Official Soldat Forums
Official Content => News => Topic started by: Shoozza on March 13, 2011, 12:07:09 pm
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Hello everyone!
It took some time but the next beta is out now.
We actually wanted to release it on Friday.
Not everything was fixed though. So if you still get a bug tell us in detail:
How it happens and
what should actually happen
Also read the earlier posts in this thread and only add stuff if you have more information
Quote the old post when you add information :P.
But before you read the changelog and download the new beta I have to tell you a secret:
We had a hidden dev (or call him a ninja dev) for almost a month now.
He helped with the creating of the dev log among other things.
Last beta post I forgot to mention him but you might know him already:
His nickname is ramirez.
That said here is the changelog for soldat 1.5.1f beta 21:
Soldatclient changelog
Added Option to Force Background Colors in maps to one defined by the player
Added Option to enable/disable FPSLimit as well as option to enable/disable high resolution timers
Added missing translations in gui
Modified Generation of HardwareID to also work with borked WMI
Fixed version info in the middle of the screen
Fixed Score is +/- in Player Stat Window
Fixed tab order in all tabs
Fixed empty Internet Connection Speed in config.exe
Fixed tab order in all tabs in config.exe
Fixed move left key not visible on the menu
Fixed debugging information appearing in console
Fixed missing sceneries
Fixed Soldat not being centered in active desktop
Fixed missing collision poly on Airpirates
Soldatserver changelog
Fixed Scoring of htf/inf
Fixed Weaponmod gettings screwed up when doing /gamemode X
Fixed ASE queries not working
If you have the beta 1.5.1e client run it and tell me if the updater doesn't work.
Note the 1.5.1f needs a server update (not compatible with old server).
Soldat 1.5.1f Beta 21 Downloads:
Soldat Beta Full (http://static.soldat.pl/downloads/soldatbeta-1.5.1.21f.zip)
Soldat Beta Patch (http://update.thd.vg/soldat/cl/patch_15120_15121.exe)
Soldatserver Beta Full (http://static.soldat.pl/downloads/soldatserverbeta270_151f.zip)
Soldatserver Beta Patch (http://static.soldat.pl/downloads/soldatserverbeta270_151e-151f.zip) (read update.txt)
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HUSA
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SECOND
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Seems like I forgot the default.txt in txt/ folder (in the Soldat Beta patch) updated updater
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Auto-updater works, but after the update it always warns about there is a new version available, even if it's already the latest 1.5.1f.
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Auto-updater works, but after the update it always warns about there is a new version available, even if it's already the latest 1.5.1f.
yap.. i happens with me too.. just click no after updating !
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Ok found out that I forgot another file in the updater.
Will make a new one just give me a second :).
Ok new patch added (just try again ;P).
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I give to you cookies.
Maybe later kicks.
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I don't have any texts/buttons etc in config, just plain window.
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config starts in between two screens on a dual screen setup. Not critical, but feels idiotic
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(http://img6.imagebanana.com/img/7ithq6tu/Unbenannt.png)
huuh?
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Punisher, use the autoupdater on load. The original patch had no default.txt, but the autoupdater includes it.
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(http://img6.imagebanana.com/img/7ithq6tu/Unbenannt.png)
huuh?
Actually the translations are missing text.
If someone has the time please help to translate.
Post translations for 1.5.1f there:
http://forums.soldat.pl/index.php?board=32.0
default.txt is the up to date one (seems like i forgot to update the english.txt in the languages folder :<)
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more whine:
20:05:31 <dnmr`> tooltips in controls config needs to say the current key too..
20:05:43 <dnmr`> or modify it somehow to display it
20:07:38 <dnmr`> lobby displays 1.5.1e servers -.-
20:07:50 <dnmr`> i don't want them if i have the f client
20:14:14 <dnmr`> F1 should show map name
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20:14:14 <dnmr`> F1 should show map name
Finally one thing what I think the same as you :)
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Good luck ramirez. :) I'm glad you're now officially on board.
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can i trust that connection or ..... ?
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When trying to autoupdate from 1.5.1e:
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Error
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C:\Documents and Settings\Nick\Desktop\( Desktop )\(Games)\Soldat v1.5.1.20\Config.exe
An error occurred while trying to replace the existing file:
DeleteFile failed; code 5.
Access is denied.
Click Retry to try again, Ignore to skip this file (not recommended), or Abort to cancel installation.
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Abort Retry Ignore
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Tried "retry" - same thing. Tried "abort" - it rolled back changes, then I restarted update and got the same error. I hit "ignore" but then the same error occured for Soldat.exe. Had to download the patch which installed normally.
___________ ___________ ___________
Weird numbers that reacted to mouse scroll wheel don't show up anymore. Check.
Annoying "OK" popup when assigning keys gone. Check.
Move Left is back. Check.
GJ. Check. :P
I noticed a nice little side effect from the "Force BG colors" feature (btw, I like how you made it global instead of map-specific). When I enable BG override - minimap's BG becomes transparent. To me it looks much cleaner and less distracting that way (especially for small maps with huge off-map areas like Airpirates). Do you think you could make minimap BG transparent without having to override map colors?
Minor GUI issues:
1) When I click on radio buttons (I mean the round dots in the menu) - the last button I clicked on gets stuck in "Hover" state. When focus on other windows it becomes normal "On" state, but when I focus on Soldat window again - it highlights in "Hover" state again.
2) When assigning something to "Tab" button (weapon menu in my case) - when I press tab - the "Player Name" field highlights.
3) Old bug actually: When I start up Soldat - Default profile is highlighted and marked as "last used" (even though I use my own custom profile all the time). If I just press OK without clicking on any profiles - it takes me to my custom profile. After that if I go back to profile menu - I can see my custom profile highlighted, but Default profile is still marked as "last used".
Start.exe still can't launch modded Soldat.
Stats still don't work in multiplayer (instead they show stats from your single player game if you didn't restart Soldat after playing single player). Also, if you start a new Single Player game - stats aren't reset.
Anti-aliasing doesn't work (hasn't been working ever since 1.4, I think). Using XP Pro (SP3)
Also one small request:
Please add 1152x864 resolution option to the config. My screen is 1280x1024, and 1152x864 is great for running Soldat in window but keeping its window large enough at the same time. I'm tired of editing Soldat.ini each time I change something in config. :S
___________ ___________ ___________
How FPS limit works for me: (I'm running Soldat in windowed mode, 1024x768 res)
FPS Limit: 60
High Resolution Timer: On
Result: Around 54-57 FPS, runs nice and smooth.
