Author Topic: Soldat 1.5.1f Beta (with server)  (Read 51145 times)

0 Members and 1 Guest are viewing this topic.

Offline -Vis-

  • Flagrunner
  • ****
  • Posts: 980
  • Zarch
Re: Soldat 1.5.1f Beta (with server)
« Reply #60 on: March 15, 2011, 02:30:51 pm »
Is it just me, or is it not possible to use more than one command line parameter? I want to load Soldat from the cmd line with both -mod and -join parameters, but it just gives me an error (tried with quotes and everything). If it's not possible, I'd like to see it added.

Try it in different order. Worked for me.

Yeah I got it working, I think Soldat was bugged, restarting my comp probably fixed it. :P


Offline Zischer

  • Major(1)
  • Posts: 32
Re: Soldat 1.5.1f Beta (with server)
« Reply #61 on: March 15, 2011, 04:08:31 pm »
Patched my version, it automatically starts running - no prob whatsoever.

I exit the game, rerun it via the (patched / updated) soldat.exe - I get "Unknown Error No. 10013" (plus "List index out of bounds (1)" when I just ignore it and try to start a game or anything nevertheless).

Ok, I rerun the patch, game automatically starts running like before - and no prob whatsoever again. So I need to run patch every time to be able to use this version.

Wtf!? I will install the full new beta later, maybe it works this way!?

Okay, tried to install full beta - same prob. Have to run patch and start game via it to be able to play.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Soldat 1.5.1f Beta (with server)
« Reply #62 on: March 15, 2011, 07:54:58 pm »
A few issues with new polys:
(minor) Explosive poly doesn't always detonate. It usually happened when you hit and bounce off of it too fast, or if you touch it just barely (I could see flame particles around my soldier a few times, but no detonation). It's probably just lag and it doesn't happen too often.

(medium) Bouncy polys seem to have a bounce limit. Bounce poly with 500% bounciness and 10000% bounciness gives the same result. I haven't tried stacking them, but I think the limit for single bounce polys should be increased anyway (or better - removed completely so that it would be possible to make insanely high and fast bounces).

(major) Flaggers can't go through #-TeamCollides or FlaggersCollide polys, but they can still toss the flag through those polys, get through, and pick up the flag again on the other side.

Offline Nawl

  • Major(1)
  • Posts: 18
Re: Soldat 1.5.1f Beta (with server)
« Reply #63 on: March 15, 2011, 08:14:58 pm »
Even DoDamage(ID,4000); in OnJoinTeam() doesn't seem to solve it, sometimes server just won't kill a player.
AppOnIdle will solve it well but... in 1.5.1 its fixed ;>.

another old bug if you fixed all bugs and have nothing to do :P <sarcasm>:
when map is changing and you change team then changing map is stopped for you and in that case after ~15 sec you will be dropped with reason "wrong map version", cuz all are playing next map and you still stay in that old map ;>
i know its impossible to change team when map is changing with normal method but some servers have scripts like !red(move you to team alpha when you type that) or !blue(same as previous one).
probably mostly on dodgeball mode but still its annoying bug for us ;>

You're Pro or you're Noob. That's life.

Offline CheeSeMan.

  • Flagrunner
  • ****
  • Posts: 731
  • WOOT SLIPPERY PICKLES
Re: Soldat 1.5.1f Beta (with server)
« Reply #64 on: March 15, 2011, 09:08:16 pm »
working great for me gj devs! But ctf_Snakebite is bugged bravo team can pass through the polygon next to red flag in both directions, whereas alpha team can only pass through the polygon next to blue flag in one direction!
Banana Banging since summer 2008!     
cB. Cheeky Bananas                
#CheekyB.Soldat

Offline numgun

  • Veteran
  • *****
  • Posts: 1032
Re: Soldat 1.5.1f Beta (with server)
« Reply #65 on: March 16, 2011, 03:20:01 am »
So... can you choose which way you want the flag throwing to work?

Because pressing down/up for throwing the flag is a problem for me and anyone else who wants to do a "cannonball" move while carrying a flag. I'd be great if I could set only G key to throw the flag and nothing else.

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: Soldat 1.5.1f Beta (with server)
« Reply #66 on: March 16, 2011, 03:59:45 am »
working great for me gj devs! But ctf_Snakebite is bugged bravo team can pass through the polygon next to red flag in both directions, whereas alpha team can only pass through the polygon next to blue flag in one direction!

there are some errors in the collision code that has been fixed in the next beta.

From: March 16, 2011, 04:01:06 am
Even DoDamage(ID,4000); in OnJoinTeam() doesn't seem to solve it, sometimes server just won't kill a player.
AppOnIdle will solve it well but... in 1.5.1 its fixed ;>.

another old bug if you fixed all bugs and have nothing to do :P <sarcasm>:
when map is changing and you change team then changing map is stopped for you and in that case after ~15 sec you will be dropped with reason "wrong map version", cuz all are playing next map and you still stay in that old map ;>
i know its impossible to change team when map is changing with normal method but some servers have scripts like !red(move you to team alpha when you type that) or !blue(same as previous one).
probably mostly on dodgeball mode but still its annoying bug for us ;>

those errors happen because of packet loss.

