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Official Content => News => Topic started by: Shoozza on January 01, 2013, 04:57:52 pm

Title: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza 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 (http://static.soldat.pl/downloads/soldat164b4.zip)
Soldat 1.6.4b4 Patch (for 1.6.3 only) (http://static.soldat.pl/downloads/soldatpatch163-164b4.zip)

Server 2.7.4b4 Full (http://static.soldat.pl/downloads/soldatserver2.7.4_1.6.4b4.zip)
Server 2.7.4b4 Patch (for 2.7.3 only) (http://static.soldat.pl/downloads/serverpatch2.7.3-2.7.4b4.zip)


Edit: added maps changelog
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Dusty 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 (http://bugs.soldat.pl/view.php?id=139) still not fixed
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame 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
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Adam on January 01, 2013, 05:18:36 pm
amen
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Adam 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
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Falcon` 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.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ExHunter on January 01, 2013, 05:29:08 pm
Code: [Select]
[Error] (711:6): Unknown identifier 'DrawTextEx'
Is it bugging?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: homerofgods on January 01, 2013, 05:29:23 pm
Good job everyone, especially Shoozza!
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Nedi on January 01, 2013, 05:32:31 pm
- Fixed power flag throwing glitch
Bye, bye some climb co-op maps
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 01, 2013, 05:35:07 pm
Great job there! :)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Falcon` 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.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Adam 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
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mexer 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
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Bonecrusher on January 01, 2013, 06:26:36 pm
I wish only remote admins were kickable.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account 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.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Fryer 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!)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: xmRipper 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.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame 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.


Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: L[0ne]R 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
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: rOy 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 ;)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: `Kryptonite on January 02, 2013, 12:03:53 am
Dudes I threw my knife it hits the ground and a chainsaw appears, then I pick up the chainsaw and start pressing F and my chainsaw is throwing knives LOLOL

 lmfao http://www.2shared.com/file/R7bMtWEe/2013-01-02_00-04-40_ctf_Ash.html
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Cult on January 02, 2013, 12:09:05 am
And you needed to be a cunt about it why? Would it not have been just as easy to of brought the matter to the devs who put in countless hours of THEIR spare time FREE of charge to benefit YOU and the rest of the community?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: KoGAi on January 02, 2013, 12:46:38 am
I'm very relieved and glad the countless bugs scripting-wise from earlier beta versions have finally been fixed. Nice job and thanks everyone for keeping it up.  [retard]
One thing I noticed- if you validate /say in OnCommand and use it to display whatever is inputted with WriteConsole, the output would result in displaying the text message twice with the normal *SERVER* and WriteConsole.
I remember there used to be a problem with implementing /info in the same way, so I'm wondering if the issue has now been replicated to other native commands like /say.

Oh, and... one more thing-
WORTHLESS


like


you



sir



CUNT oops i  mean CULT**
Kryptonite, are/were you not in ~dBa? Your feedback is embarrassing and ridiculously pointless. If you expect your servers/community to get any visits, you should start with showing some respect and appreciation to those who have been here longer than you.  ;)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: `Kryptonite on January 02, 2013, 01:25:52 am
Funny thing is bro none of you have been here longer than me :P and my clan is ~dBa. btw. most people know how my personality is lmao i dont post here much though... and me and cult are just joking each other bro lighten up a little bit! Ill give as much ridiculously embarrassing feedback that I want to!  :o :o :o
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Tehbugerz0r on January 02, 2013, 01:34:32 am
Stop arguing in this topic, if you must continue arguing, PM each other. The subject is Soldat 1.6.4 beta, keep to that.

It does feel better, I think I'll wait until the next beta to try out the new script core though.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 02, 2013, 04:53:27 am
Dudes I threw my knife it hits the ground and a chainsaw appears, then I pick up the chainsaw and start pressing F and my chainsaw is throwing knives LOLOL

Nice worthless beta you guys got here lmfao http://www.2shared.com/file/R7bMtWEe/2013-01-02_00-04-40_ctf_Ash.html


it's a client-server mismatch, the server you played in is a different version than your soldat client
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: `Kryptonite on January 02, 2013, 05:18:04 am
Well if that's the case going to update our gather to beta so more ppl can test it out.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Beowulf Agate on January 02, 2013, 06:14:41 am
Got 1 grenade available while Max_Grenades=0 set in soldat.ini
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vee on January 02, 2013, 06:58:08 am
Hi,
I've just installed beta version and could not start it up because it says "Could not initialize Directx Graphics" but I got already 9.0c. Installed full beta and also patched 1.6.3 and still the same problem.
I submitted already this problem to Shoozza but I've got question. Does anyone have that problem in beta or only me  ???
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: `Kryptonite on January 02, 2013, 07:39:02 am
Clicking shoot while having knife out shouldn't make Shots go up on Knife %'s
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 02, 2013, 09:18:35 am
been testing it for about an hour this noon, i personally dont think there has been changed much besides the bug fixes and the knife.

The knife's modification should be reversed, the modification was unnessecary at first and now after testing it it's pretty much useless in allot(rather most) of the situations.
if u throw it any other way besides the way ur moving to the knife is far to weak to reach its old range that it had before and also the power is very very weak if it even reaches your target, it's more like a floppy knife.

so all together, I suppose the update is great, there has been allot of attention to bug fixes which I like, just the knife modification is totally unnessecary and not worth choosing anymore as weapon.

