Author Topic: SOLDAT 1.6.4b4 public beta ready for testing!  (Read 43015 times)

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Offline Shoozza

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SOLDAT 1.6.4b4 public beta ready for testing!
« on: January 01, 2013, 04:57:52 pm »
We are getting closer finally release Soldat 1.6.4!
Here's the awaited first public beta release of Soldat 1.6.4 (aka Soldat 1.6.4b4).
There have been 3 private beta releases so far.

Please test it and report bugs!
The patch works for 1.6.3 only so if you used a private beta you cannot update.
I did this because updating from 1.6.3 is more important.

Happy testing!

Soldat 1.6.4b4 changelog:
- Added BulletSpread WM attribute which controls bullet/pellet spread on Deagles and Spas, and base inaccuracy on other weapons
- Added Checks for Movement packets being out of order to smooth out movement of players
- Added DrawTextEx function to scriptcore
- Added FiltersBox position changes depending on the window size
- Added FormatFloat to script functions which fixes bug #15
- Added Join Game tab controls resize/reposition horizontally
- Added Join Game tab controls resize/reposition vertically
- Added OnGameEnd() event
- Added Push WM attribute which together with a bullet's velocity on impact decides how much it pushes the target
- Added RayCastEx function with full control over all RayCast arguments to scriptcore
- Added copy soldat:// link when clicking Game Server IP: label on Join game tab
- Added drawing rows in alternating colors for Serverslist
- Added flagger collides and non-flagger collides polygon types
- Added flamegod bonus to GiveBonus()
- Added keyboard shortcuts (1, 2, 3, 4) for the escape menu
- Added nondefault gamemode names are drawn with gray color in Serverslist
- Added options for kill sort to OldScoreBoard: 2 for old style and 3 for new style
- Added wait time for bullet and explosion push to avoid eating #234
- Modified  script will now display line and column number on error, if such info is available
- Modified AppOnIdleTimer is now available also if safemode is disabled
- Modified Chainsaw to deal damage in a line all along its blade instead of just at the tip
- Modified Desert Eagles' and Spas' networking by re-creating the same pseudo-random pellet spread on all machines #260
- Modified OnPlayerKill is now OnPlayerKill(Victim, Killer, Weapon: Byte); (Weapon String->Byte)
- Modified OnRequestGame is now OnRequestGame(IP: String; Port: Word; State: byte; Forwarded: Boolean): Integer;
- Modified PlaySound script function can play files from .\Sfx folder instead of .\Downloads\Sfx folder
- Modified WM loading to better support partial modding
- Modified WM loading with unparsable values gives helpful error messages
- Modified accumulating bink & self-bink to get diminishing returns as they reach higher values proportional to their configured value
- Modified adding broken bots gives helpful error messages
- Modified autodemo to record everything
- Modified bink to stack instead of resetting when being hit
- Modified bots can also do idle animations
- Modified bullet collision checks to scale their granularity proportionally with the bullet's current speed
- Modified bullets to not get a damage penalty after they pierce a body
- Modified chainsaw is able to fire and reload while rolling, backflipping and changing weapons
- Modified chainsaw to only shake screen when you're hitting flesh
- Modified client and server to use packet rate adjusting based on current player count by default
- Modified client is also able to create Dummy bots with a "Dummy=1" attribute
- Modified client-server sync method for bullets to be a bit more accurate
- Modified cursor is now centered properly when cursor.bmp is another size than 16x16 (still needs to be in power-of-two)
- Modified disabled HotTrack functionaly for Serverslist (selecting of servers when on hover)
- Modified disabled screen shaking in freecam and demo mode
- Modified hints are now shown also when compilation succeeds
- Modified holding the grenade key to only throw one grenade in order to reduce accidents #180
- Modified inaccuracy effects to spread out more evenly instead of choosing "set paths"
- Modified knife to inherit the player's velocity when thrown
- Modified minimum time required to hold the grenade key before it being thrown increased by about 7 to reduce accidents
- Modified moved FiltersBox so that it has enough space to the left and top
- Modified number of allowed drawtext layers from 3 to 255
- Modified reduced wait time when requesting servers list
- Modified removed "This option will be available after registering" label from graphics tab in config.exe
- Modified removed lobby blacklisting support
- Modified removed resolution restriction for unregistered players
- Modified renamed Mp3List ini setting to MusicList
- Modified renamed mp3 folder to music
- Modified renamed mp3 folder to music folder
- Modified renamed mp3list.txt to musiclist.txt
- Modified screenshot and demo names are now YYYY-MM-DD_HH-NN-SS_MAPNAME_TYPE
- Modified screenshots to encode and save in the background so the screen isn't locked for as long
- Modified screenshots to save in PNG instead of BMP
- Modified script will display now proper info whenever dll file is not found or there's any other error with script other than syntax error
- Modified self-bink to also work on semi autos #261