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Soldat 1.5.1f Beta (with server)
« Reply #67 on: March 16, 2011, 04:08:44 am »
(medium) Bouncy polys seem to have a bounce limit. Bounce poly with 500% bounciness and 10000% bounciness gives the same result. I haven't tried stacking them, but I think the limit for single bounce polys should be increased anyway (or better - removed completely so that it would be possible to make insanely high and fast bounces).
That has to do with how Soldat's physics currently work, there is no actual bounciness limit. It will probably be fixed sometime though, possibly including a real limit.
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline nosejj

  • Camper
  • ***
  • Posts: 432
    • Soldat Discord!
Re: Soldat 1.5.1f Beta (with server)
« Reply #68 on: March 16, 2011, 04:05:03 pm »
Good job.
Still no hebrew on in-game chat console.

Offline gor

  • Major(1)
  • Posts: 20
Re: Soldat 1.5.1f Beta (with server)
« Reply #69 on: March 18, 2011, 10:01:09 am »
Why did you order stats by caps in ctf?
Perhaps you can implement option for us to choose the order (kill/caps)

Offline Dusty

  • Veteran
  • *****
  • Posts: 1015
Re: Soldat 1.5.1f Beta (with server)
« Reply #70 on: March 18, 2011, 11:25:53 am »
Why did you order stats by caps in ctf?
Perhaps you can implement option for us to choose the order (kill/caps)

leaving the old scoreboard as an option would be great, too. currently you cannot compare the two teams by quickly checking the scoreboard.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Soldat 1.5.1f Beta (with server)
« Reply #71 on: March 18, 2011, 11:36:23 am »
I think players should still be sorted by number of kills. Sure caps are important, but you (normally) can't cap on your own. Your teammates that distract the enemy and cover your escape deserve just as much credit (maybe even a little more than that). I vote for keeping scores kill-based.
« Last Edit: March 18, 2011, 11:40:08 am by L[0ne]R »

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: Soldat 1.5.1f Beta (with server)
« Reply #72 on: March 18, 2011, 12:12:39 pm »
I vote it to be server-sided.
Sorry if I'm insolent.

Offline Dusty

  • Veteran
  • *****
  • Posts: 1015
Re: Soldat 1.5.1f Beta (with server)
« Reply #73 on: March 18, 2011, 01:16:01 pm »
why on earth should it be server-side?

Offline ramirez

  • Retired Soldat Developer
  • Camper
  • ******
  • Posts: 394
    • Soldat Central
Re: Soldat 1.5.1f Beta (with server)
« Reply #74 on: March 18, 2011, 02:09:48 pm »
The problem is that (especially on publics) people stats whore to be in the top of their team, which kind of ruins the point of the gamemode. However I agree that the new format is kinda messy to look at if you want to quickly compare different players from different teams, so I just added an option to use the old scoreboard layout without the team grouping, but it's still sorted by caps.

Offline Horve

  • Flagrunner
  • ****
  • Posts: 692
  • Vig
Re: Soldat 1.5.1f Beta (with server)
« Reply #75 on: March 18, 2011, 02:29:48 pm »
Change it back to how it was. Make it an option to switch to the new format.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Soldat 1.5.1f Beta (with server)
« Reply #76 on: March 18, 2011, 02:44:03 pm »
To be honest, I have no clue what stat whoring you're talking about. :S
I've never seen people completely ignore flags. I've only seen people ignore the friendly flagger and not protect him (but since you don't get cap points for protecting flagger - it doesn't really relate to the issue). If players just want to shoot other players - don't they normally go to deathmatch or team deathmatch servers?

Also, if some players indeed do care only about killing other players - if they have a decent K:D - they're still being useful, so it pays off. If they fail completely - they're just noobs, and changing scoring system won't solve anything.


Sorting players by caps can result in lots of cases like these:
A) A newb got lucky and managed to snatch a flag while the rest of his team covered his escape. Result: a newb with barely any kills and lots of deaths is near the top because of one lucky cap, while his more useful teammates are further down the list.
B) A pro player did a great job attacking enemy base, grabbing the flag and escaping. But right when he is about to cap - he gets killed and one of his teammates happens to be nearby and steals his cap point.
C) Stat whores would have more of a reason to ignore their own flaggers (or even prevent them from capping) since protecting flaggers will only result in them having a lower score than those who actually capped.

-----------

As for the layout itself - both the old and new one are nice in their own way. It's great that you made both of them available. GJ
« Last Edit: March 18, 2011, 02:56:42 pm by L[0ne]R »

Offline Dusty

  • Veteran
  • *****
  • Posts: 1015
Re: Soldat 1.5.1f Beta (with server)
« Reply #77 on: March 18, 2011, 04:38:26 pm »
It's indeed true that statwhoring (=completely ignoring the flag) is really rare on public servers, honestly speaking I haven't met anyone except myself. Also statwhoring does require some skill and the difference in skill levels might become so big that the whore would make majority of his team's caps, just as Loner pointed out. In gathers people will keep statwhoring no matter what.

blrbrbgblgblbr tired

Offline Meteorisch

  • Soldier
  • **
  • Posts: 144
Re: Soldat 1.5.1f Beta (with server)
« Reply #78 on: March 18, 2011, 04:50:06 pm »
Why would you care if caps are included in scores holy shiet.
www.idunwantanpage.com
Clicking this increases your IQ oh wait.

Offline Clawbug

  • Veteran
  • *****
  • Posts: 1393
  • 1184!
Re: Soldat 1.5.1f Beta (with server)
« Reply #79 on: March 18, 2011, 11:39:07 pm »
I really like the new scoreboard better than the old one. I dont really see a need to "compare" individual players/teams like that against each other, the amount of kills for the whole team indicates enough.
Fight! Win! Prevail!