FPS Limit: 60
High Resolution Timer: Off
Result: Counter shows fixed number of 41FPS, but the game runs at around 25 or so (it's playable, but during fast movements you can see the choppiness).
FPS Limit: 999
High Resolution Timer: On
Result: 160-180FPS, runs smoothly
FPS Limit: 999
High Resolution Timer: Off
Result: Counter shows fixed number of 66FPS, runs smoothly
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can i trust that connection or ..... ?
When does that happen?
@L[0ne]R
Config.exe should be closed ;)
Soldats focus behavior is really bad but for now i need to focus on bugs which make playing impossible.
Stats are not high priority will be probably disabled to get the next release out asap.
Antialiasing should not work on vista and newer but for xp it should work.
The Config.exe res. change stuff was suggested by MM already will be added if theres time :P.
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can i trust that connection or ..... ?
When are you getting that? Unless you are running a server or a public game, you should deny that. That IP address is not associated with any of our servers or anything.
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What is a "high resolution timer?"
And, what changes have you choosed from the community feedback?
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What is a "high resolution timer?"
And, what changes have you choosed from the community feedback?
its a timer with a higher accuracy which costs more "cpu" when calculating fps and fps limits which is why there now are options for it.
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What is a "high resolution timer?"
And, what changes have you choosed from the community feedback?
its a timer with a higher accuracy which costs more "cpu" when calculating fps and fps limits which is why there now are options for it.
Not exactly user-friendly but we'll live.
@L[0ne]R
Config.exe should be closed ;)
Soldats focus behavior is really bad but for now i need to focus on bugs which make playing impossible.
Stats are not high priority will be probably disabled to get the next release out asap.
Antialiasing should not work on vista and newer but for xp it should work.
The Config.exe res. change stuff was suggested by MM already will be added if theres time :P.
Uh, as far as I remember I didn't have anything Soldat-related running at the time of update. Just to make sure, I uninstalled the beta, installed 1.5.1e and tried to auto-update again - same error. I checked the processes, and neither config.exe nor soldat.exe or even starter are running.
GUI bugs - just pointing them out. :P But yeah, some of them are really no big deal.
I just tested AntiAliasing in 1.3.1, and it works like a charm both in fullscreen and windowed mode. Then I got an idea.. I tested the latest beta in 640x480 (windowed and fullscreen) and guess what? AA works just fine. I tested it without AA just to make sure it's not my imagination, and I'm 100% sure: AA does work in 640x480 windowed and fullscreen. But after changing resolution to something different (even 641x481) AA just stops working.
upd: 640x480 with window resize also works fine.
Another detail which I'm not sure if it'll help: I used to have a different videocard a several months ago (slow GeForce 7300GS of fail) and when I tried enabling AA with custom resolution - FPS would drop a lot but AA still wouldn't work. So I'm guessing some sort of processing is still happening (which would explain perfomance drop) but for some reason in the end AA isn't actually applied.
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I don't know what happened, but in Ebeta minigun was a beast. Worked like it should, I even tested on crappy connection and still picked kills fairly easy. Now in Fbeta I emptied (yes, emptied) a full clip and nothing happened. Even when I picked a kill I needed ~70~80 bulletes, which is abnormal.
Fix unproning when firing minigun.
Bring back nade throwing when firing minigun, it's unfair as it is now.
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On install.
(http://img84.imageshack.us/img84/9946/29247713.png)
WORKED CORRECTLY AFTER I RESTARTED COMPUTER, soooo I don't know about this one ^
(http://img508.imageshack.us/img508/3039/21284730.png)
changed to 80
(http://img855.imageshack.us/img855/4663/25573930.png)
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New bug. Soldat sound doesnt work correctly.
When someones mid on Nuubia for example, and your enemy is in your base lets say the left side, YOU hear the jet/medic/kit sounds in the middle of the map, and not on the side where the enemy actually is.
I will make a demo later if possible.
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*snip*
Try checking/unchecking "High Resolution Timer" in the config. For me it decreases FPS if I have it unchecked.
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Guys, a lot of this stuff should be going into the "report bugs/get help" forum. Please create threads there and specify that you're reporting a bug in 1.5.1f.
Reporting everything in this thread will just clutter it up and nobody will get any real responses.
nvm, see below
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Uh, Shoozza said it's easier for him to read bug reports here. :S
Besides, if not bug reports - there would be nothing in this thread except "gj guys" and "can u add vehikulz in next beta?".
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ok, nevermind what I said then. I'm surprised he'd prefer them here but if that's what he wants I'm not going to argue :)
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Probably because it's easier to go through 20 posts in one thread, than 20 separate threads (which might not even relate to beta). :P
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easier for the initial reports, yeah - but I dunno about trying to follow-up/isolate issues/track "me-too"s :)
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I'd rather use soldat's bugtracker but it needs to be prepared. Old issues should be archived. Add reports for newest beta and clear the view of old tracks.
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I'd rather use soldat's bugtracker but it needs to be prepared. Old issues should be archived. Add reports for newest beta and clear the view of old tracks.
Yep, I hope/plan that as part of the new developers taking over, we'll get some better processes and/or tools in place for bug and workflow tracking.
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can i trust that connection or ..... ?
When are you getting that? Unless you are running a server or a public game, you should deny that. That IP address is not associated with any of our servers or anything.
it happens every time when i start soldat 1.5.1f beta @ windows 7 64x
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can i trust that connection or ..... ?
When are you getting that? Unless you are running a server or a public game, you should deny that. That IP address is not associated with any of our servers or anything.
it happens every time when i start soldat 1.5.1f beta @ windows 7 64x
Shiitter :P Scan your computer. I've got ESS4, too, and all connections I get are from thd.soldat.vg or something like this.
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can i trust that connection or ..... ?
When are you getting that? Unless you are running a server or a public game, you should deny that. That IP address is not associated with any of our servers or anything.
it happens every time when i start soldat 1.5.1f beta @ windows 7 64x
Shiitter :P Scan your computer. I've got ESS4, too, and all connections I get are from thd.soldat.vg or something like this.
fuuu my pc is CLEAN, some guy wrote me an PM allrdy that his VPN wants to connect to meh :< and he has no idea too w/e im gonna block that connection next time.
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Yep, that's my VPS's IP. I've got no idea what the hell is wrong. I've checked all my logs, it doesn't look like my server was hacked or compromised in any other way.
