood spurts or splatter.
- The things' map flags were not communicated from server to client on spawn. This affected deaf, dormant, friendly, etc. things. Fixed.
- Heretic gasbags were getting heavily out of sync in c/s mode. Should be fixed now. This was most obvious on wndbeach.wad.

New Features Still in Progress That Will Be in 1.09

- A back-port containing most of ZDoom 2.1.7's ACS system. This involves numerous fixes and subsections, as the new code must be integrated into both the client and server piece by piece, then taught to interact properly over the network. A lot of progress has been made in this area by both Kilgore and Danni, but it is not done. This will mean everything from online polyobj support to lightswitches to palette-translated monsters.
- A back-port containing parts of ZDoom 2.1.7's monster AI. Update: not all of it.
- More netcode enhancements, designed so that the client does not send excess packets. When the player is standing still, the client's output rate is reduced to just 4 heartbeat packets.
- Voice-chat, allowing players to communicate with one another via voice whilst in-game, requiring no extra servers and routing through the game server itself. In team games, players only hear their team mates. Blocking spectator voices is possible as well. Currently, the audio mixing needs some reworking to deal with extremely quiet microphones.
- Merging of Heretic and Doom weapon lists, making all of the guns accessible under either game. (Except for spawning them; that would have to be done via ACS)
- Weapon stats will update in real time, as with experience points. No server logs will be required.

Stuff for the Distant Future That Will Probably Happen Some Day

- Netcode prediction that reduces the bandwidth consumption further. It currently fails miserably when people jump down staircases or move on sloped floors.
- True colour support. No work has been done on this yet.
- Hexen support, including the Hexen boss monsters, Hexen weapons, Hexen pickups, and full support for player classes. No real work has been done on this yet. This is planned as a possible milestone for 1.10.
- Bots which are better in every regard. (CTF, learning strategies, pathfinding, basic tactics)
- A clone of the Half-Life amx mod, allowing administrators to run scripts of varying complexity on their servers. Development on this is in-progress by Danni. The current development version allows for a small subset of rcon commands, control over rcon access, map voting, and more. It is still not yet decided when amx will appear in the release version, however.
- Overhaul of the EXP system.


Last edited by [n00b]Adereth on Fri Nov 23, 2007 5:48 pm; edited 3 times in total
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Stealth
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Joined: 09 Nov 2004

PostPosted: Mon Oct 29, 2007 5:46 pm    Post subject: Reply with quote

That clears up a lot indeed. Quite a read, but there is nothing that is not answered there, in terms of what will or won't be in 1.09. Good job, you have much time on your hands Laughing
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soncdoommario
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Joined: 19 Jun 2004
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PostPosted: Mon Oct 29, 2007 7:23 pm    Post subject: Reply with quote

Adereth, here's one you missed:

Log submission will no longer be required for weapon stats to update. Weapon stats will update in real time like experience points.

I had a chat with Kilgore about this and he's made a few posts about this on the boards.
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[n00b]Adereth
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PostPosted: Mon Oct 29, 2007 8:57 pm    Post subject: Reply with quote

Very good, yes. Added.
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lockwolf
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PostPosted: Mon Oct 29, 2007 9:00 pm    Post subject: Reply with quote

the only thing you are missing is when 1.09 comes out
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[n00b]Adereth
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PostPosted: Mon Oct 29, 2007 9:09 pm    Post subject: Reply with quote

Actually, there are a number of other things that are missing. Some are classified. Some require THE DEATH OF EVERY CHILD ON THE PLANET before they can fully be realised. Some are just too uncertain to predict. Wink
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Dopefish
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PostPosted: Mon Oct 29, 2007 10:17 pm    Post subject: Reply with quote

lockwolf wrote:
the only thing you are missing is when 1.09 comes out


when its done Very Happy
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EarthQuake
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PostPosted: Tue Oct 30, 2007 6:01 am    Post subject: Reply with quote

Does the automap power-up actually work now?
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eblitzkrieg
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PostPosted: Tue Oct 30, 2007 8:15 am    Post subject: Reply with quote

Thanks for the list. I await in anticipation of the new version!
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[n00b]Adereth
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PostPosted: Tue Oct 30, 2007 12:47 pm    Post subject: Reply with quote

EarthQuake wrote:
Does the automap power-up actually work now?


It always worked Confused Perhaps you are referring to the line length limit bug?
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Da_maniaC
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PostPosted: Tue Oct 30, 2007 2:53 pm    Post subject: Reply with quote

This looks promising. Smile
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TimeOfDeath
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PostPosted: Tue Oct 30, 2007 10:00 pm    Post subject: Reply with quote

I must agree with Da_maniaC! Very Happy
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DEATHBR1NGER
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PostPosted: Tue Oct 30, 2007 10:18 pm    Post subject: Reply with quote

Could the sudden death mode be customized in any way instead of first flag/frag? And make it like first to 3 frags or something?

Other then that, this looks great. The only problem I would have is that missle teleport. More power to the spammers!
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Ronald
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PostPosted: Tue Oct 30, 2007 11:07 pm    Post subject: Reply with quote

So, errm, what's new?
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[n00b]Adereth
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PostPosted: Wed Oct 31, 2007 12:01 am    Post subject: Reply with quote

DEATHBR1NGER wrote:
Could the sudden death mode be customized in any way instead of first flag/frag? And make it like first to 3 frags or something?

Other then that, this looks great. The only problem I would have is that missle teleport. More power to the spammers!


"First 3 frags" doesn't make much sense. The sudden death mode is really just a tie-breaker for overtime; the scores aren't reset. You'll see that missiles teleporting could be a very, very interesting idea when two teleporters facing each other are added. The rockets/plasma go through it forever, creating a safety net that stops anyone but the original player from going through cleanly (teammates destroy the gate, but aren't hurt) until the player dies (then everyone gets killed and no one gets the frag)
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pErf3ct _DaRk_
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PostPosted: Wed Oct 31, 2007 1:59 am    Post subject: Reply with quote

This "teleporting projectiles" thing is interesting, out of ciriosity, will it teleport all kind of projectiles? Like an Impfireball or some Baron's plasma, this could make interesting traps by trying to "mirror" the projectiles ;p
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[n00b]Adereth
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PostPosted: Wed Oct 31, 2007 2:48 am    Post subject: Reply with quote

If I recall correctly, the DMFLAG changes player weapons and a few others. However, it's important to know there's a Dehacked flag that can be applied to anything: MF_TELEPORT = 0x00008000
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[n00b]Adereth
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PostPosted: Wed Oct 31, 2007 3:32 am    Post subject: Reply with quote

DOUBLE-POST: Also, Kilgore intends to do a Linux client eventually. With the code base's current state, it's more possible than ever before. If such a thing does happen, however, the official Launcher will still have to remain powered by WINE.
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pErf3ct _DaRk_
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PostPosted: Wed Oct 31, 2007 5:26 am    Post subject: Reply with quote

Good news <:
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