Official Soldat Forums

Official Content => News => Topic started by: Shoozza on March 23, 2014, 03:16:07 pm

Title: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Shoozza on March 23, 2014, 03:16:07 pm
Hello Community!

Here is yet another beta for you: Soldat 1.6.7b2.

If you already installed the first beta please run Soldat and check if the updater works.

Please also read the 1.6.7b1 release post for more information.

Test and let us know what you think and if there are more new bugs in this release.
Happy testing!

Soldat 1.6.7b2 changelog:
- Modified updated the realistic WM**
- Modified normal mode WM with radical changes because this release wasn't controversial enough**
- Modified the lobby's player count column to not include bots
- Modified bullets to now take into account the weapons' BulletPush when pushing objects (flags, kits, loose guns)
- Fixed bullets could only push one object (flags, kits, loose guns) at once
- Fixed bullets could push an object (flags, kits, loose guns) multiple times in an instant, giving huge push
- Fixed vote map/kick menus not being interactable**
- Fixed holding the Fire button pressed with an empty Spas-12 wouldn't fire its first reloaded shell**
- Fixed label on start screen said "SOLDAT 1.6.7" then switched to "Soldat 1.6.7b1" once loading was complete
- Fixed Stationary Gun, Grenade, Clusters and Fists not counting hits in the weapon stats menu
- Fixed HTF incorrectly used some INF flag messages (referring to the Objective instead of the Yellow Flag)
- Fixed finishing a roll animation while airborne and with the crouch key still pressed, you would air-squat awkwardly and not be able to throw grenades


Soldatserver 2.7.7b2 changelog:
- Fixed Linux server not being able to register itself in the lobby**

Maps 2.7.7b2 changelog:
-


Downloads:
Soldat 1.6.7b2 Full (http://static.soldat.pl/downloads/soldat167b2.zip)
Soldat 1.6.7b2 Patch (for 1.6.7b1 only) (http://static.soldat.pl/downloads/soldatpatch167b1-167b2.zip)
Server 2.7.7b2 Full (http://static.soldat.pl/downloads/soldatserver2.7.7_1.6.7b2.zip)
Server 2.7.7b2 Patch (for 2.7.7b1 only) (http://static.soldat.pl/downloads/serverpatch2.7.7b1-2.7.7b2.zip)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: SneS on March 23, 2014, 03:41:15 pm
When I  turn on the game shows the information that is 1.6.7.b1 version. Mistake?  ???
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: kicikici on March 23, 2014, 04:30:27 pm
I must confirm that. I see 1.6.7b1 after soldat start and during "esc" menu.
EDIT:
- I didn't modify any value in weapons ini files and I got (WM). It could be connected with problem of detection 1.6.7b2?
- Downloading and patching soldat without any problems (W7 SP1).
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Puure on March 23, 2014, 05:06:47 pm
Can't install patch. "Unable to locate a compatible version" I have default location for 1.6.7b1. Once again I must install full soldat... and...
(http://s15.postimg.org/4ba3llw5n/bez_tytu_u.png)
Secret option?
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: kicikici on March 23, 2014, 05:25:00 pm
Secret option?
Scale interface.
This polish translation is bugged since this option was added.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on March 23, 2014, 05:42:56 pm
The Polish translation is indeed derped. Give me the Polish equivalent for the "Scale Interface" checkbox, and I'll add it.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: homerofgods on March 23, 2014, 06:12:54 pm
The Polish translation is indeed derped. Give me the Polish equivalent for the "Scale Interface" checkbox, and I'll add it.
Line #820 Skaluj interfejs  <-- The last line, all the way down at the bottom
The line is in client/trunk/txt if I'm not mistaken, and changing font didn't help.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Shoozza on March 23, 2014, 06:17:04 pm
Can't install patch. "Unable to locate a compatible version" I have default location for 1.6.7b1. Once again I must install full soldat... and...
(http://s15.postimg.org/4ba3llw5n/bez_tytu_u.png)
Secret option?
Could you please tell me what you did with 1.6.7b1 installer?
Did you move the installed files?
Where did you install 1.6.7b1?
What is your windows version?
Is it 32 or 64 bit windows?

