Author Topic: SOLDAT 1.7.0rc2 release candidate ready for testing!  (Read 17296 times)

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Offline Shoozza

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SOLDAT 1.7.0rc2 release candidate ready for testing!
« on: January 30, 2016, 04:46:27 am »

Hello Soldat players!

We are very close to the final release!

This is the last release candidate and your last chance to find bugs before the 1.7.0 release on sunday.
There should be no major bugs though as we tried to fix them after the rc1 already.

There are some graphics improvements thanks to our graphics team. Check them out ;)

Notice for Linux users: Soldat works very well with Wine and PlayOnLinux, give it a shot!

Like in the previous release candidate this includes a patch from 1.6.9 to 1.7.0rc2 but there is no patch for 1.7.0rc1.

You find the download links at the end of this post as always.

Soldat 1.7.0rc2 changelog (rc2 only):
- Added 4K UHD scenery: sandbags
- Added 4K UHD medkit, vest kit and grenade kits
- Modified rotated grenade and vest kits 90* clockwise as a temporary fix for incorrect spawning angle
- Modified several sceneries (improved brightness & contrast)
- Modified removed unused graphics from weapons-gfx (fire and fire2)
- Modified reverted "normal" hairstyle to previous version which is more consistent with other hairstyles
- Modified jet flame sprite to be higher quality
- Modified weapon menu icons based off weapons-gfx until proper HD icons are made
- Modified default steyr alignment
- Modified default law alignment
- Fixed weapon menu icons alignment
- Fixed scoreboard game result text visible even when scoreboard is hidden
- Fixed scoreboard game result text alignment
- Fixed transparent console text after using team menu
- Fixed 'software' config still being read/stored by soldat
- Fixed fullscreen config lost after language switch
- Fixed unicode not supported on fullscreen config dropdown list
- Fixed invisible m79 after dropping it
- Fixed big texts scaling up too much


Soldat 1.7.0rc2 changelog (full changelog):
- Added new OpenGL renderer that replaces old D3D8 one
- Added error message for opengl initialization failure
- Added interpolation between frames for smooth rendering
- Added high resolution text rendering support
- Added support for higher definition images
- Added support for windowed fullscreen (Fullscreen=2)
- Added Render_Width and Render_Height options to set internal render resolution
- Added Optimize_Textures config which will resize textures depending resolution for lower GPU memory usage
- Added Mipmap_Bias and GL_Finish experimental configs
- Added Low_Power and Sleep configs to have better control over cpu usage vs timing precision
- Added file logging for graphics related stuff
- Added high resolution map textures
- Added 4K UHD objects-gfx
- Added 4K UHD default interface
- Added 4K UHD sceneries
- Added 4K UHD soldier graphics
- Added 4K UHD weapon graphics
- Added 4K UHD medkit, vest kit and grenade kits
- Added overlay.png to interface-gfx which is now used for bonus kit screen effect
- Added setup.sif is missing error message #614
- Added link to credits for inactive developers
- Added patch warn if trying to install over non compatible soldat version
- Added /reloadgraphics command
- Added desktop resolution config setting
- Added windowed fullscreen config option via combobox
- Modified rotated grenade kits 90* clockwise as a temporary fix for incorrect spawning angle
- Modified weapon menu icons based off weapons-gfx until proper HD icons are made
- Modified screenshots to be saved as png instead of bmp
- Modified scale down sprites that exceed size constraints instead of stopping game with an error
- Modified alignment for new default interface elements
- Modified converted images to png
- Modified bonus overlay to use a separate overlay.png image
- Modified default explosions, fire and smoke: slightly better quality + transparency
- Modified weapon icons, weapons-gfx and sparks-gfx: removed green screen, upscaled by 4.5x
- Modified custom interface loading to fallback to default images when they are missing
- Modified resolution setting to use desktop resolution when it's set to 0x0
- Modified map textures and edges to be loaded from png file if available
- Modified screenshots to be taken with internal render resolution instead of final resized one
- Modified soldier head, hands and Mr.T hairstyle graphics are now grayscale for better customization
- Modified skin colors to match new soldier graphics
- Modified removed unused graphics from interface-gfx, objects-gfx, gostek-gfx and weapons-gfx
- Modified map isn't reloaded when restarting same map
- Modified spin direction of knife and cluster grenade when facing left
- Modified gostek rendering code adding tweakable sprite alignment through mod.ini
- Modified reverted to 1.6.8 netcode for client
- Modified updated micro1 interface
- Modified do not show installer welcome page
- Modified patch do not show icon and group icon install option
- Modified switched to Play font
- Modified replaced FontHeightScale config with Font1ScaleX and Font2ScaleX with 125 as default
- Modified removed directx checks
- Modified removed Force Software option
- Modified removed none and anisortropic res filters
- Modified removed none and anisortropic texture filter options
- Modified removed backbuffer setting
- Modified disabled bitrate option
- Modified disabled refresh rate option
- Modified disabled antialiasing option
- Modified removed window resize setting
- Modified removed unused adapter config setting
- Modified disabled gamma setting from options
- Fixed frame timing code
- Fixed texture loading error on -dedicated mode
- Fixed incorrect health bar position when it's "vertical"
- Fixed position of vote menu when "scale interface" is disabled
- Fixed alignment of kill console text
- Fixed alignment of version text inside esc ingame menu
- Fixed big texts on bottom covered by bullet time wide screen cut
- Fixed bad flag initialization code
- Fixed invalid array index access
- Fixed animations initialized to wrong index
- Fixed alpha value outsite allowed value for sparks
- Fixed zero index access for bot ai
- Fixed error message when choosing an uninitialized custom color from color dialog
- Fixed ping dot ignoring its coordinates
- Fixed parachute so it doesn't break in half after being dropped
- Fixed missing Adapter setting in soldat.ini breaks config
- Fixed patch installer cannot be applied manually
- Fixed spawn "teleport" when map takes too long to load
- Fixed DrawText scaling issues
- Fixed parachute rope alignment
- Fixed weapon aim jerkiness
- Fixed soldat blocks installation directory #641
- Fixed free fonts after closing soldat normally