ps: Please think about the knife only community about this matter!
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza on January 02, 2013, 09:35:44 am
Hi,
I've just installed beta version and could not start it up because it says "Could not initialize Directx Graphics" but I got already 9.0c. Installed full beta and also patched 1.6.3 and still the same problem.
I submitted already this problem to Shoozza but I've got question. Does anyone have that problem in beta or only me  ???
I know where and when it happens. I guess it's happening only on old hardware. The next beta will have a fix so make sure you test it.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ginn on January 02, 2013, 10:48:40 am
Quote
- Fixed not being able to move while proned and reloading #188
I think this might have been intentional... must be hard running in prone while reloading...
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Dusty on January 02, 2013, 11:12:28 am
how about removing the standing up animation altogether? this way "running" wouldn't be based on bug abusing anymore, you wouldn't need to fuck with the nade delay and going fast would become more simple. i don't see simplifying the advanced movementzzz that little as a bad thing at all, the real skill comes from balancing between movements and aiming anyway.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza on January 02, 2013, 12:00:59 pm
how about removing the standing up animation altogether? this way "running" wouldn't be based on bug abusing anymore, you wouldn't need to fuck with the nade delay and going fast would become more simple. i don't see simplifying the advanced movementzzz that little as a bad thing at all, the real skill comes from balancing between movements and aiming anyway.
We have to figure out a better way first. Prone cancel was actually "fixed" in one of the private betas but people complained.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Rainy on January 02, 2013, 12:05:32 pm
[Bug]
- While reloading one can slide on ice
- While changing weapon one can slide on ice
- Holding nade button will only throw one nade, then it stops
- When something explodes near player, such as nade or m79 bullet, it takes like 0.2 seconds for the boost to effect the player
- Dropping a weapon has similiar interval like the exploding bug above
- Shoot + sliding causes weird bouncing on ice
- Shoot + throw weapon = weird bug.
- Chainsaw is long? (Most likely not a bug)

[Feedback]
- Thanks for all the work. We all appreciate it.
- Players really do move much more smoothly

That's what I've found out so far.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: TheOne on January 02, 2013, 01:16:02 pm
All these are in the changelog already:

Quote
- While reloading one can slide on ice
- While changing weapon one can slide on ice
http://bugs.soldat.pl/view.php?id=188

Quote
- Holding nade button will only throw one nade, then it stops
http://bugs.soldat.pl/view.php?id=180 (http://bugs.soldat.pl/view.php?id=180)

Quote
- Chainsaw is long? (Most likely not a bug)
v
Quote
- Modified Chainsaw to deal damage in a line all along its blade instead of just at the tip
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on January 02, 2013, 01:16:29 pm
[Bug]
- While reloading one can slide on ice  (not a bug)
- While changing weapon one can slide on ice (not a bug)
- Holding nade button will only throw one nade, then it stops (not a bug)
- When something explodes near player, such as nade or m79 bullet, it takes like 0.2 seconds for the boost to effect the player (lag maybe)
- Dropping a weapon has similiar interval like the exploding bug above (lag maybe)
- Shoot + sliding causes weird bouncing on ice (?_? demo)
- Shoot + throw weapon = weird bug. (You mean you can throw the weapon in the direction you want now? its a new fix if thats the case)
- Chainsaw is long? (Most likely not a bug) (New made like that)

Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Rainy on January 02, 2013, 02:06:25 pm
Sry bout the stuff I posted above, I was too lazy to check the changelog. Please forgive me. :3

- Shoot + throw weapon = weird bug.
Demo here (http://speedy.sh/fQfmt/2013-01-02-21-03-18-ctf-Blade.sdm)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on January 02, 2013, 02:24:02 pm
Sry bout the stuff I posted above, I was too lazy to check the changelog. Please forgive me. :3

- Shoot + throw weapon = weird bug.
Demo here (http://speedy.sh/fQfmt/2013-01-02-21-03-18-ctf-Blade.sdm)

I watched your demo, and it doesn't seems like a bug to me, you are simply not able to throw your weapon while shooting.. Why would you drop it anyway while shooting that makes no sense
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on January 02, 2013, 02:26:53 pm
[Bug]
- Shoot + sliding causes weird bouncing on ice


I confirm this, its just a visual fix though, the head of the character seems to headbang against the ground, its kinda funny :D
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: `Kryptonite on January 02, 2013, 02:40:52 pm
Bug*** every 2 or 3 respawns while playing CTF my weapon would be already down on ammo when I spawned Id have like 6 bullets sometimes 1 bullet so I'd have to reload after I respawn everytime. Seemed like the bug was mostly with the Autos it happened alot on map ctf_Rotten
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ExHunter on January 02, 2013, 04:04:13 pm
The scripting variable "NumPlayers" is bugging (keeps 0) on the delphi build.

I don't know about the others. Probably they're bugged, too.

On the Lazarus build it's fine.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on January 02, 2013, 04:18:59 pm
Got 1 grenade available while Max_Grenades=0 set in soldat.ini
Strange. I'll fix it for next beta.

can't drop nades at your feet like you could earlier.
Not sure what you mean exactly. The minimum time until a nade is thrown increased by ~7% or ~17 milliseconds. Maybe the changed timing is tripping you up?

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.
My first thought would be that it's lag because I haven't noticed it. We'll keep our eyes open for it though.

(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)
This is apparently super duper important for you. :P I'll try to conjure up something better-looking.

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
Strange. I don't get it myself. I'll investigate it though.

screenshot i took was still .bmp
Oops, PNG screenshots shouldn't have been in the changelog. We pushed up the PNG screenshots to version 1.7 because there were some technical issues that had to be properly solved first. I noticed that the changelog Shoozza posted is riddled with inaccuracies. I'll clean it up in a short while...

- When something explodes near player, such as nade or m79 bullet, it takes like 0.2 seconds for the boost to effect the player
Yeah, the delay becomes noticeable with high ping, but it should fix some hit detection issues.

- Dropping a weapon has similiar interval like the exploding bug above
Might be same story as above, but I'll double check just to be sure...

- Shoot + sliding causes weird bouncing on ice
I don't see it. Could you (or anyone) record a demo of it?