Hmm that checkbox looks weird indeed :D

The Polish translation is indeed derped. Give me the Polish equivalent for the "Scale Interface" checkbox, and I'll add it.
Or let our translation team leader do fix it ;)

When I  turn on the game shows the information that is 1.6.7.b1 version. Mistake?  ???
I must confirm that. I see 1.6.7b1 after soldat start and during "esc" menu.
Thats why i love such fixes. Fix it to say 1.6.7b1 and now it's still not correct :D might just have left it 1.6.7 then it would be at least right in the final version ;)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: homerofgods on March 23, 2014, 06:27:50 pm
I can fix it!
There's an extra empty line at the bottom of the polish translation. (It's not visible in notepad, but only when I open in Notepad++)
 Thx Puure
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Akinaro on March 24, 2014, 04:56:14 am
I've set small server with (currently) two maps with new polygons: my ctf_Infinity with have loots of thsi new polys, and my recently updated ctf_Ash remake.
Map Test Server (soldat://93.186.195.58:23073)
93.186.195.58:23073


Beside I see a bit worst performance compared to b1, in my maxed map that I have for testing i get 40fps compared to stable 60fps(just like limit is set) i b1

and I found weird bug: I have script that spawn two knifes: one in hand and one in ground, and in this version player get... flamer in hand and knife on the ground....
Did you changed weapons numbers? if yes, looots of script gonna be messed up after that
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on March 24, 2014, 05:26:35 am
and I found weird bug: I have script that spawn two knifes: one in hand and one in ground, and in this version player get... flamer in hand and knife on the ground....
Did you changed weapons numbers? if yes, looots of script gonna be messed up after that

Damnit. Yes, the weapon numbers were changed internally in the game. I thought I had added a compatibility layer in all needed places though.

First make sure that both the server and client are running 1.6.7b2. If the problem persists, could you give me a code example that fails?
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Akinaro on March 24, 2014, 05:45:38 am
I did clean install of server few hours ago and clean install of b2 on my pc.
and by code you mean this part of script?
its very simple, i've made it for my self but I used it last year on few serves(its in OnPlayerCommand Function):
Code: [Select]
{KNIFE SPAWN PART}
if Text = '/knife' then
begin
ForceWeapon(ID, 14, GetPlayerStat(ID, 'Primary'),12);
SpawnObject(GetPlayerStat(ID,'x'),GetPlayerStat(ID,'y'),12);
WriteConsole(ID,'You spawned one knife in your hand and one on the ground!',color);
end;
{END KNIFE SPAWN PART}
I dont get any errors its just spawn flamer instead of knife.


PS. ARSSE still is messed up: instead of CTF it show DM mode, and console is blank, no players etc.
PPS. w+s doesn't throw flag? Its intentional? Didnt checked this in beta1...
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Puure on March 24, 2014, 06:56:48 am
Could you please tell me what you did with 1.6.7b1 installer?
Did you move the installed files?
Where did you install 1.6.7b1?
What is your windows version?
Is it 32 or 64 bit windows?

Hmm that checkbox looks weird indeed :D
Installer? I removed it from disk after installing the game. Did i moved installed files? No, I only copied the soldat.ini from the previous version, because I don't want set configuration every time on the fresh version and i installed 1.6.7b1 in default location C:/. Windows XP 32 bit
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Akinaro on March 24, 2014, 08:02:22 am
Found bug with new polygons. Dont know why, but in this version, when texture use edges you get this in new polygons:
(http://s26.postimg.org/k9nuqojop/Screen_Shot001.png)

Map look weird a bit because of that...

I Didn't had that in beta 1, and I have the same settings in soldat...
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Viral on March 24, 2014, 09:34:45 am
I added polish translation here: http://forums.soldat.pl/index.php?topic=41760.0 long time ago, don't know why it hasn't been added :C
Also, the download for the patch is blank - did you take it down? It's working again.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: homerofgods on March 24, 2014, 11:16:46 am
Viral probbably my fault, but it's fixed for next release.

If anyone wants to change something in any translation they should do it now before the final release

I have a feeling that most languages needs an update
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Akinaro on March 24, 2014, 01:00:45 pm
PS in bug tracker we should post bugs in 1.6.7b1? because there i no b2...
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: SyavX on March 24, 2014, 02:22:07 pm
1. Knife & M79's granade doesn't collide with flag anymore.