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Well it has to be more than a coincidence that it is using port 23073 - even if it was a virus what are the odds that the virus would be using Soldat's default game port?
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Small report:
-Scriptcreated Statgun-bullets (14) are invisible
-Scriptcreated Flames (5), at least with velocity, behave in a weird way, maybe their speed is a lot of times higher than before; at least they only appear at the next polygon at all and stick to it
^maybe SG bullets are quicker, too, hard to check...
-Not sure if new, my FPS rate was always 63, and it worked well - on maps with heavy textures/sceneries and FPS of 55 the graphic is haltingly now
I'd have attached a demo with this, but I can't play properly recorded demos: "Unable to load file"
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Good luck ramirez. :) I'm glad you're now officially on board.
Thanks! Unfortunately I haven't been able to help as much as I'd like to yet, but I'm looking forward to being more useful. :]
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Patched my version, it automatically starts running - no prob whatsoever.
I exit the game, rerun it via the (patched / updated) soldat.exe - I get "Unknown Error No. 10013" (plus "List index out of bounds (1)" when I just ignore it and try to start a game or anything nevertheless).
Ok, I rerun the patch, game automatically starts running like before - and no prob whatsoever again. So I need to run patch every time to be able to use this version.
Wtf!? I will install the full new beta later, maybe it works this way!?
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Here are some (mostly text/translation related) issues to fix, most of those are actually from 1.5 already -
Untranslated strings:
"Try reconnecting to download map" (on map-change to a map which is not there in the client's computer)
"End of game" (at the end of maplist when looping is not enabled)
"Jets color" (tooltip for Jet flame color selection under the Player tab)
"Registering server @" (when registering the server to lobby)
"Playing..." (when switching/starting music tracks in-game with F6/F7)
"Adds extra features regarding Voice Chat if you have TeamSpeak2 running in the background" (tooltip for TeamSpeak checkbox under Settings tab)
"Auto record" (Configuration, Performance tab)
"Connecting to " (when querying servers; lobby's ip follows)
"Msg sent... Waiting for reply" (when querying servers)
"Parsing server " (when querying servers)
"Map Background color" (tooltip for custom map background color selection under Player tab)
"default: V" (tooltip for button 'Radio Menu' under Player tab)
"FPS Limit" (Configuration, Graphics tab)
"High resolution timer" (Configuration, Graphics tab)
"Vertical Sync" (Configuration, Graphics tab)
All the game types under filter settings under Join game (could use the already translated game type translations)
Colors in the output of lines 729 & 730 (of the translation file) (It's been mentioned before but just in case)
Short/not dynamic labels -
The one preceding the Spectator checkbox under Join game tab
The one following the checkbox for forcing the custom background color usage under Player tab
The Welcome to Soldat one (profile selection screen)
Bug:
Cannot change map while the score-table is shown (both at the end of a match and using F1)
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Hey guys, there was info about HWID banning, but you said nothing about HWID admins will it work, if not - does OnRequestGame have HWID ( eC named it tagID ) parameter?
And by the way, you really should make an Scripting Manual ( documentation would probably fit better ) like eC's, cuz we don't know how long will he hold it on his server, and it may be too late to copy something from his job.
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Hey guys, there was info about HWID banning, but you said nothing about HWID admins will it work, if not - does OnRequestGame have HWID ( eC named it tagID ) parameter?
you should be able to getplayerstat(id,'hwid') and work from there. And tagid is not the same, it was a unique portal account ID. HardwareID is machine-specific, and we don't have portal any more.
And by the way, you really should make an Scripting Manual ( documentation would probably fit better ) like eC's, cuz we don't know how long will he hold it on his server, and it may be too late to copy something from his job.
http://devs.soldat.pl/wiki/index.php?title=Server_Scripting
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And by the way, you really should make an Scripting Manual ( documentation would probably fit better ) like eC's, cuz we don't know how long will he hold it on his server, and it may be too late to copy something from his job.
If we keep our wiki (http://devs.soldat.pl/wiki/index.php?title=Main_Page) up-to-date it will be a good replacement for eC's online manual.
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Hey guys, there was info about HWID banning, but you said nothing about HWID admins will it work, if not - does OnRequestGame have HWID ( eC named it tagID ) parameter?
you should be able to getplayerstat(id,'hwid') and work from there. And tagid is not the same, it was a unique portal account ID. HardwareID is machine-specific, and we don't have portal any more.
HWID is kind of replacement of Tag ID, I know it's not the same, but it gets old role of Tag ID. I'd prefer to have it in OnRequestGame than in GetPlayerStat, to be able to join server when it's full or pasworded and give myself remote admin on join, then remove it after leaving - of course if there is no HWID admin option.
Soldat Wiki seems to be a bit less clear in view than site with a list of variables, constants, functions and events - that's eC's best job.
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A question: Is it suggestive to update my server right now? Or better wait for another beta?
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A question: Is it suggestive to update my server right now? Or better wait for another beta?
that's a silly question considering the purpose of beta releases is to test new bugs |:
In other words, update.
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Soldat Wiki seems to be a bit less clear in view than site with a list of variables, constants, functions and events - that's eC's best job.
Not like it can't be done... just create a template with the list of variables... and put it in each identifier page... should work similarly (although it's kinda annoying to add to every page).
Also, pls clean the wiki... it's filled with ads to random s**t (pressing random page usually gives ads).
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Crouch Flying bug continues. (Just tested with mp5, at the end of reload)
At ctf_Campeche, annoying Polybug at both edges of the pyramid, if you are going from up to down.
At ctf_Mayapan, collider boxes are behind players (only the bigger ones are set to middle)
At ctf_B2b, there are still that tiny polygon on the right bridge that are set to normal
At ctf_Viet, dark background scenerys are set to back, and you can se the rain in front of them
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h3h3 tricky ramirez!
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survival mode bug:
if all from example blue team are dead and at least one guy in red team is alive then if anybody join blue or red team then score point is added for red team(that team who have alive players), you know what i mean?
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Yep, this one's a really old bug, probably existing since Survival was introduced. Also in Survival, if a player joins the game after the round ended but before new round has started he often won't get killed. He's being normally spawn, counter for the new round stops and he needs to do a selfkill for the new round to start.
Another thing (already reported but long time ago and it hasn't been fixed), if you throw a knife through a dead body it becomes invisible. No one can see it but it still deals dmg if a player get hit.