- Shoot + throw weapon = weird bug.
Yeah, it's an old bug. But it isn't really harmful so I'll fix it if I'm not feeling too lazy :P
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Dusty on January 02, 2013, 04:50:41 pm
can't drop nades at your feet like you could earlier.
Not sure what you mean exactly. The minimum time until a nade is thrown increased by ~7% or ~17 milliseconds. Maybe the changed timing is tripping you up?

actually now that i tried both 1.6.3 and 1.6.4b it seems to be the same so yeah guess it's the timing.

however i really don't agree with the change cause nades have always been a big part of both gunfights and getting around the map. changing it to "prevent accidents" is just wrong imo and afaik they don't even use nades in HnS/runmode. yeah, i'm assuming the delay was added because some runner complained. i do it too and have that accident happen to me from time to time but it still doesn't make any sense. tapping the nade key to stop different animations is bug abusing afterall.

probably that's not the only reason for the change but adding delays here and there isn't the way to go. i'd even remove both LAW and barrett's delays if it was up to me.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Rzaba on January 02, 2013, 05:19:04 pm
[BUG]
- My dedicated server is not shown when I request local servers.
- Soldat lobby stops working after starting a single game multiple times. (Start a single game and exit to menu many times then try to request servers). After that I can't join any server too and have to restart soldat.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ExHunter on January 02, 2013, 05:36:13 pm
"Push="-Value isn't affected to M79 and LAW bullets. (I am guessing for all explosive bullets)

If you increase the SPEED-Value of Chainsaw it can from certain distances shoot through polygons.

EDIT:

Code: [Select]
(14:14:36) /clientlist (*.*.*.*)
(14:14:36) [?] ExHunter: ARSSE 1.2.9.69 dev

seems like the charset isn't properly working on the lazarus build (didn't test it on the delphi build)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ginn on January 02, 2013, 11:30:07 pm
how about removing the standing up animation altogether? this way "running" wouldn't be based on bug abusing anymore, you wouldn't need to fuck with the nade delay and going fast would become more simple. i don't see simplifying the advanced movementzzz that little as a bad thing at all, the real skill comes from balancing between movements and aiming anyway.
The more things you can improve on the better, people who are better at timing should be faster.

I think the stupid thing that remains is that you can't have good aim. Your bullets will have random spread and there's nothing you can do about it, like you could previously by balancing self-bink over movement acc. Either make it like it was before, or remove movement acc all together, and make guns to always shoot straight instead of depend on an animation file.
Barrett obviously would need nerfing, maybe having movement acc that is predictable. Like, the faster your moving, the higher up the bullet will go.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Leo on January 03, 2013, 02:51:04 am
All these are in the changelog already:



Quote
- Holding nade button will only throw one nade, then it stops
http://bugs.soldat.pl/view.php?id=180 (http://bugs.soldat.pl/view.php?id=180)
Oh man, I can't remember how many I have died from this in rs gathers by killing myself.... Special if you play a bit drunk this is a "killer" :P

Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 03, 2013, 09:06:47 am
this version is very clunky, it doesn't feel at all fluid, which is one of the strengths of soldat. this isn't a matter of 'getting used to it' either.

also, please revert changes to the knife.

it is really restricted, and has lost 50% of its effectiveness, because you cannot throw it backwards (run backwards and throw it to see what i mean).

soldat is a game in which you are constantly moving directions. you can't dodge or strategically move and throw the knife. you can't really throw the knife soon after spawning.

it is more difficult to use. this isn't a good thing. not only for older players, but for newer players, there are now so many variables with knife to consider.

the knife is primarily a defensive, one-shot weapon. 1.6.3 was perfect. please keep it that way.

this version in general feels like a version for 'runners' and people who move at 'extreme' speeds. which isn't very good in my opinion.

p.s. the weapon mod needs a lot of work
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Seigen on January 03, 2013, 11:10:26 am
I agree with the above, why has there been such a significant change to knife now, when there wasn't anything wrong before? Maybe this is a case of fixing something that's not broken.

This being said, all the other work regarding bug fixes are fully appreciated and thanks for the continuous good work from dev team.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: homerofgods on January 03, 2013, 11:34:20 am
Quote
- Added keyboard shortcuts (1, 2, 3, 4) for the escape menu
Would it be better if I added 1, 2, 3, 4 in all the translations so it looks like this?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: McWise on January 03, 2013, 11:57:11 am
Bug:
"V" Menu for reports is not visible. You can still send messages, but they won't play any sound.
I'm talking about "Enemy spotted down." etc.
3 other people besides me reported the same issue.

Tested on this server: soldat://jacobl.se:11111
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ExHunter on January 03, 2013, 11:59:44 am
Bug:
"V" Menu for reports is not visible. You can still send messages, but they won't play any sound.
I'm talking about "Enemy spotted down." etc.
3 other people besides me reported the same issue.

Tested on this server: soldat://jacobl.se:11111

Then for sure are radio taunts deactivated on that server. Worked for me fine.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Bistoufly on January 03, 2013, 12:15:45 pm
Quote
- Added keyboard shortcuts (1, 2, 3, 4) for the escape menu
Would it be better if I added 1, 2, 3, 4 in all the translations so it looks like this?


Good Idea!
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: xurich on January 03, 2013, 12:28:11 pm
you got to be fucking retarded to make such a retarded weapon mod

Please don't post ableist nonsense here. Seriously.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Icebullet on January 03, 2013, 12:49:26 pm
The flagger colliders prevent flaggers from passing, and the players dont get killed in them no longer, but you still can throw flags in them and they pass. ctf_Crucifix had always a buggy mid way, now you can throw the flag in it, which the flagger colliders should prevent.Then when you try to grab the flag again you get killed, or with luck you survive and manage to pass the mid way.

Do the old flagger colliders on other maps still work?

I apologise if anyone posted this before.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 03, 2013, 12:50:30 pm
Bug:
"V" Menu for reports is not visible. You can still send messages, but they won't play any sound.
I'm talking about "Enemy spotted down." etc.
3 other people besides me reported the same issue.

Tested on this server: soldat://jacobl.se:11111

Then for sure are radio taunts deactivated on that server. Worked for me fine.

Worth mentioning - it was TeamMatch.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Fryer on January 03, 2013, 12:53:59 pm
Bug:
"V" Menu for reports is not visible. You can still send messages, but they won't play any sound.
I'm talking about "Enemy spotted down." etc.
3 other people besides me reported the same issue.

Tested on this server: soldat://jacobl.se:11111

Then for sure are radio taunts deactivated on that server. Worked for me fine.

They were not deactivated.
Worth mentioning - it was TeamMatch.