2. I've made a report with full description of HTF/INF flag messages issues a few years ago: #148 (http://bugs.soldat.pl/view.php?id=148)
- Fixed HTF incorrectly used some INF flag messages (referring to the Objective instead of the Yellow Flag)

3. Not a new report, just an information about an old one (http://bugs.soldat.pl/view.php?id=520): excessive CPU usage after several leaving/entering game (tried build-in server) is still there...

4. Intro.sdm is not compatible with current version.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on March 25, 2014, 02:45:41 am
PS in bug tracker we should post bugs in 1.6.7b1? because there i no b2...

Just post them in this topic.


Thanks for the great bug reports so far. I'll start looking into them today.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Shoozza on March 25, 2014, 03:49:02 am
PS in bug tracker we should post bugs in 1.6.7b1? because there i no b2...
I updated the bugtracker and it should work now so please use it.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Akinaro on March 25, 2014, 04:09:17 am
1. W+A dont throw flags anymore(I know that there is key for that but still its usefull)

2. New background polygons have problem with edges, even in the middle of polygons it draw them just like here: 
(http://s26.postimg.org/k9nuqojop/Screen_Shot001.png)
I didn't had that in beta1, and soldat graphic settings are the same.

3. there is still bug with Backflip Prone: When you make backflip and then you want to quick prone-fly, gostek just stand up and stop prone. Small video of it in slow-motion(bad quality but you see that he stand up when you start prone):
https://www.youtube.com/watch?v=3dBer65OhXk

I need to check rest of bugs I found, just to be sure that its not me or my pc :]


EDIT: Damn Shoozza xD I just write it here xD
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Dusty on March 25, 2014, 11:19:42 am
1. W+S is still the default and having it bound to another key prevents accidental throws, so it's either/or if you don't want to use scripts for multiple keys.
3. Moving the mouse over the proned soldier causes unproning, it's not a bug. You'll just have to turn around first and prone only after that, done quick enough the backflip won't slow you down.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on March 25, 2014, 03:16:48 pm
- I didn't modify any value in weapons ini files and I got (WM). It could be connected with problem of detection 1.6.7b2?

What's the weapon mod checksum? How did you install 1.6.6b2, patch or full installer?

Beside I see a bit worst performance compared to b1, in my maxed map that I have for testing i get 40fps compared to stable 60fps(just like limit is set) i b1

I can't reproduce this. I'm guessing your graphic settings just aren't the same anymore. If you install a fresh 1.6.6b1 and 1.6.6b2 side by side, do you still get this error?

and I found weird bug: I have script that spawn two knifes: one in hand and one in ground, and in this version player get... flamer in hand and knife on the ground....
Did you changed weapons numbers? if yes, looots of script gonna be messed up after that

Fixed.

2. New background polygons have problem with edges, even in the middle of polygons it draw them just like here: 

Fixed.

1. Knife & M79's granade doesn't collide with flag anymore.
4. Intro.sdm is not compatible with current version.

I'm on it.

2. I've made a report with full description of HTF/INF flag messages issues a few years ago: #148 (http://bugs.soldat.pl/view.php?id=148)

Thanks. I wasn't aware of that bug report. Though it's different enough from the 1.6.7 fix that a complete fix for #148 will have to wait until another version.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: SneS on March 27, 2014, 07:17:17 am
There is a chance for greater reload time for BARRETT? For example one that was in 1.4.2 version?
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: homerofgods on March 28, 2014, 07:21:35 am
Mantis bugtracker question: If I find a bug in 1.6.7b2, do I report it as 1.6.7b2 even if the bug was there in versions before? Or should I report it as 1.6.6?

About the barret reload time.. You have 10 shots with fireinterval inbetween, then you have a small, almost insignificant reloadtime. <-- Don't know if we need more reloadtime or fireinterval time, but I just wanted to clearify.
Also, In fireinterval you can do backflips without affecting the fireinterval time, but backflipping while reloading will cause a delay in reload. This makes barret a bit better to move around with than for example M79 wich only has reload time. Mantis ticket (http://bugs.soldat.pl/view.php?id=449)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Shoozza on March 28, 2014, 09:55:53 am
Mantis bugtracker question: If I find a bug in 1.6.7b2, do I report it as 1.6.7b2 even if the bug was there in versions before? Or should I report it as 1.6.6?
If the bug is also in 1.6.6 you use 1.6.6 if it is only in 1.6.7b2 you use that instead.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 11, 2014, 11:04:06 pm
Dear Shoozza. Please read!

