Official Soldat Forums
Official Content => News => Topic started by: Shoozza on January 13, 2016, 05:52:36 pm
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Hello everyone!
(http://static.soldat.pl/images/soldat170b3_new_weapons_thumb.png) (http://static.soldat.pl/images/soldat170b3_new_weapons.png)
You probably noticed that there was a lack of releases at the end of last year. We all went into idle mode during holidays. Sorry for that.
But we are back now! This time we have brought back the 1.6.8 netcode to see if that works better for everyone.
The final release will probably be 2016-01-31 (we delayed everything by one month).
There will be one more beta after this one and one release candidate before the release.
You find the download links at the end of this post as usually.
Soldat 1.7.0b3 changelog:
- Added Sleep config to have better control over cpu usage vs timing precision
- Added new HD weapon graphics
- Added 4K UHD scenery: default barrels and obstacles
- Modified gostek graphics
- Modified map isn't reloaded when restarting same map
- Modified font.ini only stores font filename instead of full absolute path
- Modified loading screen background color to match main menu color
- Modified spin direction of knife and cluster grenade when facing left
- Modified gostek rendering code adding tweakable sprite alignment
- Modified reverted to 1.6.8 netcode for client
- Modified updated micro1 interface
- Fixed 1 pixel height edge textures causing big fps drop on some hardware
- Fixed access violation error when OpenGL framebuffers aren't supported
- Fixed download frame not hiding after downloading is finished
- Fixed game not auto-joining after downloading next map
- Fixed spawn "teleport" when map takes too long to load
- Fixed weapon menu text flicker when all weapons are disabled
- Fixed DrawText scaling issues
Soldatserver 2.8.0b3 changelog:
- Added basic conversion functions to SC3: weap2obj, menu2obj, obj2weap, obj2menu, weap2menu, menu2weap
- Fixed OnWeaponChanged was sometimes called too late
- Fixed added missing vest property to SC3 TPlayer
- Fixed ScriptName in SC3 Legacy mode contained full path instead of just folder name
- Fixed unpredictable OnWeaponChange behavior when calling ForceWeapon from within
- Fixed wrong player coordinates in OnAfterPlayerRespawn (SC3 only)
- Fixed OnWeaponChange event sometimes called with weird weapon parameters
Normal mode weapon changes:
none
Realistic mode weapon changes:
none
Map Changelog:
none
Downloads:
Soldat 1.7.0b3 Full (http://static.soldat.pl/downloads/soldat170b3.zip)
Soldat 1.7.0b3 Patch (for 1.7.0b2 only) (http://static.soldat.pl/downloads/soldatpatch170b2-170b3.zip)
Server 2.8.0b3 Full (http://static.soldat.pl/downloads/soldatserver2.8.0_1.7.0b3.zip)
Server 2.8.0b3 Patch (for 2.8.0b2 only) (http://static.soldat.pl/downloads/serverpatch2.8.0b2-2.8.0b3.zip)
EDIT: Added missing server changelog
more details here http://forums.soldat.pl/index.php?topic=44126.msg525766#msg525766
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- Modified map isn't reloaded when restarting same map
- Modified spin direction of knife and cluster grenade when facing left
can someone explain these 2 changes in more detail?
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- Modified map isn't reloaded when restarting same map
- Modified spin direction of knife and cluster grenade when facing left
can someone explain these 2 changes in more detail?
If you are, let's say, in a gather and do a !restart, the map graphics were reloaded causing a freeze for the amount of time it takes to load. This varies from player to player and lets some players start playing before others. Now the map won't be reloaded again so there won't be any freeze during a restart. The problem still remains for the map change situation though.
The knife and nade spin is just a small visual thing that made it look weird when you throw to the left.
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Ah great, so basically the "lag start" issue on map start has been improved a lot. Happy to see this nearly fixed, as it would cause awkward situations in competitive matches.
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The patch doesn't work for me, or a few others who tried to download it. Nice new weapon gfx, nice work on the lag start problem.
Soldat 1.7b3 T-rex edition
Lets bring back those arms :D
servers are up @ #gather.eu
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how exactly does it not work for you?
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Thanks for fine release.
Config.exe
- What is Low Power mode?
- Why my AA disabled?
Soldat.exe
- Black loading screen was better
- Lets bring back those arms :D
, new gostek body feels wooden.
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Hey ;)
Low power mode enables sleeping some time in each loop, you can set the time via the sleep option in soldat.ini soldat used sleep=1 before.