- Modified selfbink to be applied immediately instead of on the 4th bullet
- Modified spent bullet shells have a slight randomness in their velocity because Fry Fry thinks that looks cooler
- Modified spent bullet shells inherit the velocity of the player when fired
- Modified team collider polygon types do not longer collide with flaggers #192
- Modified texts and positions of the Alt+F3 connection info
- Modified thrown weapons inherit the player's velocity
- Modified thrown weapons to be thrown in the direction you look
- Fixed /pm crashing the server (#250)
- Fixed Alpha and Bravo flags not being placed symmetrically (flipped alpha flag)
- Fixed Chat-Flood ban lasts 5 min, says 20 #244
- Fixed DirectX Graphics error when using Soldat Clicker #201
- Fixed FireInterval values being shown as ten times too high in the weapon menu when a custom WM is used
- Fixed I/O 103 Error when logs folder is missing and file logging is enabled #240
- Fixed Invisible player bug
- Fixed Lobby server connections stay open after requesting server list #254
- Fixed Lost Team packet error
- Fixed OnWeaponChange was sometimes not triggered
- Fixed PacketRate_Adjusting=1 not adjusting much at all and making you lag worse for everyone
- Fixed RayCast returns false if both the start and end points are inside a polygon #119
- Fixed Soldat "crash" if playback device is missing and registered
- Fixed Soldat fails to display interface images when starting the game with a mod #198
- Fixed Spas always firing its first pellet straight
- Fixed StartUpTime bypass by keeping the fire button held down during reload #264
- Fixed StartUpTime bypass from the roll, weapon change and melee animations #264
- Fixed StrToInt doesn't throw an exception when value is invalid (#83)
- Fixed WriteConsole doesn't output text if it has less than 2 chars #214
- Fixed access violation if playback device is missing and not registered
- Fixed being able to throw weapon while in the weapon switching animation #129
- Fixed bug #49 with caps not being showed in the scoreboard
- Fixed bullet collision checks assumed the bullet's speed was the same as that of the equipped weapon
- Fixed bullet push now behaves correctly in the vertical direction
- Fixed bullets not hitting player if another spawning player is close
- Fixed bullets not necessarily pushing ragdolls in the bullets' direction
- Fixed bullets piercing bodies even though their speed was tiny
- Fixed cigar animation flooding server
- Fixed console parameters not working (#227)
- Fixed crosshair not centered when binked
- Fixed crosshair not resized correctly while binked and using sniper line
- Fixed crosshair not resized while binked when aiming on teammates or enemies
- Fixed cursor is resized smoothly when binked while using sniper line
- Fixed entered player name resetting to Major when left-trim was needed #208
- Fixed error sound when starting demos with enter #271
- Fixed firing animation firing in a wonky direction for some values of FireIntarval
- Fixed flag not being thrown in the direction you aim at #176
- Fixed grenades sometimes being thrown in wrong direction due to ongoing animations
- Fixed idle animation sometimes stop occurring
- Fixed idle animations locking movement controls #206
- Fixed massive selfbink after reload
- Fixed missing Flagthrow ini key shouldn't be assigned to G but to Jump+Crouch
- Fixed missing Installer additional tasks icon text
- Fixed most forms of power flag throwing
- Fixed normal mode weapons being used for comparisons in weapon selection menu in realistic mode when WM is changed #262
- Fixed not allowed weapon spam
- Fixed not being able to move while proned and reloading #188
- Fixed number keys not working in weapon menu on map start if weapon menu is disabled #270
- Fixed piercing bullets not hitting other players in the same tick
- Fixed players and dropped weapons warp inside team collide polygons #191
- Fixed players randomly rejoining server (hopefully) #85
- Fixed possible hit detection issue for Desert Eagles due to server slightly misrepresenting one bullet's horizontal speed
- Fixed possible to throw grenades through thin walls #163
- Fixed previous commit. What actually was accomplished was allowing both bink/selfbink and moveacc to be applied
- Fixed second Desert Eagle bullet not synchronized properly between clients
- Fixed self-bink being applied on the bullet that caused it
- Fixed shots not firing in the direction of the crosshair due to ongoing animations #210
- Fixed shots ricocheting or not firing when head is in ceiling #186
- Fixed some hit detection issues due to bullets from certain angles being able to slink through and miss every hitbox
- Fixed some sound popping under heavy CPU load
- Fixed some weapons not expelling a clip on reload
- Fixed unproning cancels the change and throw weapon animation
- Fixed weapons firing with FireInterval <= 5 not immediately propagating their status to the server #141
- Fixed while playing CTF scoreboard is not showing each team players number #20
- Fixed your secondary weapon not getting updated stats after /loadwep command
- Fixed demo music keeps playing when intro couldn't be opened
- Fixed start game tab active while join game tab is visible when demo opening failed
- Fixed flags to less likely get stuck in polygons
- Fixed power flag throwing glitch
- Fixed flag throwing to more accurately transfer the player's velocity