"- Fixed bullets could push an object (flags, kits, loose guns) multiple times in an instant, giving huge push"

I do not usually follow forums. However; as a highly competitive Soldat player, I strongly suggest that you do not implement this change into the game.

Judging by everyone I have discussed it with, 99% of the community will share my opinion. I will list the reasons why:

1) Nobody ever complained about the current flag physics. People love it, it adds a lot of strategic depth into the game. And it allows for a lot of good team play. It is just a fun thing in general, and it is not, by any stretch of the imagination, causing any undeserved or lucky caps or wins.

2) It just works fine. It is not glitchy and unexpected like in the past. If someone is spraying the flag a certain amount, it will go a certain expected distance. It will not glitch. It works fine.

3) It is a big, I mean big part of the game. And there are a lot of maps that people enjoy to play now that are designed with the current flag physics in mind.

4) It is not a cheap thing that you can abuse. It takes some skill and practice to throw it well, and you can not throw it "ridiculous amounts".

And most importantly:

5) Implementing this feature will cause Soldat to go back to its boring and tactically shallow days of practically zero team play and the "more kills, more caps" kind of Call of Duty style. This is not where the game should be heading at all.

Shoozza, I do not think you follow competitive Soldat scene at all; but if you did, you would see that most moments where the commentator screams and goes "holy shit that's some amazing teamplay", there is a very smart and crisply executed flag throw involved (as opposed to "holy shit that guy just killed 9 people and capped because he has an accurate right hand", which happens a lot in Counter Strike and Call of Duty).

I know we are not a huge community with vast crowds watching the games, but please let us be creative with our team play and not have to rely on robotic aim wars, and be able to generate to the 30-50 lovely stream viewer friends a "wow, that's some clever teamplay" factor. I really really wish you would read this, and reconsider this idea. It is completely unnecessary, and your perception of it going "ridiculous amounts" is inaccurate.

Thank you.
<3
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: darDar on April 11, 2014, 11:19:32 pm
+1
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 11, 2014, 11:32:53 pm
<@rakkaway> why would they remove the flag boost..
<@rakkaway> lol
<@rakkaway> thats a big part of the game
<darDar> not remove
<darDar> but its much harder
<+tarrega> equivalent of "Fixed a bug where you could push W button and your character jumps."

<DereK> ROFL
<@rakkaway> u cant toss flag far anymore
<@rakkaway> wat the f*ck is this bullsh*t
<@rakkaway> no more extr3m3 plays

--

<darDar> dont want to see the players faces when the version is out and changes like this are added
<darDar> because that happens at every version
<darDar> because ppl never test the betas


This is what will happen if this particular feature gets implemented. And I can assure you that 99% of the community will be extremely unhappy with this change.

So yeah, Shoozza please.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on April 12, 2014, 02:09:19 am
The flag boosting physics was tweaked and reduced because it resulted in only autos - specifically Steyrs - being picked. I'm not against the flag boosting aspect per se, but if it remained it would require a massive nerf in autos, and especially Steyr. But that would suck ass for every other game mode than competitive CTF.

I know having your favorite weapons nerfed feels like shit. It has to be done, though, for the sake of balance... unless you have other ideas to reduce the huge autos and Spas dominance experienced in competitive CTF.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Dusty on April 12, 2014, 02:23:25 am
1) Nobody ever complained about the current flag physics.
top löl

Quote
2) It just works fine. It is not glitchy and unexpected like in the past.
very lel
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: nosejj on April 12, 2014, 04:04:26 am
The flag-throws work better than ever at the moment for real, Dusty. I don't know why you laugh. :3
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Bistoufly on April 12, 2014, 04:54:30 am
The flag-throws work better than ever at the moment for real, Dusty. I don't know why you laugh. :3
NoseJJ the least biased person in the entire ctf community about steyr flag boosting.