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Is it just me, or is it not possible to use more than one command line parameter? I want to load Soldat from the cmd line with both -mod and -join parameters, but it just gives me an error (tried with quotes and everything). If it's not possible, I'd like to see it added.
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Yay, another build. :)
Updater:
- started Soldat
- downloaded Update
- Soldat closed and Setup started
- Soldat started again
- then I saw this error-message (http://www.abload.de/img/soldat_error1urpa.png), after clicking OK I saw this one (http://www.abload.de/img/soldat_error2utog.png)
- Soldat closed automatically
- I started Soldat manually --> everything works as it should
Some more not fixed bugs:
- when you assign a new key for flag-throwing a small window (http://www.abload.de/img/soldat_error37q6p.png) still appears and disappears for some milliseconds - since I only see it for "flag throw" and not for any other action it should be easy to fix
- mouse sensivity still only works with 10%-steps
Actually the translations are missing text.
default.txt is the up to date one (seems like i forgot to update the english.txt in the languages folder :<)
It's strange.
- Everything worked fine here till I changed the language to "English.txt" in Config.exe. Then I also saw the missing text on the "start game"-screen. So I went to the "Txt"-folder and compared "default.txt" and "english.txt" (in the "Language"-folder), both were the same: 35.010 Bytes (MD5: 7E4C2A0513E47C7073B34C0BD5110806)
--> Hm...why did I saw every text line before I changed the language in the config if both were the same?
- Then I downloaded your attached "default.txt" (35.984 Bytes, MD5: 40644C9D694102A04246F626C5E23B20) and replaced the old one. Now everything worked fine again.
- So I went to the config and changed language to "English.txt" again and as expected the text was missing again.
- But now: I checked the "default.txt" again and suddenly it had the old size (35.010 Bytes) again.
--> It seems like everytime you change the language and Soldat starts, it copies the chosen language file to the "Txt"-Folder and replaces the "default.txt" one. So yeah, pls also include "english.txt" to the updater because you're fucked up if you change the language once because it overwrites the "default.txt" file.
Other questions:
- Why do I have speaker-symbol (http://www.abload.de/img/soldat_error4xoe6.png) next to my star in team-based modes? If it's about the "Teamspeak"-integration --> it's turned off.
- Is the new MSAC-version (http://msac.mologie.de/) (0.1.003) already integrated or do we need to install it seperately for this beta?
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ramirez <333333333333
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Also in Survival, if a player joins the game after the round ended but before new round has started he often won't get killed.
i was checking this bug too but seems to be fixed in current version.
also in 1.5.0 there was possibility join even ingame and dont die not only on end round ;d ppl often are abusing this bug on survival mode.
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also in 1.5.0 there was possibility join even ingame and dont die not only on end round ;d ppl often are abusing this bug on survival mode.
Oh yeah, forgot about that. Even DoDamage(ID,4000); in OnJoinTeam() doesn't seem to solve it, sometimes server just won't kill a player.
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Is it just me, or is it not possible to use more than one command line parameter? I want to load Soldat from the cmd line with both -mod and -join parameters, but it just gives me an error (tried with quotes and everything). If it's not possible, I'd like to see it added.
Try it in different order. Worked for me.
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Is it just me, or is it not possible to use more than one command line parameter? I want to load Soldat from the cmd line with both -mod and -join parameters, but it just gives me an error (tried with quotes and everything). If it's not possible, I'd like to see it added.
Try it in different order. Worked for me.
Yeah I got it working, I think Soldat was bugged, restarting my comp probably fixed it. :P
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Patched my version, it automatically starts running - no prob whatsoever.
I exit the game, rerun it via the (patched / updated) soldat.exe - I get "Unknown Error No. 10013" (plus "List index out of bounds (1)" when I just ignore it and try to start a game or anything nevertheless).
Ok, I rerun the patch, game automatically starts running like before - and no prob whatsoever again. So I need to run patch every time to be able to use this version.
Wtf!? I will install the full new beta later, maybe it works this way!?
Okay, tried to install full beta - same prob. Have to run patch and start game via it to be able to play.
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A few issues with new polys:
(minor) Explosive poly doesn't always detonate. It usually happened when you hit and bounce off of it too fast, or if you touch it just barely (I could see flame particles around my soldier a few times, but no detonation). It's probably just lag and it doesn't happen too often.
(medium) Bouncy polys seem to have a bounce limit. Bounce poly with 500% bounciness and 10000% bounciness gives the same result. I haven't tried stacking them, but I think the limit for single bounce polys should be increased anyway (or better - removed completely so that it would be possible to make insanely high and fast bounces).
(major) Flaggers can't go through #-TeamCollides or FlaggersCollide polys, but they can still toss the flag through those polys, get through, and pick up the flag again on the other side.
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Even DoDamage(ID,4000); in OnJoinTeam() doesn't seem to solve it, sometimes server just won't kill a player.
AppOnIdle will solve it well but... in 1.5.1 its fixed ;>.
another old bug if you fixed all bugs and have nothing to do :P <sarcasm>:
when map is changing and you change team then changing map is stopped for you and in that case after ~15 sec you will be dropped with reason "wrong map version", cuz all are playing next map and you still stay in that old map ;>
i know its impossible to change team when map is changing with normal method but some servers have scripts like !red(move you to team alpha when you type that) or !blue(same as previous one).
probably mostly on dodgeball mode but still its annoying bug for us ;>
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working great for me gj devs! But ctf_Snakebite is bugged bravo team can pass through the polygon next to red flag in both directions, whereas alpha team can only pass through the polygon next to blue flag in one direction!
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So... can you choose which way you want the flag throwing to work?
Because pressing down/up for throwing the flag is a problem for me and anyone else who wants to do a "cannonball" move while carrying a flag. I'd be great if I could set only G key to throw the flag and nothing else.
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working great for me gj devs! But ctf_Snakebite is bugged bravo team can pass through the polygon next to red flag in both directions, whereas alpha team can only pass through the polygon next to blue flag in one direction!
there are some errors in the collision code that has been fixed in the next beta.
From: March 16, 2011, 04:01:06 am
Even DoDamage(ID,4000); in OnJoinTeam() doesn't seem to solve it, sometimes server just won't kill a player.
