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Official Content => News => Topic started by: Shoozza on September 30, 2014, 05:00:41 pm

Title: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Shoozza on September 30, 2014, 05:00:41 pm
Hello Community!

Surprise, surprise: We got a little beta for you ;)

Test and let us know what you think and and report as always as much as you can.

Please have a closer look on the following things:
- Voting
- Flag throwing
- tab-completion
- Bullets (especially knife) going through dead bodies in survival game modes
- Scripting

Happy testing! But remember: It's a feature, not a bug!

Soldat 1.6.8b1 changelog:
- Added support for skipping empty console output line
- Modified replaced default weapons graphics in interface-gfx and weapons-gfx with ones from Soldat Evolved
- Modified vote results will now happen immediately if the required percentage is achieved
- Modified voice taunt menu key can now also hide the menu
- Modified translations can be made to not print empty lines in the chat console
- Modified freecam to not have the camera shake when heavy weapons are fired
- Modified the chat's nickname tab-completion to cycle through names
- Modified the chat's nickname tab-completion can be used without even typing anything, or with a substring in the middle of the nick
- Fixed the chat's nickname tab-completion can complete a nick mid-sentence
- Fixed knife colliding against position where someone had died #390
- Fixed some keys couldn't be assigned to the scroll wheel
- Fixed asymmetry in walking down slopes depending on facing direction and movement direction
- Fixed the character vibrating when standing still on flat polygons, which would trigger MovementAcc
- Fixed previous song playback on start being out of bounds
- Fixed the LAW's startup delay to be a bit less unreliable
- Fixed DrawText result does not hide after server change #562
- Fixed scoreboard not shown at the end of a demo playback when the map changed
- Fixed freecam key could be held down to make the cursor jerky
- Fixed rolling to quicker and less awkwardly transition into crouching
- Fixed throwing the flag could be difficult when close to polygons #166
- Fixed some possible memory leaks
- Fixed unable to get a ban reason in case of HWID ban #143
- Fixed server's possible cheating vote kicks no longer permanently ban players #246
- Fixed vote kick turning into a permanent ban #478
- Fixed kicking player when vote percentage is above 100% #522
- Fixed vote exploitable by leaving the game #204