sup btw
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Petterkowski on April 12, 2014, 06:48:46 am
The recent Soldat developments have raised my concerns especially as regards their impact for developing tactics and the general appearance of the game. I think it can fairly be said that we stand united in our assessment of what has been happening, what we have seen on the pc screens and, more importantly, what we have heard from the people who know even more than what can be seen on the pc screens. I am referring here to the competitive SCTFL community. I'll have to agree with Tarrega. Flag spreying has always been the part of this game and there is no reason to make it gone away. Many maps' strategies are based on flag spreying. The current way of boosting the flag is proper and it forces players to think outside the box, unconventionally, from a different perspective. CTF_Blade without flag boosting becomes pretty useless, it just would have been #rely-on-damageskills map. Do we really want this? It's not just about one map, most of the maps are based on complex tactics that include flag tossing, and this is just the example of what Soldat becomes without flag boosting. It would've been a dull competition. This amendment shall not enter into force. We must not go backwards. It would of been a bad move in the terms of players' expectations and Soldat's future goals.

Also pause change is bad and it leads to cheating. Example: You take barret, you pause the game while being spreyed and try to fix your aim, because obviously you can move the cursor while having pause. While you are on the verge of dying you can always pause in order to make your aim better and more accurate. What's the point? In this sense, though you have tabled several amendments, they are in essence one and the same, and since it is a technical amendment that does alter our overall opinion of the proposal, we appeal to the common sense of all Soldat members in order that this amendment be denied.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 12, 2014, 08:47:22 am
The flag boosting physics was tweaked and reduced because it resulted in only autos - specifically Steyrs - being picked. I'm not against the flag boosting aspect per se, but if it remained it would require a massive nerf in autos, and especially Steyr. But that would suck ass for every other game mode than competitive CTF.

I know having your favorite weapons nerfed feels like shit. It has to be done, though, for the sake of balance... unless you have other ideas to reduce the huge autos and Spas dominance experienced in competitive CTF.

A appreciate your reply, but I will say that It is not about steyr. My main weapon is not even steyr, for the record. I am not making a selfish complaint here. The flag can be boosted almost equally effectively with all autos + spas, maybe slightly insane by minigun but that's not a big issue (in fact a nice little compensation and tactical usage for minigun). Deagles' insane and unfair damage makes up for the fact that it can not boost flags very well.

I understand your concern that ruger is not played much. The only problem is Ruger here. But that, in my opinion, can be solved by reducing its ridiculous inaccuracy. (it's just SO inaccurate for fast players and rushers like me and that is why I don't pick it myself)

If you want to get rid of steyr's popularity, just give it a little self-bink like in the past and people will shift towards other autos and deagles. Trying to nerf autos by completely killing flag boosting will remove a lot of fun and creativity from the game, and I think is a bad way to try to solve this.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Kaimelar on April 12, 2014, 09:06:11 am
Flag throwing now and in beta2 version on Blade, you can still make the usual flag throws just like before, it isn't 'killed'.
(http://cdn.makeagif.com/media/4-12-2014/5IPy4b.gif) (http://www.makeagif.com/5IPy4b)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 12, 2014, 09:06:18 am
3. there is still bug with Backflip Prone: When you make backflip and then you want to quick prone-fly, gostek just stand up and stop prone.

By the way this started like 2 versions ago, I distinctly remember my frustration when I immediately felt this. It's very frustrating because I used to do it all the time but I found ways to work around it, I don't immediately press X because the character stands back up in the air. First I wait like the quarter of a second and THEN X. Although I've gotten used to going around the bug, it would still be nice to fix it. At first though I failed so many times I can't describe my frustration :D
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 12, 2014, 09:17:22 am
Flag throwing now and in beta2 version on Blade, you can still make the usual flag throws just like before, it isn't 'killed'.

I tested the beta too. That is not an accurate representation of the change here. I wonder how many times you tried to get that throw right.

I tested standing with the flag. Looking 90 degrees upward and throwing it. And just as it started falling back down I sprayed it as hard as I could with the supposed strongest flag boosting weapon steyr. And it almost completely ignored my spray, and fell back down on my head with just a little reduced speed.

This means a lot of things, more things than you intended to do. I would not even begin to give examples, but here is one. Scorpion flag boost tactics are almost dead or extremely hard to execute since you have to start spraying just at the right time and empty your whole clip on the flag. Also you can't shoot the flack downward with an effort to have it returned faster. Which is another clever little thing that seems to be murdered here.