So does it work in other game modes?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 03, 2013, 01:40:23 pm
Worth mentioning - it was TeamMatch.
So does it work in other game modes?
Just joined random CTF in latest beta and it was working like it should. Could be problems with your servers, Fryer.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: CheeSeMan. on January 03, 2013, 01:50:06 pm
dont worry guys mcnoob was probably pressing "F" because that sounds like "V" in german. bahahahaha DIESER MCWISE

Great job for beta guys cant wait to find time to test! Keep up the work DEVs!
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: gor on January 03, 2013, 02:46:49 pm
Great job devs and thanks for the invested time.
I do agree with above posts regarding the knife,in my opinion its unnecessary to "fix" something unbroken.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: JotEmI on January 03, 2013, 02:48:13 pm
I've just been informed that there may be a potentially very harmful bug in new beta server. I've already passed that information to Falcon, if any of the other devs would like to learn about it please PM me.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: L[0ne]R on January 03, 2013, 03:42:12 pm
Great job devs and thanks for the invested time.
I do agree with above posts regarding the knife,in my opinion its unnecessary to "fix" something unbroken.
What if it only seems "unbroken" because it's been like that since the beginning of time? Personally, to me it always seemed broken how you can throw the knife "farther" while moving backwards, and barely have any range while moving forward. Now you have reasonable range no matter which way you're moving.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 03, 2013, 04:01:36 pm
Great job devs and thanks for the invested time.
I do agree with above posts regarding the knife,in my opinion its unnecessary to "fix" something unbroken.
What if it only seems "unbroken" because it's been like that since the beginning of time? Personally, to me it always seemed broken how you can throw the knife "farther" while moving backwards, and barely have any range while moving forward. Now you have reasonable range no matter which way you're moving.


Comparing soldat with real life is very unrealistic, I could ask the same about such heavy guns suddenly disappearing in the pocket once you switch weapons, how do they keep on using the jetpack, as if they have unlimited fuel and so on, could go on forever if i want.
Anyways the point is: The knife is ''unbroken'' since it always has been working without any complains about it's range or power while moving into another direction.

to me it always seemed broken how you can throw the knife "farther" while moving backwards, and barely have any range while moving forward.

I find it rather stupid to explain this part but, you actually throw the same range approximately whether your moving forward or backward, you're just increasing or decreasing the gap between you and your knife thrown while moving...
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: L[0ne]R on January 03, 2013, 04:43:29 pm
Comparing soldat with real life is very unrealistic, I could ask the same about such heavy guns suddenly disappearing in the pocket once you switch weapons, how do they keep on using the jetpack, as if they have unlimited fuel and so on, could go on forever if i want.
Anyways the point is: The knife is ''unbroken'' since it always has been working without any complains about it's range or power while moving into another direction.
I never said anything about realism or real life... :|

I find it rather stupid to explain this part but, you actually throw the same range approximately whether your moving forward or backward, you're just increasing or decreasing the gap between you and your knife thrown while moving...
I understand that perfectly. My point is that it doesn't make sense, it's unintuitive, and there's no reason for this to happen in the first place. I have a feeling it's just one of the design flaws that MM never bothered to fix, so a lot of players eventually started to think it's a feature.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 03, 2013, 04:54:12 pm
I never said anything about realism or real life... :|
well what else are you talking about when using the following sentence? "Personally, to me it always seemed broken how you can throw the knife "farther" while moving backwards, and barely have any range while moving forward."
Seems to me that ur pretty much comparing it to reality, anyways that's not the point i guess.

I understand that perfectly. My point is that it doesn't make sense, it's unintuitive, and there's no reason for this to happen in the first place. I have a feeling it's just one of the design flaws that MM never bothered to fix, so a lot of players eventually started to think it's a feature.
I think it's been made this way to make the knife more interresting to choose, if the knife would be like the dev team intends to do the next version, it would only be usefull in less than half of the situations compared to nowadays.
Don't forget that the knife already had a modification a long time ago, there has been thought about it.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: L[0ne]R on January 03, 2013, 06:03:47 pm
If you can throw knife farther while moving forward - surely it should be more useful, not the other way around? Unless there's some "360 no-scope" trick I don't know about. I'm not a pro knifer, I'm good with a knife just like with any other weapon, and personally I like the change. How exactly is it less useful, can you explain?

Also I don't see how it makes knife "less interesting" either. The main feature of a knife is that it acts as both a melee and a thrown weapon with adjustable throw distance depending on how long you hold the button for. It's also single-use, so you have to either pick it up again or pick up another gun instead. No other weapon offers that kind of gameplay, so I'd say throw distance is the most unremarkable thing about a knife.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Seigen on January 03, 2013, 10:03:59 pm
If you can throw knife farther while moving forward - surely it should be more useful, not the other way around? Unless there's some "360 no-scope" trick I don't know about. I'm not a pro knifer, I'm good with a knife just like with any other weapon, and personally I like the change. How exactly is it less useful, can you explain?

Also I don't see how it makes knife "less interesting" either. The main feature of a knife is that it acts as both a melee and a thrown weapon with adjustable throw distance depending on how long you hold the button for. It's also single-use, so you have to either pick it up again or pick up another gun instead. No other weapon offers that kind of gameplay, so I'd say throw distance is the most unremarkable thing about a knife.

What do you mean no-scope trick? Like when you prone you can't really throw backwards? so that's not 360? right? It's also not more useful if you can throw it further whilst moving forward; it all depends on how you play, like we said, there's nothing wrong in the first place so you didn't make it more or less useful nor has it become more or less useful. Its just changed for no reason.

Throw distance in knife is probably one of the most important features of knife. As with any distance a bullet travels in any gun the distance you can shoot (this time throw) is crucial. The timing required to load a knife to the sufficient kill damage and distance is what determines knife gameplay too.

Isn't it contradictory to say the main feature of knife is that it acts as
Quote
a thrown weapon with adjustable throw distance depending on how long you hold the button for
and then say
Quote
throw distance is the most unremarkable thing about a knife


The main feature of the knife to an all weapons player is perhaps it's a close combat quick switch 1 hit kill weapon and you've already said
Quote
I'm not a pro knifer
, whereas compared to a knife only player, all features of the knife must be exploited and used effectively.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: L[0ne]R on January 04, 2013, 12:00:43 am
What do you mean no-scope trick? Like when you prone you can't really throw backwards? so that's not 360? right?
...I'm referring to the COD kids who post videos (http://www.youtube.com/watch?v=otp38YUIP2o) of their no-scope sniper kills with 360* spins in mid-air (sometimes also tossing their gamepads in the air too for extra level of "pr0"). I wouldn't even think of doing something like that. That's why I'm asking if there are some secret ninja techniques knife-only players know that no other players know.