Soldatserver 2.8.0rc2 changelog (rc2 only):
- Fixed segmentation fault when someone dies
- Fixed TPlayer.Move() not broadcasted to players when set on bot
- Fixed TPlayer.SetVelocity() not broadcasted to players when set o bot
- Fixed Random() function in SC2 producing weird results


Soldatserver 2.8.0rc2 changelog (full changelog):
- Added basic conversion functions to SC3: weap2obj, menu2obj, obj2weap, obj2menu, weap2menu, menu2weap
- Added missing Game.TickCount to SC3
- Fixed OnWeaponChanged was sometimes called too late
- Fixed added missing vest property to SC3 TPlayer
- Fixed ScriptName in SC3 Legacy mode contained full path instead of just folder name
- Fixed unpredictable OnWeaponChange behavior when calling ForceWeapon from within
- Fixed wrong player coordinates in OnAfterPlayerRespawn (SC3 only)
- Fixed OnWeaponChange event sometimes called with weird weapon parameters
- Fixed incorrect Weapon being passed to OnPlayerKill
- Fixed bad flag initialization code
- Fixed invalid array index access
- Fixed animations initialized to wrong index
- Fixed zero index access for bot ai
- Fixed segmentation fault when someone dies
- Fixed TPlayer.Move() not broadcasted to players when set on bot
- Fixed TPlayer.SetVelocity() not broadcasted to players when set o bot
- Fixed Random() function in SC2 producing weird results


Normal mode weapon changes:
none

Realistic mode weapon changes:
none

Map Changelog (rc2 only):
ctf_Ash
========
- Fixed wrong background colors (regression)
- Fixed dropped weapons not colliding with polygons near the bases (regression)

ctf_Rotten
==========
- Fixed dropped weapons not colliding with polygons near top route bridges


