Author Topic: Devlog update (2013-01-14) Allllllmost done!  (Read 12248 times)

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Offline 14th_account

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Devlog update (2013-01-14) Allllllmost done!
« on: January 14, 2013, 06:06:39 pm »
Pretty much all bugs mentioned in the beta topic have been fixed, as well as some other tweaks:

  • Numbers are shown in the escape menu so you now know you can press the keys instead of clicking with your mouse like a caveman
  • Things like the cursor and player indicator now also scale with the resolution, and the cursor looks smoother when moving it
  • Power knife throwing glitch fixed
  • Shooting at flags, kits and loose weapons is more predictable and they won't accumulate insane velocities anymore

The only blocker left is that we're waiting for FryFry to fix some problem with polygon types because it broke a default map.

We'll have another beta or the actual release done soon. It's up to Shoozza which one you get.

Oh, and there's no funny image this week. Disappointed? Blame FryFry.
« Last Edit: January 16, 2013, 03:24:54 am by 14th_account »

Offline As de Espada

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #1 on: January 14, 2013, 06:32:43 pm »
aaaaaaaaaaaaaalmost happy :P
good job devs, keep it up!
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Offline Furai

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #2 on: January 14, 2013, 06:34:47 pm »
What is the status report on implementing autoupdater?
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline Prodigyx

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #3 on: January 14, 2013, 06:47:56 pm »
My precioussssssssssss

 ;D
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Offline Rattle.Head

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #4 on: January 14, 2013, 06:53:01 pm »
yehaaaaaaaaaa

Offline McWise

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #5 on: January 14, 2013, 06:57:55 pm »
This feels so awesome. So nice that Soldat is back alive  ;D

Offline L[0ne]R

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #6 on: January 14, 2013, 10:45:16 pm »
No funny image. WORST DEV LOG EVER.

Offline Shoozza

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #7 on: January 14, 2013, 11:22:04 pm »
What is the status report on implementing autoupdater?
Autoupdater will not be included in this version so we have more time to work on it.
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Offline Bonecrusher

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #8 on: January 15, 2013, 06:04:03 am »
What about unresolved bugs from mantis?

Im chill like that

Offline 14th_account

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #9 on: January 15, 2013, 06:48:28 am »
All 140 of them? They'll be fixed over the next decade.

Offline DutchFlame

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #10 on: January 15, 2013, 07:38:53 am »
Will there be any new maps included in this version?

Also mappers should probably know that zakath made some new standards for trying to get a map to be in the default mappack.

Offline Rainy

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #11 on: January 15, 2013, 10:10:29 am »
Nice.  8)
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Offline Tehbugerz0r

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #12 on: January 15, 2013, 10:33:08 am »
All 140 of them? They'll be fixed over the next decade.
Ah, that'll be when the next release comes out probably.

Offline As de Espada

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #13 on: January 15, 2013, 11:16:39 am »
Will there be any new maps included in this version?

Also mappers should probably know that zakath made some new standards for trying to get a map to be in the default mappack.
no new maps for now. We will publish the standards when they are finished :)
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Offline squiddy

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #14 on: January 15, 2013, 09:44:26 pm »
It would probably be a good idea to update devs.soldat.pl's scripting database for the new functions, or post anything that would guide us through the new functions (like Drawtext, etc.).

:)
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Offline L[0ne]R

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #15 on: January 15, 2013, 10:26:17 pm »
Ehh, actually, there's something I'd like to report. Me and TheOne have played together a few days ago and recorded some demos showing these bugs (and then I completely forgot about them):
1) Something odd happening with Saw hit detection, where in some cases (when saw blade is very close to the character) there would be blood spewing all over the place as if the saw is hitting the character, but he will take no damage. We've recorded demos from both my and his perspective. (see attachment)

2) A bug with /mercy command - when you use /mercy and switch weapons - they don't shoot blood anymore. Don't know if that's intended or not, but the actual bug is this: if, after using /mercy you don't move and wait for idle animation to play - instead of next idle animation your character will execute /mercy command on his own and kill himself.

3) A minor bug: when you stand very close to a character - your soldier will punch instead of shooting (as expected), however if you press reload and keep punching - you will see yourself punching and slooooowly reloading your gun at the same time. However everyone else will see you punching and shooting at the same time.

Demos for all 3 bugs and from different perspectives attached.
There's two more but I don't have demos of them:

4) You can throw flag through flagger-collides polygons if that polygon isn't too thick. It seems that flag doesn't actually move from player to where he's throwing it - the flag teleports a few feet away from the player, and only then flies where it's thrown. This causes flag to teleport through thin polygons.

5) Medkits, grenade kits, etc. also collide with flagger-collides polygons. If kits spawn inside a flagger-collides polygon - they'll spaz out and get stuck inside polygons or get launched in random directions outside of polygons.



-----
On a sidenote, should we post beta bugs in devlog threads, or bugtracker?
« Last Edit: January 15, 2013, 10:31:00 pm by L[0ne]R »

Offline 14th_account

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Re: Devlog update (2012-01-14) Allllllmost done!
« Reply #16 on: January 16, 2013, 03:06:42 am »
Beta bugs should be posted in the beta topic.

1, 3) Old bugs, aren't they?

2) That was supposed to be fixed for b4. Which server did you play on?

4, 5) FryFry and me will look into them.
« Last Edit: January 16, 2013, 03:19:04 am by 14th_account »

Offline L[0ne]R

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Re: Devlog update (2013-01-14) Allllllmost done!
« Reply #17 on: January 16, 2013, 03:38:25 am »
1 and 3 may be old bugs, though I'm not 100% sure about 1 since I never thought of trying something like that before.
2 - unfortunately I don't remember which server we played on, but the bug is easy to reproduce so I'll try it again tomorrow.

Sorry I posted them here. :S

Offline Tehbugerz0r

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Re: Devlog update (2013-01-14) Allllllmost done!
« Reply #18 on: January 16, 2013, 07:20:12 am »
2) A bug with /mercy command - when you use /mercy and switch weapons - they don't shoot blood anymore.

It's not really something that has to be fixed unless you want total perfection(and the day they take out blood saw is the day I quit).
Damn, looks like I have to quit...
... I suppose blood saw can lag... in some extremely rare circumstances.

Offline McWise

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Re: Devlog update (2013-01-14) Allllllmost done!
« Reply #19 on: January 17, 2013, 04:44:07 pm »
nice quote date, right there though!