Soldatserver 2.7.8b1 changelog:
- Added SC3 event TActivePlayer.OnKitPickup(Player: TActivePlayer; Kit: TActiveMapObject)
- Added SC3 event TActivePlayer.OnFlagDrop(Player: TActivePlayer; Flag: TActiveFlag; Team: Byte; Thrown: Boolean)
- Added SC3 procedure TActivePlayer.WorldText(Layer: Byte; Text: string; Delay: Integer; Color: Longint; Scale, X, Y: Single)
- Added SC3 procedure TPlayers.WorldText(Layer: Byte; Text: string; Delay: Integer; Color: Longint; Scale, X, Y: Single)
- Added SC3 procedure TGame.TOnAdminConnect(Ip: string; Port: Word)
- Added SC3 procedure TGame.TOnAdminDisconnect(Ip: string; Port: Word)
- Added SC3 procedure TActivePlayer.SetVelocity(VelX, VelY: Single)
- Added SC3 function TGame.TOnAdminCommand(Player: TActivePlayer; Command: string): boolean
- Added SC3 function TGame.TOnTCPMessage(Ip: string; Port: Word; Text: string): boolean
- Added SC3 function TMap.CreateBulletVector(A, B: TVector; HitM: Single; sStyle: Byte; Owner: TActivePlayer): Integer
- Added SC3 function TMap.CreateBullet(X, Y, VelX, VelY, HitM_ Single; sStyle: Byte; Owner: TActivePlayer): Integer
- Added SC3 function Distance(X1, X2, Y1, Y2: Single): Single
- Added SC3 property TActivePlayer.IsAdmin (read write - Boolean)
- Added SC3 property TGame.CurrentMap (read only - string)
- Added SC3 class TMapsList (accessible over global variable "Game.MapsList")
- Added SC3 procedure TMapsList.AddMap(Name: string)
- Added SC3 procedure TMapsList.RemoveMap(Name: string)
- Added SC3 function TMapsList.GetMapIdByName(Name: string): Integer
- Added SC3 property TMapsList.Map (read only - array of string)
- Added SC3 property TMapsList.CurrentMapId (read write - Integer)
- Added SC3 property TMapsList.MapsCount (read only - Integer)
- Added SC3 class TGlobal (accessible over global variable "Global")
- Added SC3 property TGlobal.DateSeparator (read write - string)
- Added SC3 property TGlobal.ShortDateFormat (read write - string)
- Added SC3 class TActiveMapBullet (accessible over global Byte array "Map.Bullets")
- Added SC3 function TActiveMapBullet.GetOwnerWeaponId: Integer
- Added SC3 property TActiveMapBullet.ID (read only - Byte)
- Added SC3 property TActiveMapBullet.Active (read only - Boolean)
- Added SC3 property TActiveMapBullet.X (read only - Single)
- Added SC3 property TActiveMapBullet.Y (read only - Single)
- Added SC3 property TActiveMapBullet.VelX (read only - Single)
- Added SC3 property TActiveMapBullet.VelY (read only - Single)
- Modified request game log line from "IP:PORT requesting game..." to "IP:PORT|HWID requesting game..."
- Modified SC3 procedure name TActivePlayer.Forward altered to TActivePlayer.ForwardTo
- Modified SC3 type TOnRequestEvent declaration to function(Ip, Hw: string; Port: Word; State: Byte; Forwarded: Boolean; Password: string): Integer
- Modified SC3 type TOnDamageEvent declaration to function(Shooter, Victim: TActivePlayer; Damage: Integer; Bullet: TActiveMapBullet): Integer
- Modified SC3 type TOnKillEvent declaration to procedure(Killer, Victim: TActivePlayer; Bullet: TActiveMapBullet)
- Fixed SC3 Variable Game.VotePercent is always set up on 0 #532
- Fixed SC3 Player.Ban always bans for 0 minutes #576
- Fixed OnVoteMap/OnVoteMapStart events are not working as intended #550
- Fixed SC3 - OnWeaponChange does not provide changed weapon information #577
- Fixed SC3 - TPlayer.OnKill/TPlayer.OnDamage - WeaponType is unpredictable #356
- Fixed TActivePlayer.BigText with layer 0 causes WriteConsole behaviour #400
- Fixed SC3 StrToDate doesn't work as intended #401
- Fixed /recompile <script> hangs up admin client #578
- Fixed SC3 Strange RayCast values when walking "into" the wall #395
- Fixed DELMAP crashes server #410
- Fixed command delmap to check also for first map on mapslist
- Fixed SC3 some server crashes after unhandled exception
- Fixed SC3 some function results could be ignored in some cases


Maps 2.7.8b1 changelog:
-

Weaponmod changes:
Deagles      fireinterval +1
HK MP5       push +1
Steyr        push +1
Spas         push +1
M79          push +30
Minigun      dmg -1
Socom        dmg +1
LAW          push +20



Downloads:
Soldat 1.6.8b1 Full (http://static.soldat.pl/downloads/soldat168b1.zip)
Soldat 1.6.8b1 Patch (for 1.6.7 only) (http://static.soldat.pl/downloads/soldatpatch167-168b1.zip)
Server 2.7.8b1 Full (http://static.soldat.pl/downloads/soldatserver2.7.8_1.6.8b1.zip)
Server 2.7.8b1 Patch (for 2.7.7 only) (http://static.soldat.pl/downloads/serverpatch2.7.7-2.7.8b1.zip)
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ExHunter on September 30, 2014, 05:36:14 pm
Testserver (CTF) running.

IP: 62.75.221.26
Port: 23075
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: L[0ne]R on September 30, 2014, 10:05:15 pm
Nice to finally see some graphical improvements too. Good choice of a mod, and I really hope people won't get all conservative and start crying that the old graphics were better. The new mod isn't perfect of course. It does have some issues but I'm more than willing to tackle them when I get the chance. (You have the author's permission to use and modify the mod as needed, I hope?) Here's what I personally would address:

Graphics for weapons in soldier's hands:
- Spas-12 tip looks too big and not recognizable as Spas.
- Ruger 77 looks too similar to AK.
- M79 is too dark and not easily recognizable in combat.
- Minimi tip is a bit strange, the barrel, bipod and sights are all about the same length.
- Minigun is too thin/small.

- Knife needs to be whiter and better distinguishable from background.
- Chainsaw positioned too high when facing left.
- LAW positioned too low when facing left.

All weapon menu icons are a bit too dark and lack color variety.

Do you happen to have source files for the graphics, or should I contact the author of the mod on that matter?
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: kicikici on October 01, 2014, 01:47:45 am
Very nice work devs!