Actually I'll give another example. I don't know how to make gif like you did. But PLEASE EVERYONE, test it for yourselves! Try to grab flag on ctf_Death, standing on cap point, looking upward and throwing into the top route. THE FLAG DOES NOT RESPOND! You might as well not even bother spraying it. I request a gif of this, Kaimelar. Edit: I now tried this with every weapon, it just does not happen. ONLY works with minigun if you do it right. Horrible.

Again, I am NOT making a selfish complaint. My clan doesn't even play Scorpion or Death.

This is terrible! Back to stone age! Come on.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Kaimelar on April 12, 2014, 09:59:57 am
I wonder how many times you tried to get that throw right.
I request a gif of this, Kaimelar.

Actually first try, but made the gif you requested, it shows current version and b2 standing throw and b2 jumping throw.
(http://cdn.makeagif.com/media/4-12-2014/4KVxH9.gif) (http://www.makeagif.com/4KVxH9)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 12, 2014, 10:04:57 am
Thanks for the gif, and yes that's what I'm saying. I think it's apparent. I leave it for the community to test and comment on.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: `Kryptonite on April 12, 2014, 10:45:11 am
1.3.1 would be awesome WMOD.
Also a few of my thoughts...;

Pause - Ghost pauses? Fix aim under pause? Aimbot? Lol.. this isnt a good idea..
Flag throwing - I feel some maps will be worthless now. Blade Lava Even Guardian will be different if clans practiced throwing..

Anti Cheat - If there isn't a anti-cheat in this version then its really pointless to keep updating the game adding more bugs to just fix, Bring in a anti-cheat charge players 1$ to download the new version Dev's  deserve some sort of compensation for their work "ONLY IF ANTI CHEAT IS ADDED" I can guarantee 10+ players will be banned immediately, or they will drastically decline in their skill which is a WIN WIN in my book..

Just a few of my thoughts ive played this game 10 years this year and Ive tested every beta version there was in that time frame and enjoyed finding bugs and helping devs solve problems, recreating bugs so players can be unbanned from "hacking" and some of the same bugs are still in this game today as they were 5 years ago.

I will not test this version because I do not like what I'm seeing so far, If things aren't changed and there isn't a anti-cheat implemented in the game this will very well be my last year playing soldat Sad, I love this game Dev's and enjoy doing what I can to try and help this community and increase activity, pulling players out of pubs bringing them to mIRC, training them giving them experience and knowledge around veteran players, helping them fix their mistakes etc.

I pay for soldat every month and I don't mind it, but, I WILL NOT SPEND ANOTHER DOLLAR OR MINUTE OF MY TIME TRYING TO MAKE THIS GAME LIVE ON IF THERE IS NOT ANTI-CHEAT.

Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Dusty on April 12, 2014, 11:15:31 am
The flag-throws work better than ever at the moment for real, Dusty. I don't know why you laugh. :3
Better than ever maybe, still far from perfect. It's definitely not "not glitchy and unexpected like in the past"
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on April 12, 2014, 11:34:47 am
Flag spreying has always been the part of this game and there is no reason to make it gone away.

By "always," do you mean since late September? That's when 1.6.4 with the new flag boosting and throwing physics was released. Or do you actually mean to say that the flag boosting shouldn't be removed? In that case I suspect you haven't tried the beta.

The flag boosting in 1.6.7 will still be boatloads more effective and reliable than in 1.6.3.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: darDar on April 12, 2014, 01:34:36 pm
(http://i.minus.com/iTbhKYR4DQEhf.gif)
made by Control
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Viral on April 12, 2014, 01:40:30 pm
Change the background and see it it helps.

I don't know why this change - guys on pub mostly don't use it at all and those who do find it totally fine anyway :<
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Mittsu on April 12, 2014, 06:11:17 pm
you could go the other way i guess, instead of reducing the autos' effect on the flag you could improve the other weapons' effect on the flag
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on April 13, 2014, 03:00:55 am
That's one way. It would however require the semis to boost flags even better than autos - same as for damage due to the semis' unreliable nature. From some quick testing I think it looks bizarre. But if enough people want it, then I'll definitely consider it.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: nosejj on April 13, 2014, 03:10:12 am
Spas & Deagles are okay for boosting the flag as well. It's only ruger that unless you have a really good momentum, you can't move the flag at all.