Soldatserver 2.7.4b4 changelog:
- Added BulletSpread WM attribute which controls bullet/pellet spread on Deagles and Spas, and base inaccuracy on other weapons
- Added Checks for Movement packets being out of order to smooth out movement of players
- Added DrawTextEx function to scriptcore
- Added FormatFloat to script functions which fixes bug #15
- Added OnGameEnd() event
- Added Push WM attribute which together with a bullet's velocity on impact decides how much it pushes the target
- Added RayCastEx function with full control over all RayCast arguments to scriptcore
- Added flagger collides and non-flagger collides polygon types
- Added flamegod bonus to GiveBonus()
- Added wait time for bullet and explosion push to avoid eating #234
- Modified AppOnIdleTimer is now available also if safemode is disabled
- Modified Chainsaw to deal damage in a line all along its blade instead of just at the tip
- Modified Desert Eagles' and Spas' networking by re-creating the same pseudo-random pellet spread on all machines #260
- Modified OnPlayerKill is now OnPlayerKill(Victim, Killer, Weapon: Byte); (Weapon String->Byte)
- Modified OnRequestGame is now OnRequestGame(IP: String; Port: Word; State: byte; Forwarded: Boolean): Integer;
- Modified PlaySound script function can play files from .\Sfx folder instead of .\Downloads\Sfx folder
- Modified WM loading to better support partial modding
- Modified WM loading with unparsable values gives helpful error messages
- Modified accumulating bink & self-bink to get diminishing returns as they reach higher values proportional to their configured value
- Modified adding broken bots gives helpful error messages
- Modified autodemo to record everything
- Modified bink to stack instead of resetting when being hit
- Modified bots can also do idle animations
- Modified bullet collision checks to scale their granularity proportionally with the bullet's current speed
- Modified bullets to not get a damage penalty after they pierce a body
- Modified chainsaw is able to fire and reload while rolling, backflipping and changing weapons
- Modified chainsaw to only shake screen when you're hitting flesh
- Modified client and server to use packet rate adjusting based on current player count by default
- Modified client is also able to create Dummy bots with a "Dummy=1" attribute
- Modified client-server sync method for bullets to be a bit more accurate
- Modified disabled screen shaking in freecam and demo mode
- Modified hints are now shown also when compilation succeeds
- Modified holding the grenade key to only throw one grenade in order to reduce accidents #180
- Modified inaccuracy effects to spread out more evenly instead of choosing "set paths"
- Modified knife to inherit the player's velocity when thrown
- Modified minimum time required to hold the grenade key before it being thrown increased by about 7 to reduce accidents
- Modified number of allowed drawtext layers from 3 to 255
- Modified removed lobby blacklisting support
- Modified renamed Mp3List ini setting to MusicList
- Modified renamed mp3 folder to music folder
- Modified renamed mp3list.txt to musiclist.txt
- Modified screenshots to encode and save in the background so the screen isn't locked for as long
- Modified screenshots to save in PNG instead of BMP
- Modified script will display now proper info whenever dll file is not found or there's any other error with script other than syntax error
- Modified script will now display line and column number on error, if such info is available
- Modified self-bink to also work on semi autos #261
- Modified selfbink to be applied immediately instead of on the 4th bullet
- Modified spent bullet shells have a slight randomness in their velocity because Fry Fry thinks that looks cooler
- Modified spent bullet shells inherit the velocity of the player when fired
- Modified team collider polygon types do not longer collide with flaggers #192
- Modified thrown weapons inherit the player's velocity