#Rzal [Climb] 168b1  - 24/7 climb map server

soldat://185.25.151.122:23078/
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: 15th_account on October 01, 2014, 03:21:59 am
Fixing these issues would definitely be appreciated, L[0ne]R. We have no source files for the graphics though. The author MZ hasn't responded to my mails, so I regard his work as abandonware. Though legally I doubt there even is an issue, as he encouraged people to download and use his mod.

Originally I had also planned to update other graphics as well, such as gosteks, blood, exposions, weather, etc., but there were too many choices and not enough time, so that'll have to wait for a subsequent version.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: homerofgods on October 01, 2014, 03:49:27 am
Voting seams ok, there are ofc some small issues that might allways have been there:

-If you BAN instead of KICK a bot in singleplayer, the bot will disappear as if it was kicked, but there will be no message in console/chat. Normally, when using KICK, it will say: Blain has been kicked.

-I managed to KICK myself once. I was in spectator. Nothing really happend though, I was still in the game, I just got the message:
(http://i.imgur.com/AVlwyzd.png)
I have not been able to reproduce yet, and I have not been able to BAN myself yet.

I only tested voting in singleplayer, and I didn't focus on votemap, only votekick
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ExHunter on October 01, 2014, 04:39:09 am
Issues (thanks to kicikici for reporting):
- votemap is broken, if successful it restarts currentmap.
- message that you have to be atleast 2 minutes in the game to vote does not apply to /votemap command (added, tho it always have been like that)
- after each votemap, even if successful: "no map has been voted."
- if somebody voted and a server declined the vote (e.g. scripting) then the vote still started for the voting client.
- "Fixed vote kick turning into a permanent ban #478" shows still the ban message. (could not reproduce this)
- WorldTexts do bug without scale interface option.

I will fix these asap.




Done.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: 15th_account on October 01, 2014, 05:59:41 am
Soldat 1.6.8b1 changelog:
- Added support for skipping empty console output line
...
- Modified translations can be made to not print empty lines in the chat console

These are the same fix, Shoozza. They're just worded differently.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Shoozza on October 01, 2014, 07:47:27 am
Yeah thanks skoskav, I removed the Added line in the repository.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: darDar on October 01, 2014, 11:00:20 am
Quote
- Modified replaced default weapons graphics in interface-gfx and weapons-gfx with ones from Soldat Evolved
That's cool! I didn't check it out yet but whatever it is  , ... it's a good start! I would be glad if most of the visual aspects could be replaced for 1.7 (weapons,gosteks,bullets etc.)


Quote
- Modified voice taunt menu key can now also hide the menu
Nothing happens if I'm pressing the voice chat key now.

Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: homerofgods on October 01, 2014, 11:02:20 am

Quote
- Modified voice taunt menu key can now also hide the menu
Nothing happens if I'm pressing the voice chat key now.


Set the key again, it works for me
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: L[0ne]R on October 01, 2014, 11:54:10 am
Made changes to weapon menu icons:

(http://i.imgur.com/OAh4ZFH.gif)

Not quite sure if they're still too dark or not, so let me know how it looks on your screen.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Bistoufly on October 01, 2014, 11:56:26 am
Made changes to weapon menu icons:

(http://i.imgur.com/OAh4ZFH.gif)

Not quite sure if they're still too dark or not, so let me know how it looks on your screen.

Nice work! I like your changes.
I don't think it needs more brightness than that.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: duz on October 01, 2014, 12:10:25 pm
I'm feeling bad with the new mod. The weapons lost their visual identity. I'd like some tweaks but I don't like this one, looks too dark on the corners... meh :/
Compare the SPAS in the current version with the beta. Which one looks better for a shotgun? I'm with the classic. The same for Minimi* (you can't even know what's the enemy weapon when you're in action - the spas looks like a minigum and the M79 lost the ID too. I know that we need time to adapt but I can't see any ID in the new graphics).

I don't like the argument "Because it's a classical thing" itself but this would be my argument for the mod. FOR ME, the classic mod is better, way better. Maybe not that better in the weapons menu, but in the player's hand it is. I think that there's other classic stuffs that should be changed like the classical-shitty DM maps (Arena etc).

My suggestion would be to don't touch too much in the graphics of the weapons in your hand, just the menu graphics.