Throw distance in knife is probably one of the most important features of knife. As with any distance a bullet travels in any gun the distance you can shoot (this time throw) is crucial. The timing required to load a knife to the sufficient kill damage and distance is what determines knife gameplay too.


Isn't it contradictory to say the main feature of knife is that it acts as
Quote
a thrown weapon with adjustable throw distance depending on how long you hold the button for
and then say
Quote
throw distance is the most unremarkable thing about a knife


The main feature of the knife to an all weapons player is perhaps it's a close combat quick switch 1 hit kill weapon and you've already said "I'm not a pro knifer", whereas compared to a knife only player, all features of the knife must be exploited and used effectively.
What I'm saying is that knife is unique thanks to certain features being combined in a single weapon. If you take away its 1-hit-kill capabilities, ability to throw, ability to pick it up again, ability to melee - that'll make a bigger difference than slightly changing something that's already there (throw range) - to me it's the least significant change.



Also you didn't answer my question: how exactly do you "exploit and use effectively" knife's features? And how exactly new knife makes it worse? Everyone keeps saying there's something a new knife can't do, but I just can't think of anything that requires more from a knife than your general ability to aim and predict enemy movement, just like with any other weapon.

I'd like to 1vs1 with you sometime, just to see what a knife-only player is capable of (and make sure there's no black magic involved).
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 03:29:30 am
no, it is much less useful now. you could throw the knife forwards before, fairly easily in fact. now you can only throw it in one direction, and that is the direction you are moving in. how is that more useful? that doesn't make any sense.

the knife isn't supposed to be a 'melee' weapon, otherwise it would be usable multiple times. it is a one-shot defensive weapon, for when your OFFENSIVE primary weapon is no longer useful to you (no ammo). knife is used more often when escaping from a base. it is senseless to attack a base with a knife. this is why the changes to the knife do not make any sense.

please read my earlier post.

from what i hear, the knife-only community don't like these changes either.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 04, 2013, 04:24:56 am
Also you didn't answer my question: how exactly do you "exploit and use effectively" knife's features? And how exactly new knife makes it worse? Everyone keeps saying there's something a new knife can't do, but I just can't think of anything that requires more from a knife than your general ability to aim and predict enemy movement, just like with any other weapon.

I'd like to 1vs1 with you sometime, just to see what a knife-only player is capable of (and make sure there's no black magic involved).

Approximately half of our throws are these throws that are being thrown while moving into another direction, don't ask me why that is, you'll find out real quick once you play or see some battles, anyways since half of our throws are being affected by this update it would mean that also half of our throws have less power and so on less range.
Besides that we would have to relearn the knife, it does make us much less capable of what we are now and that's why we're against it.
Also i personally dont like the extra power we have when moving forward either, it's just too much

and you're always welcome to visit our servers for further information or a duel, whatever you want ofcourse.
We're not here to bully, we're here to save our community :)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 04:52:20 am
no, it is much less useful now. you could throw the knife forwards before, fairly easily in fact. now you can only throw it in one direction, and that is the direction you are moving in. how is that more useful? that doesn't make any sense.

nope, you can throw in both directions, with 50% greater power when throwing forward and 50% less power backwards, it's far from being useless, it's just a little harder

we're here to save our community :)

it's hard to take you guys seriously when you're overdramatizing like this.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 04, 2013, 05:33:00 am
nope, you can throw in both directions, with 50% greater power when throwing forward and 50% less power backwards, it's far from being useless, it's just a little harder
I'm sorry but this is anything but ''just a little harder'' have you actually tried the beta? we know what we're talking about.
Would like to see people's faces if their would be a huge gun nerf.. i'm not provoking i'm just trying to have you understand our point of view

it's hard to take you guys seriously when you're overdramatizing like this.
It's even harder to make people understanding our situation i guess, how do you know we're ''overdramatizing''?  if we're all saying so you might aswell believe it and if not go check out.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 05:42:48 am
you can't throw the knife backwards effectively. it simply flops at the feet.

it's hard to take you seriously when you're being so narrow-minded and conceited like this.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 05:54:46 am
yes i did and i threw the knife backwards and no it didn't flop at my feet.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 06:21:35 am
obviously not literally, but just as good as. it is unusable backwards, or moving in any direction other than forwards.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 06:22:44 am
it's hard to take you guys seriously when you're overdramatizing like this.
It's even harder to make people understanding our situation i guess, how do you know we're ''overdramatizing''?  if we're all saying so you might aswell believe it and if not go check out.

so far you've failed to present a compelling argument why this change is so horrible, in my opinion. You just spread panic throughout the players saying it ruins the knife. I'm not narrow-minded, i can see advantages and disadvanates of the change, but you guys are blowing this out of proportions and that's why i'm asking you what's behind this panic? I didn't get a satifactory answer yet. What i see is a slightly harder and less predictable knife to use which really shouldn't be a problem in a gamemode where everyone uses it (meaning it's fair for everyone). Every other weapon changes in each version and no one has risen so much trouble around them.

if you say the change is just unnecessery, i can understand
if you say it's going away from soldat's simplicity, i can understand
if you say it ruins your gamemode, that's going way too far
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 04, 2013, 06:38:49 am
Well I suggest you read back then, there have been multiple answers given to your questions with explanations, can't believe you missed them really as they were the subject of this discussion.
enough said I think.. if these answers didnt satisfy you then i'm afraid you might aswell say: I dont care what you guys think or find about the change

Also you seem to be talking about the change as if it's almost nothing :|, I wonder if you actually tried it, if you really did then I really can't understand you being so simple about it besides that you just might not give a damn about it  :-\
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: homerofgods on January 04, 2013, 07:07:58 am
Can you give us some concrete reasons why the change is bad?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 07:15:41 am
Can you give us some concrete reasons why the change is bad?