AA is not supported atm but will be added at some point. To make clear what can and cannot be set we disabled some options AA is one of them.
Black loading screen was replaced because for people with ssds it will flicker on start due to fast load times
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- Modified map isn't reloaded when restarting same map
- Modified spin direction of knife and cluster grenade when facing left
can someone explain these 2 changes in more detail?
If you are, let's say, in a gather and do a !restart, the map graphics were reloaded causing a freeze for the amount of time it takes to load. This varies from player to player and lets some players start playing before others. Now the map won't be reloaded again so there won't be any freeze during a restart. The problem still remains for the map change situation though.
The knife and nade spin is just a small visual thing that made it look weird when you throw to the left.
Hey!
Is it fix for what we talked about and I showed you on some map?
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Where recode server files? Plese add in script core 3: player.vest and containstring
If weaponactive is used and player have lags, he can choose from all weapons.
Uneven:
(http://i68.tinypic.com/2vii0w1.png)
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Server freezes from time to time.
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Hey!
Is it fix for what we talked about and I showed you on some map?
That's related and should be fixed too ("Fixed spawn "teleport" when map takes too long to load").
Where recode server files? Plese add in script core 3: player.vest and containstring
If weaponactive is used and player have lags, he can choose from all weapons.
There were some server changes too but changelog didn't make it here. I think Player.Vest was added in this version.
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When you fix a bug with server lags, if bullet speed is big and flying a long time. See here:
https://www.youtube.com/watch?v=MaLaujyVLaw (https://www.youtube.com/watch?v=MaLaujyVLaw)
I ask you to add the TActivePlayer.CoverScreen(Color: Longint, Time: Single, Transparency: byte, FadeOut: single);
By using bigtext still can't hide the screen depending on resolution, I need that to the effect of blood on hit.
Allow modify rejection of the player when shooting with a minigun and spas
Plese fix this:
https://www.youtube.com/watch?v=Goz5LWItnwk (https://www.youtube.com/watch?v=Goz5LWItnwk)
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(http://i.imgur.com/jAHGz1R.png)
i've noticed this weird thing which happens while you don't move for a while and have a deserts, but I bet it is harder to change than I think :)
Weapon gfx looks very well ! :D
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Hello,
I think I found an error, maybe this issue could only affects me, idk, soooo
When change the settings in soldat.ini and then trying make these changes to in game cmd /loadconf
I get the words "Loading" and grey screen wtf? nothing can be done, only re-open soldat help.
I was not on a server, everything was offline.
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BLACK SCREEN
I did full install and got black screen when trying to get ingame (menus worked)
This fixed itself when I changed soldat.ini back and forth.
I did a new full install but have no problems now
GUNS:
-Deagles needs some work. The first gun doesn't look like a gun while the second gun doesn't look like it's being held at all.
-Minigun might not need to be that long, maybe remove 1 line of pixels?
-The screen shakes too much while using Minimi, yes it's unique but it makes it unenjoyable to play with
-USSOCCOM is held in left hand instead of right? The gun itself looks good, but the holding and reloading looks really off.
-Other than that the guns look really epic!
GHOSTEK:
-The angel of the legs is a bit sharp compared to the rest of his relatively chin-up bodypoise (straight spine and neck)
-It's a bit strange that when he is jetting forward he turns the soles of his shoes backwards, but when he is jetting backwards he actually turns the soles of his shoes straight down. (You would think he would go straight up instead of backwards). But I can live with this.
UNINSTALL
bgothl.ttf and lucon.ttf are not deleted by the uninstal and will remain in soldat folder.
Or will they? I think maybe my computer start using theese fonts to something and therefor they are not deleted. I just can't figure out what's using them
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Hello,
I think I found an error, maybe this issue could only affects me, idk, soooo
When change the settings in soldat.ini and then trying make these changes to in game cmd /loadconf
I get the words "Loading" and grey screen wtf? nothing can be done, only re-open soldat help.
I was not on a server, everything was offline.
You are right, this seems completely broken now. Should be an easy fix though. Thanks for reporting.
BLACK SCREEN
Sounds scary :P. Let me know if you start getting that again.
-Deagles needs some work. The first gun doesn't look like a gun while the second gun doesn't look like it's being held at all.
Regarding the second one: it's probably more of an arm issue. The "T-rex edition" arm xD. Will make sure to include a proper T-rex head next time.
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OMG! This fast 'start up' in barrett... it's a joke xD
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Something may be wrong with the patch, it didn't work for me.