- Modified thrown weapons to be thrown in the direction you look
- Fixed /pm crashing the server (#250)
- Fixed Access violation in /BANDWIDTH command #212
- Fixed Alpha and Bravo flags not being placed symmetrically (flipped alpha flag)
- Fixed Invisible player bug
- Fixed Lost Team packet error
- Fixed OnWeaponChange was sometimes not triggered
- Fixed PacketRate_Adjusting=1 not adjusting much at all and making you lag worse for everyone
- Fixed RayCast returns false if both the start and end points are inside a polygon #119
- Fixed Soldat "crash" if playback device is missing and registered
- Fixed Spas always firing its first pellet straight
- Fixed StartUpTime bypass by keeping the fire button held down during reload #264
- Fixed StartUpTime bypass from the roll, weapon change and melee animations #264
- Fixed StrToInt doesn't throw an exception when value is invalid (#83)
- Fixed WriteConsole doesn't output text if it has less than 2 chars #214
- Fixed access violation if playback device is missing and not registered
- Fixed being able to throw weapon while in the weapon switching animation #129
- Fixed bug #49 with caps not being showed in the scoreboard
- Fixed bullet collision checks assumed the bullet's speed was the same as that of the equipped weapon
- Fixed bullet push now behaves correctly in the vertical direction
- Fixed bullets not hitting player if another spawning player is close
- Fixed bullets not necessarily pushing ragdolls in the bullets' direction
- Fixed bullets piercing bodies even though their speed was tiny
- Fixed cigar animation flooding server
- Fixed console parameters not working (#227)
- Fixed crosshair not resized correctly while binked and using sniper line
- Fixed crosshair not resized while binked when aiming on teammates or enemies
- Fixed firing animation firing in a wonky direction for some values of FireIntarval
- Fixed flag not being thrown in the direction you aim at #176
- Fixed grenades sometimes being thrown in wrong direction due to ongoing animations
- Fixed idle animation sometimes stop occurring
- Fixed idle animations locking movement controls #206
- Fixed massive selfbink after reload
- Fixed memory leak in when calling ReadINI in soldatserver script
- Fixed most forms of power flag throwing
- Fixed normal mode weapons being used for comparisons in weapon selection menu in realistic mode when WM is changed #262
- Fixed not allowed weapon spam
- Fixed not being able to move while proned and reloading #188
- Fixed piercing bullets not hitting other players in the same tick
- Fixed players and dropped weapons warp inside team collide polygons #191
- Fixed players randomly rejoining server (hopefully) #85
- Fixed possible hit detection issue for Desert Eagles due to server slightly misrepresenting one bullet's horizontal speed
- Fixed possible to throw grenades through thin walls #163
- Fixed previous commit. What actually was accomplished was allowing both bink/selfbink and moveacc to be applied
- Fixed second Desert Eagle bullet not synchronized properly between clients
- Fixed self-bink being applied on the bullet that caused it
- Fixed shots not firing in the direction of the crosshair due to ongoing animations #210
- Fixed shots ricocheting or not firing when head is in ceiling #186
- Fixed soldatserver shell_exec doesn't work on Windows 64 bit (you need cmd.exe now, old Windows version support for shell_exec dropped)
- Fixed some hit detection issues due to bullets from certain angles being able to slink through and miss every hitbox
- Fixed some weapons not expelling a clip on reload
- Fixed unproning cancels the change and throw weapon animation
- Fixed weapons firing with FireInterval <= 5 not immediately propagating their status to the server #141
- Fixed your secondary weapon not getting updated stats after /loadwep command
- Fixed flags to less likely get stuck in polygons
- Fixed power flag throwing glitch
- Fixed flag throwing to more accurately transfer the player's velocity