we have, multiple times now.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 07:21:25 am
Well I suggest you read back then, there have been multiple answers given to your questions with explanations, can't believe you missed them really as they were the subject of this discussion.
enough said I think.. if these answers didnt satisfy you then i'm afraid you might aswell say: I dont care what you guys think or find about the change

Also you seem to be talking about the change as if it's almost nothing :|, I wonder if you actually tried it, if you really did then I really can't understand you being so simple about it besides that you just might not give a damn about it  :-\

1. i clearly said ive read the arguments but they're not compelling and don't explain this panic
2. i clearly said i tried it, if you're still wondering if i did then you probably don't even read my posts
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 07:32:50 am
if you don't think they're compelling enough then you should stop replying to them. i fully believe these are solid, concrete criticisms of the new knife and should be explored and actually considered, as opposed to just flat outright dismissal and conceit, which is exactly the position it has been met with by members of the beta team. you haven't made any compelling arguments that suggest our opinions are invalid either.

"lol stop being so dramatic, life isnt fair deal with it" this is all i've heard
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Seigen on January 04, 2013, 07:42:47 am
Quote
so far you've failed to present a compelling argument why this change is so horrible, in my opinion. You just spread panic throughout the players saying it ruins the knife. I'm not narrow-minded, i can see advantages and disadvanates of the change, but you guys are blowing this out of proportions and that's why i'm asking you what's behind this panic? I didn't get a satifactory answer yet. What i see is a slightly harder and less predictable knife to use which really shouldn't be a problem in a gamemode where everyone uses it (meaning it's fair for everyone). Every other weapon changes in each version and no one has risen so much trouble around them.

if you say the change is just unnecessery, i can understand
if you say it's going away from soldat's simplicity, i can understand
if you say it ruins your gamemode, that's going way too far

I don't think you can understand as well as a Knife Only(KO) player, which isn't your fault.

when I said before all the features of the knife must be exploited: - like if you quick step your soldat man and throw it it's a much more powerful throw; you can always kill if their are 2 knives on the floor and you quickly tap f twice throwing 2 knives at close range; the arc of the knife can be controlled by the timing of your knife, so throwing up onto a ledge at an enemy is possible, without the enemy throwing as effectively downwards because they have to throw it in a way that avoid's the 'ledge's edge' and the time it takes the knife to travel is longer therefore meaning a higher ground is not instantly advantageous; moving faster at an enemy whilst above them at a certain range means only the person above can attack effectively at all, but this comes at the cost of less accuracy since dodging on the ground is quite easy in these situations. (I could go on)

In these situations, the knife's ''unremarkable feature'' of controlled distance seems some-what more remarkable I hope; and I believe you can tell I'm a reasonbly experienced Knife only player.

Having had absolutely no problems over my years of play specific to the knife weapon, by this I mean eats and lags which occur for all players playing any weapon, it is a change that is unnecessary.

I believe Shoozza is a member of the dev team? I am surprised he did not see this coming, nor contact the active players of knife only community, despite himself having played knife previously.

The older members of the community is what has kept knifing at a high level, maintaining its standards of skill and experience, and not to mention the running of servers and clans and databases; only such a dramatic unnecessary and unfair change has meant that years of play and experience have been main redundant, which can only be the cause of such dramatization.

Has any knifer approved? Well any knifer worth listening to, that is played more than 3 years at least
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 07:44:25 am
"life isnt fair deal with it" this is all i've heard

no one said that and it wasn't my approach at any point

i'm mostly replying to opinions that "the knife is ruined" and that reverting the change "saves the community" which is definitely an overreaction and no argument so far has backed up this panic

@Seigen

why would the change need to be approved by knife players? i haven't seen devs asking AK users about the changes or any other weapon really. The weapons must be somewhat consistent and balanced to each other, asking specific weapon users for approval is not the way, otherwise we would have fighting groups of interests with weapon users trying to have their weapons better than the others.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on January 04, 2013, 07:55:50 am
You could continue the knife discussion in this new topic dedicated to it:
http://forums.soldat.pl/index.php?topic=42341.0

This beta release topic is more intended for new bugs discovered. Thanks.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Seigen on January 04, 2013, 08:07:01 am
Change is okay, if it's not so necessarily extreme.

No doubt all weapons have to have their balance, but what was so unbalanced in the first place?

It's fair to say you don't need the change approved by knife players, but now that you have changed it, can you consider the disapprovals.

What can you change so significantly about a gun such as the AK47, who plays Only AK47 anyway? Just because changes to other weapons have been less contested; this is probably because an AK47 will always have comparatively effective features relative to it's other weapons, plus an all weapons player will be able to alternate to other weapons.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: AdamD on January 04, 2013, 08:28:54 am
"life isnt fair deal with it" this is all i've heard

no one said that and it wasn't my approach at any point


http://forums.soldat.pl/index.php?topic=42258.msg509738#msg509738 i beg to differ. this post is exactly how people against the change have been treated.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Rzaba on January 04, 2013, 10:12:00 am
[BUG]
- Bug #163 is not completely fixed as you can see in the first demo.
- When you are near a polygon and hold the grenade key, the grenade is not thrown, but the safety lever is released (see second and third demo).
- Create a map and record a demo on it. Edit the map (add new polygons for example) and recompile. Run the old demo (the demo will be played in the new map and it looks like when you join a server and have the wrong map version (players and objects flying around)).

Demos:
http://speedy.sh/nFdGr/bug1.sdm
http://speedy.sh/NpER3/bug2.sdm
http://speedy.sh/kZMSD/bug3.sdm
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 04, 2013, 03:55:05 pm
"life isnt fair deal with it" this is all i've heard

no one said that and it wasn't my approach at any point


http://forums.soldat.pl/index.php?topic=42258.msg509738#msg509738 i beg to differ. this post is exactly how people against the change have been treated.

my bad, missed that one, i don't like it but i can only speak for myself. I think the reason why you're being treated this way is a counterforce of how overdramatic you're being here. If you start with cliches like "we have to save our gamemode" and "it will ruin soldat for us" you can expect things like "shit happens" and "life isn't fair". Seems like what i said earlier was correct, you're not being treated seriously because the level of discussion you obtained doesn't look very serious. If we keep our cool and just discuss facts without going all emotional and threathening we might get somewhere.

Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Seigen on January 05, 2013, 06:03:20 am
Okay back again, having tested and played on beta for more than 2 hours.

forget about nerfing, it's more powerful; like ridiculously?

Before you say chasing players leaving base was impossible (which wasn't anyway), now leaving base actually is impossible.

Dodgeball would be destroyed, and games would last roughly 10 seconds on average, it's simply a case of who can jet forward and place the cursor on enemy's head first, then a straight line knife is fired, at velocity 2nd to that of Barret bullets.

All it needs is some movement up or towards the enemy to gain so much range or power behind the knife.

Once this is mastered all CTF maps will have no tactical play, because it cuts out defensive playing (blocking and defending base for example), which cuts out more than half of CTF knifing scenarios.

Knife nerfed? not
It's much more "undodgeable", unpredictable, because it's easier to use.

Thanks for a well thought-out, unnecessary change to the knife which was perfect the way it was; which hasn't even served the purpose of devteam's intentions.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Xdada on January 05, 2013, 07:48:23 am
Although noted as done in a previous beta thread, the game mode names are still not linked to the translations in server filtering options.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on January 05, 2013, 05:25:01 pm
"recording autodemo" line goes over other lines in the F1 menu making it look ugly and messy when you have oldscoreboard on

http://i.imgur.com/hg0dd.png
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: CheeSeMan. on January 06, 2013, 02:25:02 am
"recording autodemo" line goes over other lines in the F1 menu making it look ugly and messy when you have oldscoreboard on

http://i.imgur.com/hg0dd.png

yeah it also comes up when not recording a demo at all.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: NightKing on January 06, 2013, 02:43:13 pm
Fixing the flag throw will cause a few servers to loose their players, since there were servers with flag-holding oriented polygons, which now will have no use, since you won't be able to throw the flags anymore.

Worthless change, which will just cause harm, nothing more.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: ExHunter on January 06, 2013, 03:08:43 pm
Fixing the flag throw will cause a few servers to loose their players, since there were servers with flag-holding oriented polygons, which now will have no use, since you won't be able to throw the flags anymore.

Worthless change, which will just cause harm, nothing more.

this makes no sense at all. How is a polygon related to flag throw? And you still can throw the flag far, just not that easily anymore.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 06, 2013, 04:46:29 pm
Fixing the flag throw will cause a few servers to loose their players, since there were servers with flag-holding oriented polygons, which now will have no use, since you won't be able to throw the flags anymore.

Worthless change, which will just cause harm, nothing more.

this makes no sense at all. How is a polygon related to flag throw? And you still can throw the flag far, just not that easily anymore.
Just use proper ways for throwing flag far - like spas boosting.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Tehbugerz0r on January 07, 2013, 02:36:36 am
CreateBullet is broken on the client side, the bullets simply won't appear. Watch cbmalfunc.sdm as I use a command to spawn grenades but see nothing, walk forward and die for what looks like no reason. Also uploading nadeswork.sdm which shows the exact same script in 1.6.3(I didn't change OnPlayerDamageEx back so I didn't die when I ran into the grenades, but they still work fine).

Edit: ugh, I hate how people are reacting to this update, it's got problems, but there's no need to be rude about it. It's still in beta, and people are ignoring a lot of the good things about this version, if they get the bugs sorted out, it'll be the best update since years ago.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: McWise on January 07, 2013, 06:35:06 pm
Throwing nades near to a "vertical wall" will invoke "detonator animation" but won't throw grenades.

I added a demo for clarification. First I try to throw a nade towards the "block flag polygon". You can see that it doesn't work until I move far enough away from the wall. Then I do the same with a usual polygon type, which shows same behaviour.

(I first thought this bug would only apply to those fancy new polygons but apparently it applies to every polygon).

Fryer believes this could be related to the recent "nade roof fix".

Map is ctf_Crucifix, server was soldat://jacobl.se:11113/514
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Hubiq on January 15, 2013, 04:27:54 pm
When this version (1.6.4) will be released?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 15, 2013, 04:33:57 pm
"When it's ready." - As always. No sooner.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Hubiq on January 15, 2013, 04:42:51 pm
"When it's ready." - As always. No sooner.

Within 3 months or later?
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: deguix on January 19, 2013, 08:57:07 am
- When I use fullscreen, the game first draws the profile selection screen, then the screen gets blank. I try alt-tabbing in and out, and it still does that. Same thing happens in any other part of the game (including in-game). I use windows 8 with geforce 220 gt w/ 1280x800 resolution. I used other resolutions in soldat config, and that still happened. All other settings are at their defaults.

Then I ended up fixing that by having compatibility mode set to windows 7.

- Please remove the "insta-kill" damage applied by the game itself on direct hits with m79/law. The damage from weapon configuration is high enough.

- I didn't have any comments on the beta in specific, because nobody was available to play on it, but movements seem more fluid than what I remember.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: jrgp on January 19, 2013, 03:49:17 pm
"When it's ready." - As always. No sooner.

Within 3 months or later?

Reread Furai's post.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: McWise on January 24, 2013, 11:05:03 am
- I didn't have any comments on the beta in specific, because nobody was available to play on it, but movements seem more fluid than what I remember.

There are beta gathers running in #soldat. Just come to irc and have fun testing ;)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza on January 26, 2013, 04:59:17 am
Although noted as done in a previous beta thread, the game mode names are still not linked to the translations in server filtering options.
"recording autodemo" line goes over other lines in the F1 menu making it look ugly and messy when you have oldscoreboard on

http://i.imgur.com/hg0dd.png
both fixed

"When it's ready." - As always. No sooner.

Within 3 months or later?
I hope within 3 months.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on January 26, 2013, 05:12:36 am
We could theoretically release tomorrow. It all depends on FryFry fixing the poly types mentioned in the last devlog.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: JotEmI on January 26, 2013, 06:13:34 am
We could theoretically release tomorrow. It all depends on FryFry fixing the poly types mentioned in the last devlog.