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do custom install for the patch, seems like there is an issue
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do custom install for the patch, seems like there is an issue
If you install it as first installation, you dont have to select custom but if there is already soldat folder and you try to install overwrite, you have to select custom.
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Soldatserver again doesn't start for the first time, when soldat running in the background.
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Soldatserver again doesn't start for the first time, when soldat running in the background.
Make sure you have different ports set in client's and server's configs (if you are running them on the same PC).
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There are also some changes in server in this release. They're missing from first post's changelog because i've added them in a wrong place in changelog file and Shoozza simply didn't copy them. You can see them in changelog.txt in soldatserver zip file (again though, in wrong place).
Since they seem important-ish, as dominikk is already whining about features that i've actually added, and since Shoozza refused to edit first post to add them, there you go:
- Added basic conversion functions to SC3: weap2obj, menu2obj, obj2weap, obj2menu, weap2menu, menu2weap
- Fixed OnWeaponChanged was sometimes called too late
- Fixed added missing vest property to SC3 TPlayer
- Fixed ScriptName in SC3 Legacy mode contained full path instead of just folder name
- Fixed unpredictable OnWeaponChange behavior when calling ForceWeapon from within
- Fixed wrong player coordinates in OnAfterPlayerRespawn (SC3 only)
- Fixed OnWeaponChange event sometimes called with weird weapon parameters
EDIT: Almost forgot, those OnWeaponChange fixes might break your scripts since they mean OWC might be called on different occasions/with different parameters. So whoever has a script that relies heavily on OWC behavior, please test this release. If you find this version to break your script, report it on bugtracker.
The related changes on devs wiki will follow once i find time to get to it. If ever.
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Just a little feedback:
The darkness around his eyes makes the ghostek have a very distinct look. Maybe it could be soften out just a little bit? (We're not talking big changes here)
It makes him look old like a veteran, and it's a cool look but it's harder to imagine other face-expressions like it was in the blurry old days
(http://i.imgur.com/VVbz53q.png)
Maybe lessen the contrast between his forehead and the eyes? You don't need much difference in color to see thhe outlines
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I concur, I was going to make a more featureless version and try it out, since the classic look is very non-descript. (Though if MM had more pixels to work with, I bet everyone would look like Rambo.)
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Mouse aim x and aim y is bad is player use barrett zoom.
Soldatserver again doesn't start for the first time, when soldat running in the background.
Make sure you have different ports set in client's and server's configs (if you are running them on the same PC).
See film: https://youtu.be/3IMNGqkJ5ls
This issue was previously but in 1.7.0b2, It seems that it was not, now it is again, server sometimes you just can dead... you want to start again, (time to wait... time to wait... )
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Since there is a workaround and this was in soldat for years i don't see a reason to fix it now.
It is well known though and depending where we go with the netcode changes after 1.7.1 it might get fixed
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Getting better and better. Nice guys!
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Small graphical issue. The law image hits the edge of the Soldat window. See figure below.
(http://i.imgur.com/f3BY3n8.png) (http://imgur.com/f3BY3n8)
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DorkeyDear, why using a small resolution?
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Shoozza, might I remind you of your promise of fixing the illogicality/inconsistency of weapons for "1.6.10".
http://forums.soldat.pl/index.php?topic=44027.msg524637#msg524637
To refresh your memory:Sniper isn't actually OP in and of itself; I think it's just that bink might be bugged. The rett's bink should make it so any damage taken from any weapon will mess up your shot's accuracy for the next 1.083s; in my experience, the recovery time is much lower than that.
Fix bink = nerf rett.
While you're at it, add bink to the other weapons. See quote:How about we discuss the fact that no other weapon has bink and how that's completely unrealistic? Every weapon should have bink. I don't care what weapon you're using, if you get shot, you should be temporarily incapacitated. Even if you were to be shot with rubber bullets, you're accuracy is going to temporarily suffer. Granted, weapons with higher velocity/larger shells should incapacitate you more and have a higher bink (if they don't kill you), but it makes absolutely no sense for bink to be zero for any weapon.
Shoozza, here's a bug list before you release 1.6.9:
1. Bink:
1a. Confirm bink doesn't last as long as it should and fix it.
1b. Add bink to all weapons and make bink times go by the weapon that you get attacked by (and NOT the weapon you're holding), with bigger/heavier weapons giving a longer bink.