Map Changelog (full changelog):
- Added high resolution textures for default maps
- Added new map RR
- Fixed tiling issues on new textures
- Fixed texture stretching on non multi-textured maps

ctf_Ash
========
- Fixed players being able to clip through the bridges #435
Polybugs:
- Fixed movement polybugs
- Fixed nade/flag polybugs


ctf_Cobra
========
Polybugs:
- Fixed movement polybugs
- Fixed nade/flag polybugs

ctf_Death
========
Polybugs:
- Fixed movement polybugs

ctf_Division
========
Polybugs:
- Fixed movement polybugs
- Fixed nade/flag polybugs

ctf_Maya
========
Polybugs:
- Fixed movement polybugs
- Fixed nade/flag polybugs

ctf_Viet
========
Polybugs:
- Fixed movement polybugs
- Fixed nade/flag polybugs

ctf_Rotten
==========
- Fixed dropped weapons not colliding with polygons near top route bridges[/size]


Downloads:
Soldat 1.7.0rc2 Full
Soldat 1.7.0rc2 Patch (for 1.6.9 only)

Server 2.8.0rc2 Full
Server 2.8.0rc2 Patch (for 2.7.9 only)
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Offline pavliko

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #1 on: January 30, 2016, 05:15:27 am »
I feel sad

The safest thing to do is jumping out of a plane!

Offline Akinaro

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #2 on: January 30, 2016, 05:34:26 am »
heh: "Posted Today(Saturday 30) at 04:46:27 am »"
Dont expect that admins would wake up and first what they do is check new udpate. I barely get up from bed few minutes ago -_-

Offline CCalp

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #3 on: January 30, 2016, 08:41:45 am »
If I choose German as language and start a single-player match, it says it couldn't find setup.sif and thus switches to default interface - even though it is set already.
It's just a small bug, but anyway...
« Last Edit: January 30, 2016, 03:12:42 pm by CCalp »

Offline soldat-game

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #4 on: January 30, 2016, 11:41:03 am »
no significant changes...why don`t fix important bugs only because I find it hard to do ...
CoverScreen
ContainsString
Fix Map.Flag.X-Y bugs if serwer start
LAGS IF shoot flying fast
Bug if createbulet is m79 bulet and kill but it doesn`t hit us directly created for you additional explosion

Offline Furai

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #5 on: January 30, 2016, 02:33:35 pm »
no significant changes...why don`t fix important bugs only because I find it hard to do ...
CoverScreen
ContainsString
Fix Map.Flag.X-Y bugs if serwer start
LAGS IF shoot flying fast
Bug if createbulet is m79 bulet and kill but it doesn`t hit us directly created for you additional explosion
Dominik, what don't you get in RC part?
RC means that no bugs will be fixed unless something gamebreaking is found. Game is getting prepared for release in the state it is.
If you had reported the bugs during the stage when game was still in beta - you might have seen them being fixed. Not now.
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Offline %%%%%%%

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #6 on: January 30, 2016, 05:29:37 pm »
If you had reported the bugs during the stage when game was still in beta - you might have seen them being fixed. Not now.
He did.

Offline Illuminatus

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #7 on: January 30, 2016, 05:38:38 pm »
First of all: Thanks at Shoozza and all other devs! You rock! :)

Now my rant: With the default font-size the game looks really ugly imo. At least for me. The font is too big and I'm not sure why you changed the BankGothic font to Play.

Anyways: It took some time tinkering with the ini-files but after some time I have managed to make it "look ok" again.
Here you can see the comparison between the default and my optimized version: http://screenshotcomparison.com/comparison/160070 (check all three tabs)
Just so you know: I haven't changed anything about the fonts in the default screenshots. This is really how it looks like! (Using the desktop resolution which is 1920x1080 and with "windowed fullscreen".)

Attached you have the default font.ini and my optimized version. Also the "game" and "graphics" sections of my soldat.ini. (The only really relevant is that I've increased the "KillConsole_Length" and the "MainConsole_Length".) Also attached in the "fonts.zip" both "bgothl.ttf" and "lucon.ttf" since they are not included anymore in the rc2. (I don't know if the game also searches your systemfonts-folder.)

I'm not sure if this optimized version does look good with other resolutions, windowed, etc. But if yes, it would be great to make it the default and include it in the final release.