AppOnIdle will solve it well but... in 1.5.1 its fixed ;>.
another old bug if you fixed all bugs and have nothing to do :P <sarcasm>:
when map is changing and you change team then changing map is stopped for you and in that case after ~15 sec you will be dropped with reason "wrong map version", cuz all are playing next map and you still stay in that old map ;>
i know its impossible to change team when map is changing with normal method but some servers have scripts like !red(move you to team alpha when you type that) or !blue(same as previous one).
probably mostly on dodgeball mode but still its annoying bug for us ;>
those errors happen because of packet loss.
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(medium) Bouncy polys seem to have a bounce limit. Bounce poly with 500% bounciness and 10000% bounciness gives the same result. I haven't tried stacking them, but I think the limit for single bounce polys should be increased anyway (or better - removed completely so that it would be possible to make insanely high and fast bounces).
That has to do with how Soldat's physics currently work, there is no actual bounciness limit. It will probably be fixed sometime though, possibly including a real limit.
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Good job.
Still no hebrew on in-game chat console.
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Why did you order stats by caps in ctf?
Perhaps you can implement option for us to choose the order (kill/caps)
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Why did you order stats by caps in ctf?
Perhaps you can implement option for us to choose the order (kill/caps)
leaving the old scoreboard as an option would be great, too. currently you cannot compare the two teams by quickly checking the scoreboard.
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I think players should still be sorted by number of kills. Sure caps are important, but you (normally) can't cap on your own. Your teammates that distract the enemy and cover your escape deserve just as much credit (maybe even a little more than that). I vote for keeping scores kill-based.
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I vote it to be server-sided.
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why on earth should it be server-side?
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The problem is that (especially on publics) people stats whore to be in the top of their team, which kind of ruins the point of the gamemode. However I agree that the new format is kinda messy to look at if you want to quickly compare different players from different teams, so I just added an option to use the old scoreboard layout without the team grouping, but it's still sorted by caps.
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Change it back to how it was. Make it an option to switch to the new format.
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To be honest, I have no clue what stat whoring you're talking about. :S
I've never seen people completely ignore flags. I've only seen people ignore the friendly flagger and not protect him (but since you don't get cap points for protecting flagger - it doesn't really relate to the issue). If players just want to shoot other players - don't they normally go to deathmatch or team deathmatch servers?
Also, if some players indeed do care only about killing other players - if they have a decent K:D - they're still being useful, so it pays off. If they fail completely - they're just noobs, and changing scoring system won't solve anything.
Sorting players by caps can result in lots of cases like these:
A) A newb got lucky and managed to snatch a flag while the rest of his team covered his escape. Result: a newb with barely any kills and lots of deaths is near the top because of one lucky cap, while his more useful teammates are further down the list.
B) A pro player did a great job attacking enemy base, grabbing the flag and escaping. But right when he is about to cap - he gets killed and one of his teammates happens to be nearby and steals his cap point.
C) Stat whores would have more of a reason to ignore their own flaggers (or even prevent them from capping) since protecting flaggers will only result in them having a lower score than those who actually capped.
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As for the layout itself - both the old and new one are nice in their own way. It's great that you made both of them available. GJ
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It's indeed true that statwhoring (=completely ignoring the flag) is really rare on public servers, honestly speaking I haven't met anyone except myself. Also statwhoring does require some skill and the difference in skill levels might become so big that the whore would make majority of his team's caps, just as Loner pointed out. In gathers people will keep statwhoring no matter what.
blrbrbgblgblbr tired
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Why would you care if caps are included in scores holy shiet.
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I really like the new scoreboard better than the old one. I dont really see a need to "compare" individual players/teams like that against each other, the amount of kills for the whole team indicates enough.
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P.S: ctf_Triumph is brilliant.
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It was nice to just quick press f1 and see that the upper part was all blue, and lower all red, or vice-versa, and you knew that was something wrong.
Ordering by cap will make players flag-hold with more effort, I remember the old-days :)
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Ok a few odd lil things...
Firstly, I have dual monitors. My main display is on the right and my laptop which is the secondary display, is on the left. First attachment shows config opening on the right edge of my primary screen... I know it's draggable, but still it's slightly odd.
Secondly, when doing an offline match, the 'End of Game' message always seems to appear twice?!
Thirdly, the oddest one, is that when I do an offline DM with random bots the scoreboards repeats.
If the first match I play is to 30 kills, it will repeat. I decremented each game after by 5 and it always repeats, even with the kill limit being 5 kills. But if my first game of the series has kill limit 5 and I increment by 5 kills each game, there is no repeating anywhere :S
See screenshots of it repeating... also attached is my soldat.ini
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the Gostexs are changed, I see. They look somekind fancier, but I think that I liked more that heavy style in 1.5.0. Also they are too big, what makes few maps to look silly. When talking about the maps, there are many bad remakes, which I wonder that why didn't you ask for the community opinion first? For an example, I'd like to keep original run and and and atleast one another, whom name I don't remember.
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the Gostexs are changed, I see. They look somekind fancier, but I think that I liked more that heavy style in 1.5.0. Also they are too big, what makes few maps to look silly. When talking about the maps, there are many bad remakes, which I wonder that why didn't you ask for the community opinion first? For an example, I'd like to keep original run and and and atleast one another, whom name I don't remember.
I doubt it was done without community's opinion. Not every single decision is made on this forum.
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the Gostexs are changed, I see. They look somekind fancier, but I think that I liked more that heavy style in 1.5.0. Also they are too big, what makes few maps to look silly. When talking about the maps, there are many bad remakes, which I wonder that why didn't you ask for the community opinion first? For an example, I'd like to keep original run and and and atleast one another, whom name I don't remember.
I doubt it was done without community's opinion. Not every single decision is made on this forum.
so you figure a handful of mapmakers reflect the opinion of the whole community? I thought this forum was the most visited resource out of all soldat-related things
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There will always be someone who does not approve of a map remake. Run is almost never played in leagues and a handful of mappers should be enough to decide if a change should occur.
You can still play the old maps on your own server.
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Let me ask something, what about a option that changes the players colors according to team colors? I mean, Bravo will be torso/pants all blue (hair is untouched), Alpha the same, torso and pants all Red color...
It's sort of like Clanmatch option, but improved (i don't know if it was already suggested)
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Let me ask something, what about a option that changes the players colors according to team colors? I mean, Bravo will be torso/pants all blue (hair is untouched), Alpha the same, torso and pants all Red color...
It's sort of like Clanmatch option, but improved (i don't know if it was already suggested)
Frankly I've always wondered why it hasn't been like that since the beginning anyway... And of course, has ever anyone actually used that feature? I bet no.