I'll keep testing to find bugs etc.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ZdzichU on October 01, 2014, 01:18:49 pm
Only nice thing in this beta is wp. I hope now AK won't be so OP. but thats the only good thing. I don't see this 'new wind' 'new hope' of Soldat we, Soldaters waiting for since more than 2yrs ;c   
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: L[0ne]R on October 01, 2014, 01:21:53 pm
I'm feeling bad with the new mod. The weapons lost their visual identity. I'd like some tweaks but I don't like this one, looks too dark on the corners... meh :/
Compare the SPAS in the current version with the beta. Which one looks better for a shotgun? I'm with the classic. The same for Minigun (you can't even know what's the enemy weapon when you're in action - the spas looks like a minigum and the M79 lost the ID too. I know that we need time to adapt but I can't see any ID in the new graphics).

I don't like the argument "Because it's a classical thing" itself but this would be my argument for the mod. FOR ME, the classic mod is better, way better. Maybe not that better in the weapons menu, but in the player's hand it is. I think that there's other classic stuffs that should be changed like the classical-shitty DM maps (Arena etc).

My suggestion would be to don't touch too much in the graphics of the weapons in your hand, just the menu graphics.

I'll keep testing to find bugs etc.
I agree that in terms of in-hand models classic graphics were more accurate and better distinguishable. The new mod does have a few better-looking ones though (I personally like the MP5 and Barrett). I do plan to rework the in-hand graphics and I'll do my best to combine the best of both worlds. Just not today, I have to go to work soon.

Perhaps the only things I don't like about the weapon menu icons are the new knife and flamer.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Bistoufly on October 01, 2014, 02:01:46 pm
Only nice thing in this beta is wp. I hope now AK won't be so OP. but thats the only good thing. I don't see this 'new wind' 'new hope' of Soldat we, Soldaters waiting for since more than 2yrs ;c   
The 'new wind' 'new hope' of Soldat is scheduled for 1.7.

I'm digging some of the fixes in this beta though.

Great Job, dev team. :)
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ZdzichU on October 01, 2014, 02:14:53 pm
Only nice thing in this beta is wp. I hope now AK won't be so OP. but thats the only good thing. I don't see this 'new wind' 'new hope' of Soldat we, Soldaters waiting for since more than 2yrs ;c   
The 'new wind' 'new hope' of Soldat is scheduled for 1.7.

I'm digging some of the fixes in this beta though.

Great Job, dev team. :)

Tbh i dont see this new things and news in changelog (mb it will be in next beta). Now there isn't any things, which brought new players and 'oldies' into game ;c
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: SneS on October 01, 2014, 03:43:44 pm
New models of weapons are very good! ;D I would be very happy if you have increased the "start-up" of Barrett to 0,5-1,0 sec :D
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: darDar on October 01, 2014, 04:07:05 pm
I've tried to assign the radio chat to other keys but it won't open up at any one.

Apart from that my game keeps freezing whenever I want to switch to another application / desktop with ALT + TAB in fullscreen (WinXP). I can't do anything then - no taskmgr or anything will open up in foreground.

Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: 15th_account on October 01, 2014, 04:18:33 pm
ZdzichU: Well aren't you just a ray of joy... This is a bugfix release made by ExHunter and myself while the others are still working on the big stuff planned for 1.7. I think everyone will like what's coming in that version. =)

L[0ne]R: Wow you work fast. Definitely feel free to tweak the models if you see ways to improve them.

darDar: It sounds like a DirectX issue, and I don't think we changed in any of that code. Could you try to replicate your 1.6.7 graphic settings in 1.6.8 to see if that helps?
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ExHunter on October 01, 2014, 04:25:20 pm
darDar: happens to me all the time.

Try right clicking 2-3 times on your taskbar (or I guess anywhere).. it helps for me
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: homerofgods on October 01, 2014, 05:56:33 pm
- Added support for skipping empty console output line
Seams to work and I'm very happy about it! :)
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: CheeSeMan. on October 02, 2014, 04:31:03 am
Great job with the beta guys :) nice to see some great fixes!

Would the DEVS consider opening a new topic somewhere where we can talk about the new gfx and suggest things? If you are happy to change it I think there are mods that do have better shading and higher detail than the Soldat Evolved one in game at least, I mean certain weapons in any case... something like a mix and match could be done. I have to agree with Duz that this one seems very dark and the detail in the for the actual ingame is lacking for some weapons, the m79 looks like some regular gun for example?

I still think its good to change it though :)
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ginn on October 02, 2014, 07:58:04 am
Great job with the beta guys :) nice to see some great fixes!