Maps 2.7.4b4 changelog:
CTF

Campeche
Fixed players getting burried from the top of the pyramid

Cobra
Fixed several polybugs
Fixed bravo flag entrance
Modified texture stretching
Modified dimmed background lights by 10%

Crucifix
Modified to use new Flagger collider polygon
Fixed is harder for Flagger to be trapped in the middle

Kampf
Fixed 2 polybugs near alpha flag
Modified Alpha flag was raised a little
Modified a bravo spawn better placement

Lanubya
Fixed several polybugs

Laos
Fixed some spikes and polybugs

Rotten
Fixed the bridge and some polybugs

Voland
Fixed the bridge, some spikes and polybugs



Downloads:
Soldat 1.6.4b4 Full
Soldat 1.6.4b4 Patch (for 1.6.3 only)

Server 2.7.4b4 Full
Server 2.7.4b4 Patch (for 2.7.3 only)


Edit: added maps changelog
« Last Edit: January 04, 2013, 03:44:48 am by Shoozza »
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Offline Dusty

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #1 on: January 01, 2013, 04:59:53 pm »
throw knife at a wall

acquire chaisaw

---

can't drop nades at your feet like you could earlier. why was the modification made anyway, cause of prone bugging or what?

clean ruger (head?)shots don't register occasionally. had it happen to me several times that i shoot at someone two-three times in a row without doing damage.

-- not sure about this anymore -- mp5 has no spread when you're standing, leave it like that and you might aswell make it the only weapon in the game cause it's so overpowered

(the initial velocity of empty shells is ridiculously slow. even though this could seen as a perspective issue, if you want them to look good make them get out of the chamber faster!! an empty flying shell broke one guy's front teeth when i was in the army)

there seems to be a problem with centering the cursor on bigger resolutions. while a cursor of which dimensions are 2048*2048 is centered perfectly when the game resolution is 854*480 (default 16:9), on my resolution (1044*600) the aiming spot seems to be at 640*640 edit: the correct aiming spot would be 1024*1024 but the aim is actually at 1664*1664, that is +640px to both X and Y-axes

screenshot i took was still .bmp

#0000139 still not fixed
« Last Edit: January 02, 2013, 03:44:44 pm by Dusty »

Offline DutchFlame

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #2 on: January 01, 2013, 05:04:11 pm »
throw knife at a wall

acquire chaisaw

those are old dated servers wait for the new ones

Offline Adam

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #3 on: January 01, 2013, 05:18:36 pm »
amen

Arguing with your girlfriend and you don't get a response for a few minutes

Offline Adam

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #4 on: January 01, 2013, 05:23:47 pm »
throw a chainsaw on the wall and you get a knife!
you also cant take off chainsaw

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Offline Falcon`

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #5 on: January 01, 2013, 05:27:32 pm »
- Modified OnPlayerKill is now OnPlayerKill(Victim, Killer, Weapon: Byte); (Weapon String->Byte)
- Modified OnRequestGame is now OnRequestGame(IP: String; Port: Word; State: byte; Forwarded: Boolean): Integer;

I reverted those to original declarations in one of my last second commits. As replacement there's OnPlayerKillEx and OnRequestGameEx with declarations mentioned above. And also OnPlayerDamageEx(Victim, Shooter: Byte; Damage: Integer; Weapon: Byte): Integer; which somehow didn't make it to the changelog at all.
Sorry for the confusion.
« Last Edit: January 01, 2013, 05:42:46 pm by FalconPL »
If you're not paying for something, you're not the customer; you're the product being sold.
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Offline ExHunter

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #6 on: January 01, 2013, 05:29:08 pm »
Code: [Select]
[Error] (711:6): Unknown identifier 'DrawTextEx'
Is it bugging?