2. Make start-up times for all weapons equal. See quote:As for Barrett start-up being too short, you've got to be joking. In real life, a sniper rifle is like any other gun: you pull the trigger, the shot is fired -- no delay. The start-up time should be virtually equal for all guns except guns like the minigun/gatling gun that require time for the multiple barrels to revolve.
3. Remove fire interval when a gun is first picked up. Fire interval should only matter between shots within the same clip. For all weapons, make them reload upon spawning, but not upon picking up if it was dropped while loaded. See quote:After dropping Barrett, it requires reloading (not true reloading when clip is empty but fire interval, i.e. downtime between shots), even if it was fully loaded in the first place (which I consider a bug, it doesn't make any logical sense that you need to wait the fire interval for any weapon just because you put it down; for other guns it's a lot less than Barrett since time between shots is very short but it still varies greatly because each weapon has a different fire interval; all weapons, providing they have ammo loaded, should either have no delay after picking up or should all have the same delay after picking up, i.e. the time it takes for you to pull the trigger).
Addendum for #3: I realize if fire interval upon pickup is removed, in regards to the Barrett, one could conceivably just shoot, drop the weapon, pick it up, and shoot again. To fix that, make Barrett's clip like M79 or LAW's: one round in the chamber and make the fire interval the reload time.
(If we were to make it realistic, the Barrett's fire interval would be a lot shorter (basically the quarter-second it takes to grip the bolt handle and load the next bullet into the chamber) and the full 10-bullet clip would remain, but that'd be too OP.)
Note: Not asking you to get into WM changes... except for adding bink to all weapons and making it consistent.
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All ok but MovementAcc (-1), Increase Push (+10) is very bad
Ruger It is really a small kinetic energy no change.
MovementAcc is now okay I would a little added.
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(http://i66.tinypic.com/350jxug.png)
some error, when I try to create a dedicated server
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this update is pretty good, but I think what is more important is what can be done about actually saving the game. We all know this game is dead/dying....
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https://youtu.be/RT8pi4HgofY
See bullet create lags and bug no recoil.
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I need to turn the mipmapping off because it garbled up the gostex and weapon gfx. Apart from that, everything seem to work fine; better, in fact! ;)
That aside, I think the weapon gfx are a not as distinctive as before; the colors and shapes of most guns are too much alike. The very image from the front page illustrates this quite well in fact::
(http://static.soldat.pl/images/soldat170b3_new_weapons_thumb.png)
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What resolution you on?
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What resolution you on?
Me? 1366 x 768
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If we talk about image from first post, its best example of few problems with guns:
(http://s26.postimg.org/kehhccq3t/soldat170b3_new_weapons.png)
One of Deserteagle is hovering in front of gostek hand.
AK and Steyr have buttstock behind gostek hand( its due to wrong scaling and alignment).
And they have the same problem like Spas, that is just a bit too big. Also Spas have too big grip that go behind gostek hand.
And last, Colt that is held by hammer/grip safety.
I know that because of of type of animation/graphic its hard to fit weapons in hand in every gostek position, but those bugs can be fixed by small scaling and alignment.
Also first think that I made in gostek was resizing a bit his legs, because it look like this:
(http://s26.postimg.org/8bc5osf1l/soldat_HD.jpg)
Its not big deal, and most of people dont even see this, but squeezing a bit graphic "noga" and narrowing one side of graphic "udo" make gostek less "cartoon'ish" Even if in some way its style of soldat.
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I should probably document a bit how the new gostek alignment can be tweaked. Basically, each sprite from the gostek has an anchor/center point that can be changed through a mod.ini file. This is the file with the default values on beta3: https://dl.dropboxusercontent.com/u/8012562/soldat/mod.ini
This file will be loaded from soldat root directory if present (or from the mod directory).
The anchor coordinates are expressed in values that go from 0 to 1, meaning 0% to 100%. So CenterX=0 means the center point is on the left, CenterX=0.5 in the middle and CenterX=1 on the right. CenterY goes the same way but from top to bottom. You can also go outside the 0..1 bounds if needed. Also note that these coordinates won't necessarily move sprites horizontally or vertically because the center point is also used as the rotation center.
Each sprite is hooked to 2 points from the soldier skeleton. One is used for the position and the other is used to calculate the angle relative to the first point. The center coordinate from mod.ini should always match the main position point.
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Great to see new beta :) keep up the good work boys!
Any chance you have a mod.ini file with the default values of last version?
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Great to see new beta :) keep up the good work boys!