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The characters are more unique if you can choose the pants colors yourself, imho it's a good thing as it's already very clear who is alpha and who is bravo because of the torso.
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I think this should be somehow changeable for modders. Maybe some would like to only have some kind of tiny stripe with team color on their arm, not the whole torso colored (just a stupid example). Question then is how to make it moddable?
I suggest then that torso requires 2 graphic files: one would be it's outlook, 2nd would be map where soldat should colorize the torso basing on player's value in config and/or team color (for instance greyscale map, the darker is area, the more color should soldat add).
Or one PNG graphic file, and soldat colorize transparent areas, tho then in first example we're also able to do ghost-mods :D
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(http://i.imgur.com/mAv7h.png)
It was between this or get new glasses.
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The characters are more unique if you can choose the pants colors yourself, imho it's a good thing as it's already very clear who is alpha and who is bravo because of the torso.
I wouldn't be so sure with "very clear" - if someone in alpha team wears blue pants and has blue hair then it's not that easy to distinguish him from bravo players, especially in more dynamic moments.
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Honestly, I have accidentally teamkilled my allies on team matches (friendly fire enabled) because they were wearing blue when on alpha team (or visa versa)
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Yeah and when they're hurt (having blood all over them), its even harder to find out which team he/she is on.
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Let me ask something, what about a option that changes the players colors according to team colors? I mean, Bravo will be torso/pants all blue (hair is untouched), Alpha the same, torso and pants all Red color...
It's sort of like Clanmatch option, but improved (i don't know if it was already suggested)
Frankly I've always wondered why it hasn't been like that since the beginning anyway... And of course, has ever anyone actually used that feature? I bet no.
Well, I use Clanmatch! And it would be even better if the pants color is the same from the team.
@ DorkeyDear
"Insert Quote
Honestly, I have accidentally teamkilled my allies on team matches (friendly fire enabled) because they were wearing blue when on alpha team (or visa versa)"
Exactly! It's very hard to distinguish between ally and enemy when your Bravo friend is badly hurt, running like a rabbit and with red, dreadlock hairs and red pants! And, damn, the FF is on! :P
So, me and a-lot-of-ppl agree that, in the new version, there should be an option which changes the pants (and maybe hair, why not?) to the same torso colors! Someone has something to add? :D
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That would kill the last bit of player customization in team games though. Personally I'd rather disable team colors and instead use some other method to distinguish teams.
I suggest instead of messing with colors, your teammates should just have some kind of badge or emblem displayed above their heads. It will also help you see who is it camping behind a scenery/poly - an enemy or your teammate. Enemies should not have any emblems of course.
Another solutions could be:
1) Preserve darks and lights, but force slight tint of team color
Pros: Teams are still identified by color, but at the same time there's still a bit of your own customization.
Cons: Your custom colors are gone, and there still has to be some limit so that nobody has skins so dark or bright that team color is not visible.
2) Only force team color on enemy team, while your own teammates will have their own custom colors.
Pros: No need for floating emblems, and enemies are easy to distinguish from teammates
Cons: There have to be certain limitations to prevent your teammates from having same colors that are used by enemy team.
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Right now to me overhead emblems seem like the best solution which is also the easiest to implement (it's basically a Player Indicator that's displayed for all players on your team). Messing with colors would need a lot of tweaking in order to not limit customization even further but at the same time not make it abusable, so that's best be left for later.
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and now I want an update of whats going on! :D
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That would kill the last bit of player customization in team games though. Personally I'd rather disable team colors and instead use some other method to distinguish teams.
I suggest instead of messing with colors, your teammates should just have some kind of badge or emblem displayed above their heads. It will also help you see who is it camping behind a scenery/poly - an enemy or your teammate. Enemies should not have any emblems of course.
Another solutions could be:
1) Preserve darks and lights, but force slight tint of team color
Pros: Teams are still identified by color, but at the same time there's still a bit of your own customization.
Cons: Your custom colors are gone, and there still has to be some limit so that nobody has skins so dark or bright that team color is not visible.
2) Only force team color on enemy team, while your own teammates will have their own custom colors.
Pros: No need for floating emblems, and enemies are easy to distinguish from teammates
Cons: There have to be certain limitations to prevent your teammates from having same colors that are used by enemy team.
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Right now to me overhead emblems seem like the best solution which is also the easiest to implement (it's basically a Player Indicator that's displayed for all players on your team). Messing with colors would need a lot of tweaking in order to not limit customization even further but at the same time not make it abusable, so that's best be left for later.
But it's optional!! This new clanmatch will NOT be "forced", it's an option!
oh, players will still have customization... hairs will be untouched, and colors too (at Deathmatch).
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@Loner:
Problem with emblems is since you suggested them not being shown for enemies, you cannot tell what team an enemy is on, but only that he is an enemy (for teammatch games).
No comment on the other ideas.
It would be nice if colors were more customizable in team games (including flag colors). Whether sever-specified or client user selected or whatever, it would be really sweet ^_^
ShirtColor=TeamColor
PantsColor=ClanmatchColor / FirstColor
HairColor=#FF7F00
SkinColor=UserColor
(although it would probably be different values for different gamemodes (team vs non-team) to get the same behavior as it currently is in Soldat; not sure how to resolve that other than "team game colors" and "non-team game colors" configs separated)
EDIT: made it into a topic in suggestions forum (http://forums.soldat.pl/index.php?topic=39894.msg489142#msg489142)
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you guys are trollin'!
the one and only problem about team colors is that it's hard to distinguish which of the alpha player bleeds most during a teambased match
i'd suggest making the blood color editable via game/config exactly the way you set up the player outfit. or just make it glowy-looking like the pred had. and definitely make this work for the pred bonus. it's a must have.
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not sure if these have been posted yet but here's some bugs i've found:
- occasionally i'll spawn with a spas with 0 bullets, and instead of a secondary weapon like knife or something, i'll have a second primary weapon (usually a hk for some reason)
- ending a sentence with f still makes you drop your weapon occasionally
- occasionally i'll see a HUGE spawn. like it looks like a normal spawn, but the sound effect is MUCH louder, and this causes a bug (the team option pops up, and i have to select one to continue playing)
not sure how many of these are on my end, possibly due to my computer/connection, but they happen a lot and affect the gameplay.