Would the DEVS consider opening a new topic somewhere where we can talk about the new gfx and suggest things? If you are happy to change it I think there are mods that do have better shading and higher detail than the Soldat Evolved one in game at least, I mean certain weapons in any case... something like a mix and match could be done. I have to agree with Duz that this one seems very dark and the detail in the for the actual ingame is lacking for some weapons, the m79 looks like some regular gun for example?

I still think its good to change it though :)
This basically, I think you can find different mods for the weapons, the current one really isn't all that good. I would also be happy to hear new sounds for the weapons, the current ones are very "light" sounding.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: duz on October 02, 2014, 08:47:16 am
This basically, I think you can find different mods for the weapons, the current one really isn't all that good. I would also be happy to hear new sounds for the weapons, the current ones are very "light" sounding.
The gfx of the weapons in menu are flat. There's no depth, but the gfx of weapons in your hand are good, considering that the main resolution is 640x480 you can't do too much with small gfx or you will loose any identity. In menu you have more pixels to work on.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Dusty on October 02, 2014, 10:39:59 am
I liked the original weapons more and I'll be using them until the end of Soldat. They are more fitting than the mods that are trying to achieve a more realistic look.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: darDar on October 02, 2014, 11:25:20 am
Wow, I have no idea why it suddenly works - but now Soldat does instantly minimize to the toolbar (which is amazing!). It seems to work now. I didn't do anything aside of restarting my computer..

However, the voice radio popup menu still does not show up. I tried clicking the voice chat menu button + 1,2,3.. but nothing happened then either.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: 15th_account on October 02, 2014, 12:45:06 pm
Would the DEVS consider opening a new topic somewhere where we can talk about the new gfx and suggest things?

Done. You can use this topic for discussing the new weapon graphics: http://forums.soldat.pl/index.php?topic=43723
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: ZdzichU on October 02, 2014, 01:22:37 pm
ZdzichU: Well aren't you just a ray of joy... This is a bugfix release made by ExHunter and myself while the others are still working on the big stuff planned for 1.7. I think everyone will like what's coming in that version. =)

I hope so you satisfy the thirsty players. (anticheat, graphic news like new interface, menu, and another things popular of soldaters).
GL in keeping Soldat alive :)

Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: nosejj on October 02, 2014, 02:39:59 pm
I think weapons should be left as before, don't fix what's ain't broken
However, nickname tab-completion and LAW's start-up problem - 10/10!


Edit:
I didn't get to test the version online, therefore i do not know if LAW was fixed already or not, but if it is, then just release a version so I could stop dreading over this destroyed weapon. ;_;
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: L[0ne]R on October 02, 2014, 04:28:50 pm
I think weapons should be left as before, don't fix what's ain't broken
However, nickname tab-completion and LAW's start-up problem - 10/10!
Weapon menu icons are "broken" though. It's not like MM was a great pixel artist, and I doubt that the original icons were intended to have some kind of "art style". You can barely recognize the weapons they're based off, and they seriously lack detail. Just look at Steyr for example - it's just an outline filled with something brown. Barrett is also a blurry mess. They are, objectively speaking, lower quality than the new icons. If we want to improve Soldat - we need to improve the quality of its assets. If you personally prefer the lower-quality icons - there's always an option to copy them over from an older version. In fact, I think Soldat should come bundled with a "Classic" mod. But default icons should be better than that.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: whitdemon on October 06, 2014, 11:08:00 pm
Might be somewhat offtopic, but, how about realeasing it on steam?!
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Moroes on October 07, 2014, 01:00:09 am
^ How about no?
Ask again once 1.7 comes out. It should bring some important changes and I believe some more gui/graphics/netcode/balance stuff will come in 1.8(or even 2.0? :D).
So 1.7+ might make it to steam in my view.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: Shoozza on October 07, 2014, 03:42:59 am
@whitdemon we hear people asking for soldat on steam regularly so we are aware of that. Note that soldat is available on Desura.
If you want to have soldat on steam because it would make it more popuplar then this will hopefully happen with 1.7+ if not well lets look again after 1.7 was released.
Title: Re: SOLDAT 1.6.8b1 beta release ready for testing!
Post by: dodo001 on October 07, 2014, 07:13:44 am
Pls modify: OnDamage(Shooter, Victim: TActivePlayer; Damage: Integer; Bullet: TActiveMapBullet): Integer; on (Shooter, Victim: TActivePlayer; Damage: Integer; Bullet: TActiveMapBullet, HeadShoot: Boolean): Integer;