Offline homerofgods

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #7 on: January 01, 2013, 05:29:23 pm »
Good job everyone, especially Shoozza!

Offline Nedi

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #8 on: January 01, 2013, 05:32:31 pm »
- Fixed power flag throwing glitch
Bye, bye some climb co-op maps

Offline Furai

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #9 on: January 01, 2013, 05:35:07 pm »
Great job there! :)
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline Falcon`

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #10 on: January 01, 2013, 05:38:39 pm »
Code: [Select]
[Error] (711:6): Unknown identifier 'DrawTextEx'
Is it bugging?
:-[ I forgot to export it to scriptcore. Sorry, fixed already, so should make it to the release/next beta.
If you're not paying for something, you're not the customer; you're the product being sold.
- Andrew Lewis

Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.

Offline Adam

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #11 on: January 01, 2013, 05:54:34 pm »
you got to be fucking retarded to make such a retarded weapon mod... ruger takes 3 shots to kill even with headshot and does not even register


nice weapon mod you got there

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Offline Mexer

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #12 on: January 01, 2013, 06:02:29 pm »
I wish you could've fixed this bug:

-be in prone
-press x to get up
-before getting up press and hold w + d/a   (or just d or a)
-player freezes for one second and then moves
Soldat devs and community: We want this game to be successful and have new players and make it popular!

Soldat devs and community: But we want the oldskool graphics and bugs and errors to be left alone! Soldat shall never change!!!

Offline Bonecrusher

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #13 on: January 01, 2013, 06:26:36 pm »
I wish only remote admins were kickable.

Im chill like that

Offline 14th_account

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #14 on: January 01, 2013, 06:45:15 pm »
you got to be fucking retarded to make such a retarded weapon mod... ruger takes 3 shots to kill even with headshot and does not even register
Sounds like lag. The Ruger's damage wasn't touched for this version.

I wish you could've fixed this bug:

-be in prone
-press x to get up
-before getting up press and hold w + d/a   (or just d or a)
-player freezes for one second and then moves
I might have fixed it if I knew about it. :P Too late for 1.6.4 now.

Offline Fryer

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #15 on: January 01, 2013, 06:46:48 pm »
The IRC channel #soldat on Quakenet is running a gather for the beta version. Join there and say "!add" to add to it. (Remember auth!)
...PC vs Mac is like AK47 vs M4A1...
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<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

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Offline xmRipper

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #16 on: January 01, 2013, 06:59:32 pm »
Long time no soldat for me. Anyway it feels smoother than ever. Thanks devs for all the efforts.
Co-Founder / CTO @ Macellan
Founder Turkish Soldat Community

Offline DutchFlame

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #17 on: January 01, 2013, 07:01:19 pm »
Alot of rejoin mapping bugs occured, but thats probably because the server clients aren't updated.

anyway some weird bugs appearing like shooting at a player dissapearing into spec without any notice, then not being able to view players and after a while I automaticly got set back to my team.

http://www.speedyshare.com/yJFUx/2013-01-01-23-26-59-ctf-Ash.sdm

also a flood kick appeared to everyone randomly in one of the servers.



Offline L[0ne]R

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #18 on: January 01, 2013, 07:08:30 pm »
Played some 1.6.3 earlier this morning, then tried out 1.6.4b4 a bit later. The difference is very noticeable. 1.6.4 feels a LOT smoother both in terms of performance and FPS, and in terms of multiplayer - there's very little warping, eats and lags occurring, everything feels a lot smoother, and so far I didn't have any issues.
Once again, great job. :D

Offline rOy

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Re: SOLDAT 1.6.4b4 public beta ready for testing!
« Reply #19 on: January 01, 2013, 08:55:06 pm »
hey

Maybe nice now but think of Climb,DB,m79 modes.
I play this beta and i think may be poor.

Thanks for new version Shoozza ;)