Any chance you have a mod.ini file with the default values of last version?
I'll answer here too in case people is curious. The new alignment code which can load from mod.ini file was introduced in this beta3 version. Older versions don't have mod.ini, they just used completely different code (I rewrote the whole thing). We'll probably keep tweaking this alignment until we get a good default.
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I suggest you create a page on devs wiki (http://devs.soldat.pl) for that stuff
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Patched to custom directory, trying to open config.exe after installing:
(http://i.imgur.com/k4lqf66.png)
And same error when trying to open soldat.exe, along with a couple others:
(http://i.imgur.com/qwDLpVm.png)
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Patching to prediscovered 1.7.0b2 directory, error while installing:
(https://i.imgur.com/zpDUbXz.png)
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Patching to prediscovered 1.7.0b2 directory, error while installing:
(https://i.imgur.com/zpDUbXz.png)
Choose custom path
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Choose custom path
Look at the post above the one you quoted, Diego. =)
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Patched to custom directory, trying to open config.exe after installing:
(http://i.imgur.com/k4lqf66.png)
And same error when trying to open soldat.exe, along with a couple others:
(http://i.imgur.com/qwDLpVm.png)
I heard that when you choose custom path it adds a subdirectory inside your chosen path. You might want to double check on that.
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Oh, I get it. So it's not a truly custom directory, but a custom subdirectory in Soldat's directory.
In that case, though, it shouldn't allow you to put it anywhere on your computer you like. The installer shouldn't allow you to browse with the file explorer or just type in any directory and let you install anywhere after selecting "Custom" in the following image:
(http://i.imgur.com/uVmNEWu.png).
Instead, it should be limited to something like this, without an option to choose any directory (but with an option to rename that prechosen subdirectory):(http://i.imgur.com/wNa8czS.png)
I figured, since I was able to 'custom' install it in a completely different directory, that the patch would check for the needed files from the 1.7.0b2 directory and copy them over (while adding in/patching the new files required for 1.7.0b3).
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I heard that when you choose custom path it adds a subdirectory inside your chosen path. You might want to double check on that.
Yeah, it appends the subdirectory "Soldat", but even if I install to that directory, I still get the error.
Oh, I get it. So it's not a truly custom directory, but a custom subdirectory in Soldat's directory.
Never mind, just tried installing it as a subdirectory in the Soldat directory and still got the same error.
Patch is messed, yo.
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Patch is defenitely messed up, no question there. You can still make it work, though. After you select your custom soldat170b2 directory you will end up with something like "C:\soldat-beta\soldat170b2\Soldat", which is wrong because it doesn't make sense to patch an empty subdirectory inside soldat directory. However, you can manually remove the "\Soldat" part after browsing and selecting the directory. It's stupid, but that worked for me at least.
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Patch is defenitely messed up, no question there. You can still make it work, though. After you select your custom soldat170b2 directory you will end up with something like "C:\soldat-beta\soldat170b2\Soldat", which is wrong because it doesn't make sense to patch an empty subdirectory inside soldat directory. However, you can manually remove the "\Soldat" part after browsing and selecting the directory. It's stupid, but that worked for me at least.
You're right; that works.
But how is that any different from the first option?
(http://i.imgur.com/uVmNEWu.png)
And why doesn't the first option work, haha
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But how is that any different from the first option?
And why doesn't the first option work, haha
I haven't looked at installer/patcher code so... no idea why lol
Shoozza will probably fix this before next release. I hope :P
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Will it be possible (in the settings?) to stay with the old graphics?
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Will it be possible (in the settings?) to stay with the old graphics?
Why would you want to do that?
it's possible by just replacing everything with the old files
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Will it be possible (in the settings?) to stay with the old graphics?
Why would you want to do that?
it's possible by just replacing everything with the old files
Because I prefer the old graphics to the new ones (from what I've seen so far)
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There won't be a setting for that but you can always use a mod with the old graphics. It will probably require a different mod.ini for gostek alignment. Maybe I'll make one after 1.7 for old mods and graphics compatibility.
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There won't be a setting for that but you can always use a mod with the old graphics. It will probably require a different mod.ini for gostek alignment. Maybe I'll make one after 1.7 for old mods and graphics compatibility.
Would be neat
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Well in terms of Gostek modification, thanks to scaling we can prepare normal size graphic with all the details, and just scale them.