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not sure if these have been posted yet but here's some bugs i've found:
- occasionally i'll spawn with a spas with 0 bullets, and instead of a secondary weapon like knife or something, i'll have a second primary weapon (usually a hk for some reason)
- ending a sentence with f still makes you drop your weapon occasionally
- occasionally i'll see a HUGE spawn. like it looks like a normal spawn, but the sound effect is MUCH louder, and this causes a bug (the team option pops up, and i have to select one to continue playing)
not sure how many of these are on my end, possibly due to my computer/connection, but they happen a lot and affect the gameplay.
I can confirm all of these, they happen on a daily basis. They seem completely random and can't be reproduced as far as I know.
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not sure if these have been posted yet but here's some bugs i've found:
- occasionally i'll spawn with a spas with 0 bullets, and instead of a secondary weapon like knife or something, i'll have a second primary weapon (usually a hk for some reason)
- ending a sentence with f still makes you drop your weapon occasionally
- occasionally i'll see a HUGE spawn. like it looks like a normal spawn, but the sound effect is MUCH louder, and this causes a bug (the team option pops up, and i have to select one to continue playing)
not sure how many of these are on my end, possibly due to my computer/connection, but they happen a lot and affect the gameplay.
Agreed all of these happen all the time
( - occasionally i'll spawn with a spas with 0 bullets, and instead of a secondary weapon like knife or something, i'll have a second primary weapon (usually a hk for some reason) )
- I get that one alot lol.
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- occasionally i'll spawn with a spas with 0 bullets, and instead of a secondary weapon like knife or something, i'll have a second primary weapon (usually a hk for some reason)
happen a lot and affect the gameplay
It's a known and common bug. Quote from Soldat bugs TitanPad page:
It happens when you spawn on the dropped weapon. Dropped one replaces your primary and your "ex-primary" (wich you should spawn with) sets as secondary. And primary ("ex-dropped") starts to reload...
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you guys are trollin'!
the one and only problem about team colors is that it's hard to distinguish which of the alpha player bleeds most during a teambased match
i'd suggest making the blood color editable via game/config exactly the way you set up the player outfit. or just make it glowy-looking like the pred had. and definitely make this work for the pred bonus. it's a must have.
I think all it needs is slightly darker and less saturated clothes (clothes graphics need to be about 15% grey instead of white), while blood should be pure red (#FF0000). This will keep the team colors, but at the same time keep blood visible enough even on red clothes.
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Well, my drop in the ocean (things I believe haven't been mentioned yet):
-ctf_campeche as it is now is barely playable. Lower the respawn rate of nades on the up route significantly if it is to remain a new default map. Also fix bugged medics on the alpha side of the up route.
-I don't wanna see K:D ratio of players like magorko with the new 1.5.1 AK 47 but whatever, I'm AK player myself too, suits me well
-fixed flag throwing is IMO the most noticeable change in 1.5.1 in terms of competetive playing, well done there
-from all the little tweaks that could have been made, why on Earth did you choose re-making the F1 score board in the Urban Terror style? If it was meant as an underline for the overall 90's look of the game, well done
-"Modified Dead/Spectator players in Realistic mode can only see enemies the player they are following can see" - that's alright, but it would IMO be pleasible to add an option for server admin to remove this future for the rare occasions when streams from realistic matches are done
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-ctf_campeche as it is now is barely playable. Lower the respawn rate of nades on the up route significantly if it is to remain a new default map. Also fix bugged medics on the alpha side of the up route
In my opinion the map plays very, very well, it's just about learning how to not get smashed by the 25 nades coming from top before the enemy itself. The only real annoyance is indeed the bugged floor on both sides of the pyramid-whatever.
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oh and fucking brilliant job with Triumph, hats off to whoever made it. GREAT map. possibly my new favourite.
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Whenever you leave the game because of an forced event (Need to download a map f.e.) while holding a key down, the key gets written into the ip-box, even if the screen is still black because its changing back into the menu.
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I wonder if that, scorpions is ever going to be played in leagues and such.
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I wonder if that, scorpions is ever going to be played in leagues and such.
I wouldn't worry 'bout that. Usually, the weird maps are taken by clans which make some winning tactics for it and play it in every important cw (SN plays ctf_X quite often for example, Arrow plays hormone etc).
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I wonder if that, scorpions is ever going to be played in leagues and such.
I wouldn't worry 'bout that. Usually, the weird maps are taken by clans which make some winning tactics for it and play it in every important cw (SN plays ctf_X quite often for example, Arrow plays hormone etc).
True dat. But Scorpion is just a BIG map, and requires some luck, especially when the flag gets blown away, and you're able to catch it something like that.
But sure, Its not a bad one. Just requires some tactics indeed.
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Alright, let's take this thing for a testdrive.
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I can't get the update to stick. When I run 1.5.1.20 it updates to 1.5.1.21 and runs the game, but when I exit and run Soldat again it's still at 1.5.1.20 and wants to update.
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The rejoin bug still occurs, I'm not sure if there's a way to reproduce it though.
Problem in B2b (http://dl.dropbox.com/u/7319389/zz.PNG)
+ this: http://forums.soldat.pl/index.php?topic=37169.msg467820#msg467820
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whos in charge of choosing the maps now?
whoever he is, he has no clue about how things work in the competitive gaming community...are you guys gonna create a new beta testing team or not
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are you guys gonna create a new beta testing team or not
Yes, that is what we are.
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whos in charge of choosing the maps now?
whoever he is, he has no clue about how things work in the competitive gaming community...are you guys gonna create a new beta testing team or not
Just report here whatever you dislike about the current defaults. It's still beta version, not even RC - so any suggestions are still appreciated, at least I think they are.
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Omg! i love soldat! [pigtail]
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whos in charge of choosing the maps now?
whoever he is, he has no clue about how things work in the competitive gaming community...are you guys gonna create a new beta testing team or not
I would be more concerned about IceBeam, Blade and Guardian rather than about Triumph, Campeche and/or Scorpion.
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Are you finally going to fix the 2nd bug mentioned there? http://forums.soldat.pl/index.php?topic=39368.msg481884#msg481884
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Are you finally going to fix the 2nd bug mentioned there? http://forums.soldat.pl/index.php?topic=39368.msg481884#msg481884
Is it only the admin tried to connect flood?
Please give me a list of flood messages you know (ARSSE log messages).
Also tell me which ones crash the server and what the others do and what happens in general.
I need the information to check where the anti flood is broken and where is is missing.