And it's all good Bistou! How about you? :)
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: 15th_account on April 13, 2014, 03:30:31 am
I should have been more specific. Spas is a great flag booster in 1.6.6 due to its high bullet and glitch output.

Deagles and Ruger are terrible in comparison to autos.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: mtk on April 13, 2014, 05:31:25 am
Devs bravely solving problems no one even consider as a problem before.

Thank you very much, prepare for boycott.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Tarrega on April 13, 2014, 06:30:33 am
(At the end of the day I really appreciate your efforts that you make for no pay...)

Anyway:

Deagle's unfair damage compensates for the fact that it can not boost flags!!

The only problem is ruger! And it can be solved by making it accurate. It is a WM issue.

Don't try to solve problems that do not exist please...

Currently in the standard way of playing CTF you have enough choices to make it fun. It's not like in the past where you would either get a minimi or a minimi. Now most weapons are being used. My clanmates switch from mp5 to deagles to steyr to ak, while I play spas/deagles as their rusher. There's enough weapon variety. Autos are not overpowered, they are just popular because of their reliable nature (which is balanced) and because there are 4 of them.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: Petterkowski on April 13, 2014, 06:39:21 am
Flag spreying has always been the part of this game and there is no reason to make it gone away.

By "always," do you mean since late September? That's when 1.6.4 with the new flag boosting and throwing physics was released. Or do you actually mean to say that the flag boosting shouldn't be removed? In that case I suspect you haven't tried the beta.

The flag boosting in 1.6.7 will still be boatloads more effective and reliable than in 1.6.3.

After testing it several times I'll have to agree that flag throwing is basically still usable. Many old tricks work, it's just a little bit harder now. I'm not sure if it's good or not. It depends which way you look at it, there are good and bad sides. It is not at all a trivial issue to edit Soldat's features because people actually do not want to move from where they are now. Players want things to be easy, constant pleasure, not have to struggle. Making it harder might have been a good move, so I take back what I've said earlier. Flag throwing is slightly modified which is fine to me. However, my observation and my disappointment are akin to those of my mate, Kryptonite, in the face of an extremely worrying situation for our dear Soldat community, in the face of the lack of anticheat.

Lastly, it must be appreciated, and this is my main point, that the players' bad mood should not cause devs to slow down or to be faint-hearted but rather to respond more quickly and to remain ambitious in our development objectives and in our Soldat's future goals and our fight against cheaters plague. The points that are listed below are not in any way shots that have been fired towards dev team. This is something to be understood.

My observation is one that several speakers have made, including Kryptonite, as i've stated before, but also many active players from publics and competitive SCTFL community, and it concerns the importance of having the anticheat. How you can release a game with a competitive game mode and have no anti-cheat or an ineffective one is beyond me. It brings up another issue this presence creates, as long as these programs and players are not proactively delt with, playing a Soldat match will never work correctly. If you want to see this game succeed, which i know you want, this issue should be a high priority, i know there are some people out there in our community that are willing to contribute some money to the game if it's really needed. Game desperately needs an anti cheat. I know you're a good team and you're trying your best, thus i'm sure you're capable of preparing a reliable anti cheat software as a part of the game. The cheating in Soldat is seriously getting out of control.

Finally, I want to thank you for your commitment and spirit of cooperation. Thank you for your responsible and great engagement. You're keeping this game moving forward and we are grateful for this. However, take into consideration my previous thoughts regarding our necessity. We all want to make this simple game shine.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: nosejj on April 13, 2014, 07:33:05 am
(At the end of the day I really appreciate your efforts that you make for no pay...)

Anyway:

Deagle's unfair damage compensates for the fact that it can not boost flags!!
This! Is accurate... You can make ruger slightly more pushing, that'd be nice. I don't think other additional changes are requiered.
Title: Re: SOLDAT 1.6.7b2 public beta ready for testing!
Post by: ZdzichU on April 13, 2014, 07:59:54 am
I think flag throwing and boosting is harder a little, but for me its OK, cuz epic throws across map will require big skill. One thing to improve is that Aug bossting flag better than Spas. sooo. Spas +2 push, or Aug -2 push  ;)