Another thing I've noticed:
The alignement on the killlog is not consistent. When you kill yourself with a weapon (nade, m79, etc.) the weapon image is a bit too low.
Also: When you kill yourself without any weapon (with /kill or due too fire for example) there is no space between the last line.
You can see this in the attached screenshot.
« Last Edit: January 30, 2016, 05:42:14 pm by Illuminatus »
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Offline Savage

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #8 on: January 30, 2016, 06:10:17 pm »
First of all: Thanks at Shoozza and all other devs! You rock! :)

Now my rant: With the default font-size the game looks really ugly imo. At least for me. The font is too big and I'm not sure why you changed the BankGothic font to Play.

Anyways: It took some time tinkering with the ini-files but after some time I have managed to make it "look ok" again.
Here you can see the comparison between the default and my optimized version: http://screenshotcomparison.com/comparison/160070 (check all three tabs)
Just so you know: I haven't changed anything about the fonts in the default screenshots. This is really how it looks like! (Using the desktop resolution which is 1920x1080 and with "windowed fullscreen".)

Attached you have the default font.ini and my optimized version. Also the "game" and "graphics" sections of my soldat.ini. (The only really relevant is that I've increased the "KillConsole_Length" and the "MainConsole_Length".) Also attached in the "fonts.zip" both "bgothl.ttf" and "lucon.ttf" since they are not included anymore in the rc2. (I don't know if the game also searches your systemfonts-folder.)

I'm not sure if this optimized version does look good with other resolutions, windowed, etc. But if yes, it would be great to make it the default and include it in the final release.

Another thing I've noticed:
The alignement on the killlog is not consistent. When you kill yourself with a weapon (nade, m79, etc.) the weapon image is a bit too low.
Also: When you kill yourself without any weapon (with /kill or due too fire for example) there is no space between the last line.
You can see this in the attached screenshot.

Yup, new font is too big.

Offline %%%%%%%

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #9 on: January 30, 2016, 10:08:34 pm »
Now my rant: With the default font-size the game looks really ugly imo. At least for me. The font is too big and I'm not sure why you changed the BankGothic font to Play.
Absolutely agree. Whose decision it was to change BankGothic to Play, I don't know; what I do know is that it's a mistake and looks super ugly.

Offline L[0ne]R

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #10 on: January 31, 2016, 12:11:42 am »
I never really noticed, but the font does look big. It's nice for someone like me who uses a TV instead of a monitor and sits a few meters away from it, but I imagine it's kinda bad on a regular monitor. The way Illuminatus set it up looks much neater, I would prefer that (though maybe a tiny bit larger).

Misalignment in the kill log is an old issue I think. I definitely remember seing something like that mentioned long ago.


As for why BankGothic was changed - this wasn't done on some random whim of one guy. There are legitimate reasons behind the change, like better language support and more open license that will make it easier making Soldat open-source at some point, and perhaps something else I'm unaware of.
Personally, I'll miss BankGothic as much as anyone, but Play is something I can get used to. The issue is that BankGothic had no lowercase characters, but Play does, which is why it looks weird. It might be possible to give it a similar look if all letters are capitalized, along with some adjustments to font width and spacing. Or maybe someone willing enough could take Orbitron and make another thousand or so characters for it.

Offline homerofgods

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #11 on: January 31, 2016, 06:27:55 am »
Since I am in charge of translations I took the job of finding a new font.
Before the new renderer soldat would look for and use characters from other fonts whenever characters was missing in BankGothic. The new renderer doesn't have this fallback, wich means if you try to display characters that are not in BankGothic, there will be no character shown, only a big square. BankGothic does not have that many characters, so many translations does not work.

We needed a new font that could be included with soldat to make sure everyone had the font on their computer, but then we had to have a free font. BankGothic is not free, it is owned by Microsoft and can not be edited I think.

I looked around for a font that
1. Supported many characters
2. Looked square-ish and similar to BankGothic
3. Was free to use and free to change

I agree that the font is too big. I did not change any .ini settings because I thought this looked closest to what we had before. I tried to copy BankGothic as much as possible, but I really wanted smaller font aswell so I guess we will implement it if Shoozza agree.