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I can tell u how it's done since I've already tested it. Just connect to the server's admin port, send random password and close the socket. Do it several times per sec for about 1min and server will crash. Setting MaxAdminConnections= in soldat.ini to a low value (1-3) solves the problem but it'd be nice to have the server automatically firewall such attempts.
@DOWN
Yep, in fact it doesn't help. It just takes a bit longer to crash the server.
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Are you finally going to fix the 2nd bug mentioned there? http://forums.soldat.pl/index.php?topic=39368.msg481884#msg481884
Is it only the admin tried to connect flood?
Please give me a list of flood messages you know (ARSSE log messages).
Also tell me which ones crash the server and what the others do and what happens in general.
I need the information to check where the anti flood is broken and where is is missing.
I've already gave you a link to my program abusing this bug, you can find it on AN in 3rd party releases. About MaxAdminConnections, I head it doesn't help, but didn't test it myself.
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Thanks for the info!
I actually have 2 crash tools just wanted to make sure. ;)
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2 bugs occurred today. Didn't read all of this topic so they might have been mentioned already.
1. I was carrying the flag for a while and all the sudden I got kicked for wrong game version. As if I didn't have the newest beta.
2. I couldn't throw my reloading law away. I dropped my reloading law to take an m79 that was on the ground, but I got a socom (that was on the ground as well), dropped the socom and then got my law again, but then I was not able to drop the law any more. Can't reproduce both of the bugs.
added a demo of the 2nd bug. But it is quite useless. Doesn't show how it occurred, just what was happening.
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I've only been able to play offline again lately and I have to say that I'm impressed with this beta. Having a lot of fun with it. I'm also ok with the updates to the default maps. Normally I would have been ticked having good default maps being replaced, but I'm very impressed with the selection. This team knows their stuff.
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2. I couldn't throw my reloading law away. I dropped my reloading law to take an m79 that was on the ground, but I got a socom (that was on the ground as well), dropped the socom and then got my law again, but then I was not able to drop the law any more. Can't reproduce both of the bugs.
I think that was happening in 1.5.0, but im not sure about the exact version in which i encountered it, so could be wrong.
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2. I couldn't throw my reloading law away. I dropped my reloading law to take an m79 that was on the ground, but I got a socom (that was on the ground as well), dropped the socom and then got my law again, but then I was not able to drop the law any more. Can't reproduce both of the bugs.
I think that was happening in 1.5.0, but im not sure about the exact version in which i encountered it, so could be wrong.
yeah it happend all the time in that version.
But not just with a law, with more weapons. Atleast thats what I had.
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hey devs! when will we see the final version? at least gimme some eta...
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hey devs! when will we see the final version? at least gimme some eta...
How about "When they're damn good and ready"?
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How about "When they're damn good and ready"?
saying this was the biggest fail of the previous developers
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As far as I know is that Shoozza had a few small things left to do.
thats what he said in #soldat.devs @ mIRC.
Also he lost a password !?! I have no idea.
Would be nice to get some kind of information on this.
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No news about the next beta/final version? Where's the dev blog!?!! hahaha
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The score system in ctf is a bit weird.
I get 7/7 of their score cause I am spectator, not sure if that's a bug.
But: Radoq has +5, because the one with most caps has 14 kills. Either make the (5) count the difference in caps, or make it the kill difference on the one with most kills. (the one with most kills has 20 kills, so that would be -1)
(http://forums.soldat.pl/index.php?action=dlattach;topic=39821.0;attach=27564)
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@Illuminatus @The Bone Collector @Dusty
I can't say how much time the other devs have so if I have to do the stuff on my own it could take 2 to 3 months. (Don't have holidays). The main issue is that I have to figure out how to do the anticheatapi correctly.
And currently I'm trying to understand soldats netcode and get stuff in sync between server and clientserver (code is different :S)
@duz
was busy this weekend :S and there weren't any interesting news lately...
@Meteorisch @PQ @croat1gamer
Yep drop bugs happened in 1.5.0 already. If you know a way to reproduce the bug let me know.
@PQ
7/7 is correct because specs are always last.
the 19 (5) seems wrong.
But what should it actually show?
<Shoozza> your teams highscore diff
<Shoozza> the enemies teams highscore diff
<Shoozza> the best players highscore diff
<Shoozza> the player fist in your team diffed
<Shoozza> the player first in the enemies team diffed
<Shoozza> the player who has more caps diffed
Looks like the stats are useless with the new f1 menu...
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Is it really necessary to have the anti cheat done for 1.5.1? 1.5.0 doesn't really have an anti cheat, so 1.5.1 would still be better even without it.
Alternatively what could be done is have current version of MSAC install along with Soldat, so that players wouldn't have to download it separately.
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@Illuminatus @The Bone Collector @Dusty
I can't say how much time the other devs have so if I have to do the stuff on my own it could take 2 to 3 months. (Don't have holidays). The main issue is that I have to figure out how to do the anticheatapi correctly.
ahah and here we all thought it was being released soon.
bye dreams :DDD
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You just don't understand - Shoozza is studying and he has barely no time for coding soldat during week. He can do it only on Saturdays and Sundays. As for the other devs - they are continuously contributing to the project at their own pace (I can't say how much but they're for sure doing something). Nevertheless, it's Shoozza who have to implement AC API on his own cause he knows the most about it right now (maybe some other dev could do it for him but it could actually take some time <<reading the code and understanding it>>).
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You just don't understand - Meteorisch makes jokes everyday. He can do it anytime he wants. As for now he's not.
I can't say how much times he will do it but he sure will do it alot. Only right now he isn't because he has to make something sure to a certain person. BOOM
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Wow, wow.
God bless MM and the new dev team.
Really, bring the old Soldat back, and I'm ready to play again. Fix the stupid access violation errors and I'm ready to script again.
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I noticed you can follow enemy players while you're dead in normal CTF at least.
Not necessarily a good thing.
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I noticed you can follow enemy players while you're dead in normal CTF at least.
Not necessarily a good thing.
Why not i'd want to see dat sexy skin
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Wow, wow.
God bless MM and the new dev team.
Really, bring the old Soldat back, and I'm ready to play again. Fix the stupid access violation errors and I'm ready to script again.
i agree [retard]
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Still can't disconnect from a server if downloading a map/sceneries is not finished - tried that, Soldat simply froze, had to kill the process.
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Can somebody sticky this topic please? I'd be nice to always have newest server version in sight