Official Soldat Forums
Official Content => Soldat Developer Log => Topic started by: 14th_account on January 19, 2014, 05:24:30 pm
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(http://skoskav.org/etc/soldat/dev/devlog/20140119/trolld.gif)
Troll'd. That's for throwing a hissy fit when when we take a holiday break.
Here's what's been done since the last devlog:
* Added simple Updater which implements the a subset of the removed autoupgrader library
* Added show updater button when update is available
* Added SC3 TScriptMap.SetMap(NewMap: string);
* Fixed SC3 - Wrong values of TGame.TimeLeft #377
* Fixed SC3 - Event OnVoteMapStart isn't called by /votemap command #443
* Fixed OnJoinTeam does not remove players from their old team in ScriptCore
* Fixed Server freeze after Players[ID].Alive := FALSE; #396
* Fixed Game.Teams[i].OnJoin is replacing Game.OnJoin and is not working as intended #415
* Fixed /victory sound only plays once at the end of a round in survival DM/RM #291
* Fixed some buggy behavior with colliders
* Fixed automatic reloading logic for Spas-12 was using the ClipOut animation instead of the Reload animation
* Fixed no longer able to simultaneously fire and reload Spas-12 while prone #474
* Fixed script on SC3 crashes after join 6th player (#470)
* Fixed reloading Spas-12 when gun is empty now waits for fire interval delay to finish first #161 #365
* Fixed bink didn't work in non-team based game modes
* Shoozza added and tweaked a boatload of build and deployment script stuff
* FryFry and I tested and fixed a buttload of bugs with the new platform/background polygons
The original plan to have a 1.6.7 beta out before Christmas didn't pan out. The new build scripts and auto updated aren't completely ready yet. Dunno when that'll be exactly. Ask Shoozza.
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thank you
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You got me with that one.
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And I was about to PM Shoozza to ask what happened. Got 14th_accounted.
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The topic title surprised me, until I read the post :P. I hope everybody enjoyed their holiday break! Let's make 2014 a fantastic year for Soldat.
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Wow. Got trolled hard :D
Even though I don't understand much from the scripting bugs that got fixed, it's good to see the development going :) Is there a difference between boatload and buttload?
Only after I read the whole post I realized what the gif was... Trolled twice then.
Keep it up guys :)
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A buttload is roughly 477 liters. A boatload is relative, depending on the size of the boat.
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har har har.
Great to hear some news =)
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Cool to see some ScriptCore love.
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OMG RIP Sho za sadfaec
that's one sneaky Shoozza-name-fixer thing you have there... but I'm sneakier.
* FryFry and I tested and fixed a buttload of bugs with the new platform/background polygons
So what have you decided on allowing players to jump down platforms by doubletapping crouch (or whatever better way if you thought of one)? Just curious.
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I did think it over. I decided it wouldn't always be appropriate to allow the player to pass through however they pleased because the map designer may not want the player to. So it would require another polygon type. But that doesn't solve the issue of the player somehow having to learn another unintuitive key press. Double-tapping crouch might seem sensible when you're walking on the polygon. But not so much when the polygon is on the side or above you.
So maybe for a later version if we figure out how make it simple to use.
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I did think it over. I decided it wouldn't always be appropriate to allow the player to pass through however they pleased because the map designer may not want the player to. So it would require another polygon type. But that doesn't solve the issue of the player somehow having to learn another unintuitive key press. Double-tapping crouch might seem sensible when you're walking on the polygon. But not so much when the polygon is on the side or above you.
So maybe for a later version if we figure out how make it simple to use.
I had the exact same concerns about it. I agree with your decision.
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good to see you're still active just after holidays :)
it's great to have you (and the devlogs) back
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hey ;D
When will that be?
Please fix this movement (mad idea)
We are Climbers think of it !!!!
Good luck!
Cheers :D
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I did think it over. I decided it wouldn't always be appropriate to allow the player to pass through however they pleased because the map designer may not want the player to. So it would require another polygon type. But that doesn't solve the issue of the player somehow having to learn another unintuitive key press. Double-tapping crouch might seem sensible when you're walking on the polygon. But not so much when the polygon is on the side or above you.
So maybe for a later version if we figure out how make it simple to use.
I don't know if I've said this before or not, but I really appreciate the amount of work and attention to detail you put into Soldat. That's some pretty intense shit.
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...or I just forgot he had asked me that question and made up an answer on the spot that allowed me to not do anything.
I didn't, though.
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I did think it over. I decided it wouldn't always be appropriate to allow the player to pass through however they pleased because the map designer may not want the player to. So it would require another polygon type. But that doesn't solve the issue of the player somehow having to learn another unintuitive key press. Double-tapping crouch might seem sensible when you're walking on the polygon. But not so much when the polygon is on the side or above you.
So maybe for a later version if we figure out how make it simple to use.
I don't know if I've said this before or not, but I really appreciate the amount of work and attention to detail you put into Soldat. That's some pretty intense shit.
14th_account rocks!