Author Topic: Devlog update (2012-03-18) Deployment, Scriptcore, WM and interruptions  (Read 3949 times)

0 Members and 1 Guest are viewing this topic.

Offline Shoozza

  • Moderator
  • Veteran
  • *****
  • Posts: 1632
  • Soldat's Babysitter
    • Website
Hi again!

Sorry for the missing devlog last week, I had no internet for a few days and reinstalled windows...
This means I haven't worked on Soldat the past days (reinstalling stuff etc... you know).

Sadly not much happened and there is still no beta :/

The air interface was removed after people told me about it (it was added accidentally when I merged interfaces from different versions of the sourcecode).
I was happy to see that people use the bugtracker.
Like reporting issues with soldat gfx http://bugs.soldat.pl/view.php?id=171

Skoskav fixed more default volume issues and updated the realistic weaponsmod which might make a few people happy.
You can get them here: http://skoskav.org/etc/soldat/wm/163/3/ and for realistic mode: http://skoskav.org/etc/soldat/wm/163/realistic/

I was playing with my windows themes I noticed wrong colors in some inputfields which are fixed now so soldat should look the same when you have a dark theme.

Falcon modified AppOnIdleTimer which will work per script now.
He fixed bots who followed players with bow on non rambomatch gamemodes (possible because of scriptcore changes).
He also fixed that waypoints were not reset before map change.
Non-reset waypoints were cause of many bots being stuck in one place in map.
External dll/so support for scriptcore was added.
You can call dll/so functions from the inside of your scripts! This works with safe mode disabled only.
If you want to know how the syntax will look like take a look at http://www.chmlib.com/ISetup/topic_scriptdll.htm

I worked on the deploy scripts again.
There are sill a few bugs but hopefully I'll not have to reinstall windows soon.
Soldat, starter, config and Soldatserver get compiled with optimization on now.
Before that we had to compile them manually by navigating into options and changing the settings for each executable manually...

I noticed that the ArrayHigh scriptcore function had wrong parameters this might have been the reason for its stability issues so lets hope it works better now.

That's everything for now I really hope there will be no more ugly surprises :S.
« Last Edit: March 18, 2012, 06:04:17 pm by Shoozza »
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline As de Espada

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1493
  • Mapper
    • My maps
nice to see that this is still going, keep up the good work (Y)
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline DutchFlame

  • Camper
  • ***
  • Posts: 363
Aight, So I guess the upcoming version is being delayed for another 2 weeks atleast? Without a beta going on it will take some time..

Offline Mittsu

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 617
cant say im happy with this realistic weapons mod but i appreciate the effort to actually do something!

keep up the good work guys, nice to see falcon taking this seriously
Realistic-Soldat.net
<+elerok> soldat is dead
<+AThousandD> shit happens

Offline SyavX

  • Soldat Beta Team
  • Camper
  • ******
  • Posts: 338
External dll/so support for scriptcore was added.
You can call dll/so functions from the inside of your scripts! This works with safe mode disabled only.
If you want to know how the syntax will look like take a look at http://www.chmlib.com/ISetup/topic_scriptdll.htm

Awesome!

Offline machina

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1117
  • The world isn't nice. Why should I be...?
Nice to see the devlog but these changes in realistic WM are some kind of ayfkm. +1 to Spas's Speed!? woota?

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1813
He also fixed that waypoints were not reset before map change.
Non-reset waypoints were cause of many bots being stuck in one place in map.

Oh joy, noticed that frequently when testing waypoints

Offline homerofgods

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2029
  • We can do better!
Everybody needs to reinstal from time to time.
I think you have done a great job Shoozza, it can be easy to stop development after a while but you seam to atleast come back after a break.
Yesterday I was going through some old games like 'black and white', 'gangsters 2' and 'trespasser'  and when I realised I had to throw them in the gardbage because they didn't run on windows 7 or that the grafics was crappy as hell, I also realised how old soldat is, and that it's an achievement in itself that it has survived. The continued development means everything, so thank you for doing it.

Btw, since you didn't point out why you needed reinstal I will just asume it's porn related, when we tell you to get your hands dirty we didn't mean literaly! :D

Offline DutchFlame

  • Camper
  • ***
  • Posts: 363
I say keep it rolling babeh!

Offline Furai

  • Administrator
  • Veteran
  • *****
  • Posts: 1908
    • TransHuman Design
Good work. :) I need to check one day these new weapon mods.
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline DorkeyDear

  • Veteran
  • *****
  • Posts: 1507
  • I also go by Curt or menturi
Re: Devlog update (2012-03-18) Deployment, Scriptcore, WM and interruptions
« Reply #10 on: March 20, 2012, 02:19:28 pm »
Oh wow the scripting changes sound great and exciting; I cant imagine what capabilities this will bring. Good job!

Offline Mighty

  • Camper
  • ***
  • Posts: 276
Re: Devlog update (2012-03-18) Deployment, Scriptcore, WM and interruptions
« Reply #11 on: March 20, 2012, 03:19:03 pm »
Yep, awesome to know that ScirptCore is taken care of :) Beer for Falcon. And, ofc, Shoozza, for letting him work on it.
Well done.
xFire: macmil        e-mail: macekmil@gmail.com
My scripts: Accuracy Script       Flashbang       Punishments GUID
            CatchMe Gamemod       AntiFake
            CW System             AntiFakeGUID