Did Falcon fixed the bug with the adminlog on lazarus build that I reported? Cause you really shouldn't release before fixing it, anyone could mess with your server.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on January 26, 2013, 06:24:47 am
Yup
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Tehbugerz0r on January 26, 2013, 09:31:39 am
We could theoretically release tomorrow. It all depends on FryFry fixing the poly types mentioned in the last devlog.
It seems like a bad idea to name names when it comes to delaying soldat's release. If he's disappeared though, let's hope he didn't get run over or something, that would be an annoying delay. =p
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on January 26, 2013, 12:04:18 pm
Oh I'm sure he knows I'm just joshing him around. And lambasting young, naive kids full of hopes and dreams really makes my day.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on January 27, 2013, 07:15:36 pm
Please stick to the topic. I've cleaned the thread from the useless comments.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Vos on January 28, 2013, 06:52:29 am
Please stick to the topic. I've cleaned the thread from the useless comments.

looks like you forgot 2 posts above yours...

Anyways I've created a topic about some issues regaring the pingwarning system, maybe that's a good suggestion aswell to fix for further releases
http://forums.soldat.pl/index.php?topic=42450.msg511391#new
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: SyavX on January 31, 2013, 06:21:57 pm
Quote from: #soldat.devs
[12-04-05 15:27] * Mr: another issue that i notices is that Soldat does blocking I/O in the main loop
[12-04-05 15:27] * Mr: whenever a grenade kit spawns, it for example loads the grenade kit image from disk
[12-04-05 15:28] * reko_t: really? lol
[12-04-05 15:28] * Mr: main thread*; one can easily check that in Process Monitor, just leave it running while playing Soldat (and add a filter of couse)
[12-04-05 15:28] * Mr: course*
[12-04-05 15:31] * Mr: when switching tabs in the main menu Soldat does a huge amount of reads/writes from and to soldat.ini, which is why switching tabs takes so long

Those issues are still there.
1. On every granade kit spawn Soldat.exe reads:
\textures\objects\grenadekit.bmp
and then reads (if game was launched with -mod parameter):
\mods\%MOD_NAME%\textures\objects\grenadekit.bmp

2. Same goes to med kits:
\textures\objects\medikit.bmp
\mods\%MOD_NAME%\textures\objects\medikit.bmp


3. While switching tabs in main menu Soldat reads/writes loads of records from:
\profiles\%CURRENT_PROFILE%.ini

4. Plus, on every kill (related to death animation?) it reads:
\objects\karabin.po
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on February 01, 2013, 02:18:03 am
1, 2 and 4 have been fixed for the next beta. Number 3 might be tricker to solve, so it'll be fixed in a subsequent version.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Hubiq on February 18, 2013, 02:49:19 pm
Are there any new news? Maybe approximate release date? I plan to buy your own server and waiting for a new version of Soldat.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza on February 18, 2013, 03:38:17 pm
Are there any new news? Maybe approximate release date? I plan to buy your own server and waiting for a new version of Soldat.
Yeah:
I'm busy lately sorry, I plan to release the RC soon aka <= 2 weeks and the next version <= 6 weeks.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Hubiq on February 18, 2013, 04:05:29 pm
Are there any new news? Maybe approximate release date? I plan to buy your own server and waiting for a new version of Soldat.
Yeah:
I'm busy lately sorry, I plan to release the RC soon aka <= 2 weeks and the next version <= 6 weeks.

Sorry, I did not notice it. Thanks for the information ;)
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Tehbugerz0r on February 18, 2013, 05:23:32 pm
It's good to know there's a release date planned. However, I can't shake the feeling that the devs are losing/have lost motivation.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on February 18, 2013, 07:03:40 pm
It's good to know there's a release date planned. However, I can't shake the feeling that the devs are losing/have lost motivation.

motivate them! do a harlem shake!
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: As de Espada on February 18, 2013, 11:10:57 pm
I guess we could go back to that energy drink idea :)
to send them some, so they will be motivated and work better haha
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Furai on February 19, 2013, 05:04:32 am
I've donated some cash to Shoozza yesterday.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Bonecrusher on February 19, 2013, 10:46:49 am
Hm money should be given AFTER the job is done ;p
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Mittsu on February 19, 2013, 11:23:47 am
in this profession the job is never done
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Shoozza on February 19, 2013, 02:16:33 pm
I've donated some cash to Shoozza yesterday.
Thank you!

I'm not a fan of energy drinks but maybe the other dev team members are ;)

Hm money should be given AFTER the job is done ;p
1.6.0, 1.6.1, 1.6.2, 1.6.3 hmm :D
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on February 20, 2013, 10:37:29 am
can you even consider this a job
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: jrgp on February 20, 2013, 11:17:31 am
can you even consider this a job

Not really.
 - They're not paid for it
 - A "job" is only a job if you'd rather be doing something else, and the devs do it for fun
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Falcon` on February 20, 2013, 02:06:12 pm
- A "job" is only a job if you'd rather be doing something else

You must have a sad life i guess.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: DutchFlame on February 20, 2013, 03:53:38 pm
- A "job" is only a job if you'd rather be doing something else

You must have a sad life i guess.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Dusty on March 08, 2013, 02:58:02 pm
Quote
- Fixed unproning cancels the change and throw weapon animation

Doesn't seem like it was fixed. Both proning and unproning cancels the change animation in 164b4.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: 14th_account on March 08, 2013, 04:41:14 pm
Yeah that fix was reverted because people liked the glitch. It's what allows moves called "prone cancel" and "superman". A proper fix that everyone can be satisfied with will hopefully be included in version 1.7.

And that changelog is riddled with errors, but only Shoozza can update it.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: Dusty on March 08, 2013, 06:35:52 pm
Yeah that fix was reverted because people liked the glitch. A proper fix that everyone can be satisfied with will hopefully be included in version 1.7.

Brilliant.
Title: Re: SOLDAT 1.6.4b4 public beta ready for testing!
Post by: SyavX on March 09, 2013, 04:21:37 pm
Mentioned by Lemm, bug is reproducible in 1.6.4b4 too: http://bugs.soldat.pl/view.php?id=311