Thats nice feature, but it doesnt change that end product always move and look like mess :/
For example, for fun I tried to make manga chick in school uniform. True that it doesnt look like I wanted, and she look more like prostitute(for first try at 200% of original size its still good)
But even when she stand, she look... ok, when she move... Oh my god its hilarious bad xD
(http://s26.postimg.org/qo8m4zh2h/SS_01_25_16_003.jpg)
So I have two question.
Even if you rewrite graphic engine, It would be possible to remove mirror images of eg graphic of head, hair etc and just use one? It would speed up and make modding easier... Its not must-have, but you know... there is just no reason to have two graphic for face if both are the same.
If, for example, I would like to make hair longer and graphic is 54x54 If I would use 54x120 it would set arrangement point at in corner or in middle of image? I would try to play with it now by my self to check it, but I cant right now. :/
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But even when she stand, she look... ok, when she move... Oh my god its hilarious bad xD
(http://s26.postimg.org/qo8m4zh2h/SS_01_25_16_003.jpg)
Haha, pleeeeease post a video/gif of her moving.
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Even if you rewrite graphic engine, It would be possible to remove mirror images of eg graphic of head, hair etc and just use one? It would speed up and make modding easier... Its not must-have, but you know... there is just no reason to have two graphic for face if both are the same.
From the code point of view it would now be super trivial to get rid of those.
If, for example, I would like to make hair longer and graphic is 54x54 If I would use 54x120 it would set arrangement point at in corner or in middle of image? I would try to play with it now by my self to check it, but I cant right now. :/
What you call the arragement point can now be controlled by this new mod.ini stuff. Not sure what the values for the hair are right now but it can be tweaked to find proper alignment (see some previous post where I explained a bit how it works)
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would you mind uploading that girls gostek Aki?
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That was just made for fun, but maybe later when I fix her a bit I'll upload it. I could even replace sound to some anime screams xD
PS. last off-topic small gif (http://s26.postimg.org/f1oi3utrb/an_soldat_03.gif)
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That was just made for fun, but maybe later when I fix her a bit I'll upload it. I could even replace sound to some anime screams xD
PS. last off-topic small gif (http://s26.postimg.org/f1oi3utrb/an_soldat_03.gif)
Amazing!
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PS. last off-topic small gif (http://s26.postimg.org/f1oi3utrb/an_soldat_03.gif)
That looks good! That might be the basis for having selectable gender sometime (or even arbitrary genders*). Cool.
*for the transgender people
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Other question, I never actually saw that Soldat use "download" folder, even if it was made for eg. PlaySound script function or override map data without replacing original files.
But for now just like with map or interface graphic, player need to manually put there files and it would still replace this on every game/server.
It was probably mention loots of time, but if player still need to download map files, why not to give possibility to download eg sound files that could be used via playsound script.
I know its more complicated than this, but it would be made by eg. external text/ini file that would be sticked to map file and would contain files that player would download, and that would be put in this downloads folder.
Player side would load pms file from server and this text/ini file if its available(but not needed to play) and would have the same name as map file. There could be even option to disable such download in options.
And looking at possibilities of scripts that some remaining people on soldat have they could finally use custom sounds on maps, starting from fire cracking to trees moving on wind and drone sounds underground.
Or even using key combination player could use sound board to say something. Like for example on Rzal save/Quake server we have teleports and /save function that are sticked to specific key on keyboard. and it would just need to use Playsound script function that I think already is there(didnt check tho...).
Some people would start saying that downloading sound file would be security problem, but sorry its bul$$it, its nothing hard to smuggle some malicious code using existing png/jpg file that player already download. And if someone would put weird or loud sound? Now no one stop people to put porn/gay/weird gifs and images on maps(thx climb map makers for big collection of "pecker" images )... sound would be nothing compared to this(and we still could remove it.)
The same with size of those files. Some people, especially on climb servers make map that weight even 7mb just because they use huge gif files or gigantic BMP files.
Also other question I actually never looked to sfx folder, and even if it was just to replace something without looking. But I found there "water-step" sound... Its just a old/lost file or easter egg?
I dont know if it always where there, because seriously I never checked that folder for all those years :/
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Why focus on graphics and not code. Recode entire server lest they created a lag during shooting.
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Why focus on graphics and not code. Recode entire server lest they created a lag during shooting.
Well swtiching to OpenGL allowed people on Windows 7 / Windows 10 to be able to play again and overall way better performances. I agree that the netcode should be a priority but the rendering rework was necessary (even if I liked the old "pixel" soldat graphics better)