Now.. I would like to mess with font.ini and make sure everything is good before the final 1.7 release. But I have to go to work now and will be gone until late. I should really propose a weeks wait and release next sunday instead with a good font and some updated translations.

Offline Akinaro

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #12 on: January 31, 2016, 07:16:18 am »
Well it can be moded(not legally ) :P I posted moded version on beta1 i think ;)

But This orbitron font that Loner posted is... almost 99% the same as BankGothic.... I seriously could just rename and remove info from font that I moded call it different and post it here as a open source, and no one would notice, because I could call it "Orbitron v2.0"


I could add most of german and polish fonts to this Orbitron it should take me maybe 3-4 days but I dont thing there is a sens of it, Play font look really good, and it just need some polishing in  ini file.
« Last Edit: January 31, 2016, 07:18:26 am by Akinaro »

Offline darDar

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #13 on: January 31, 2016, 07:35:16 am »
dont delay the release any further, use the ini Illu posted rather.
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Offline Shoozza

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #14 on: January 31, 2016, 07:40:12 am »
We will use Play font, Orbitron can be used at some later point when someone makes it work well with Soldat.
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Offline CCalp

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #15 on: January 31, 2016, 07:47:24 am »
Play is great imo.
It's normal that there are a lot of complaints when something gets changed, but you will get used to it really quickly and like it a lot eventually. :>

Offline Viral

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #16 on: January 31, 2016, 08:01:33 am »
Check how the polish version look, then tell me we are "complaining" :x It's simply unreadable the way it looks now. Dots above ś ć ż ź ę ą looks like bad font rendering and the whole font is way smaller than it should be (but it's connected with the bad GUI). Also "d" and "b" look shitty -> check in "options" tab ^.-

Offline tk

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #17 on: January 31, 2016, 09:13:31 am »
http://bugs.soldat.pl/view.php?id=645

Come on guys, it's still there.

Offline Illuminatus

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #18 on: January 31, 2016, 12:32:09 pm »
dont delay the release any further, use the ini Illu posted rather.
Since we have decided on "Play" as Font1 for now, the ini I've posted could look not so optimized anymore. I have no time atm but you would need to check if the following parts look good:
- kill-messages ("Killed by ...")
- respawn-timer on the top
- [ESC]-menu
- headlines in the [F1]-playerslist and the [F2]-weaponstats ("Kills, "Deaths", ...)

You would need to adjust the following parameters since they all are relevant for Font1: "FontMenuSize", "FontBigSize" and "Font1ScaleX"
Everything else uses Lucida anyway so should look ok already.

Edit: And while we're at it: The following would help a lot to at least understand which font each parameter influences. (I've simply reordered them and added the font number.)
Code: [Select]
[FONTS]
Font1=Play
Font1File=play-regular.ttf
Font1ScaleX=125
Font1MenuSize=10
Font1MenuBold=1
Font1BigSize=30
Font1BigBold=1

Font2=Lucida Console
Font2File=lucon.ttf
Font2ScaleX=120
Font2ConsoleSize=6
Font2ConsoleBold=0
Font2ConsoleSmallSize=6
Font2ConsoleSmallBold=0
Font2WeaponMenuSize=6
Font2WeaponMenuBold=0

KillConsoleNameSpace=8

The "font-help.txt" does not help a lot since it's wrong on some parts, for example:
Quote
FontBigSize=28         // just changes the resolution of the font, size is automatic
Nope. You can adjust the "BigSize" with this parameter. Simply change it to "3" for example and you would see very tiny "You killed X" messages. Though there is an upper limit where increasing the parameter makes no difference.
« Last Edit: January 31, 2016, 01:16:24 pm by Illuminatus »
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Offline Monsteri

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Re: SOLDAT 1.7.0rc2 release candidate ready for testing!
« Reply #19 on: January 31, 2016, 01:15:23 pm »
HOoly moly the font done by illu is so much better.

If you do want Soldat to appear as a legitimate game and not a hobby project done in Flash, you absolutely should use his fix. I'm desentisized to the crap font so I didn't really notice how huge and misaligned it is, but the difference is day and night here.
Sorry if I'm insolent.