Author Topic: SOLDAT 1.6.4rc1 release candidate ready for testing!  (Read 25813 times)

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Offline Shoozza

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SOLDAT 1.6.4rc1 release candidate ready for testing!
« on: March 09, 2013, 06:52:51 pm »
Ok there is it the first release candidate for Soldat 1.6.4 aka Soldat 1.6.4rc1!

Please test it and report bugs!
There are 2 patches. I want to test the autoupdater (the old one) thats why you will see an update available option when you run the old beta 4.

Note we need a new intro demo (the current one will not play :P).
If you want to help us with the demo, make one!
But please use only the default maps and make it long enough (see length of the 1.6.3 demo).
For testing purposes rename it intro.sdm and enable intro playpack).

Happy testing!

Soldat 1.6.4rc1 changelog:
- Added BulletSpread WM attribute which controls bullet/pellet spread on Deagles and Spas, and base inaccuracy on other weapons
- Added Checks for Movement packets being out of order to smooth out movement of players
- Added FiltersBox position changes depending on the window size
- Added FormatFloat to script functions which fixes bug #15
- Added Join Game tab controls resize/reposition horizontally
- Added Join Game tab controls resize/reposition vertically
- Added Push WM attribute which together with a bullet's velocity on impact decides how much it pushes the target
- Added copy soldat:// link when clicking Game Server IP: label on Join game tab
- Added drawing rows in alternating colors for Serverslist
- Added flagger collides, non-flagger collides and flag collides polygon types
- Added keyboard shortcuts (1, 2, 3, 4) for the escape menu
- Added nondefault gamemode names are drawn with gray color in Serverslist
- Added options for kill sort to OldScoreBoard: 2 for old style and 3 for new style
- Added wait time for bullet and explosion push to avoid eating #234
- Added numbers to exit menu
- Added InheritedVelocity WM attribute which controls how much of the player's velocity the projectile inherits
- Modified Chainsaw to deal damage in a line all along its blade instead of just at the tip
- Modified Desert Eagles' and Spas' networking by re-creating the same pseudo-random pellet spread on all machines #260
- Modified WM loading to better support partial modding
- Modified WM loading with unparsable values gives helpful error messages
- Modified accumulating bink & self-bink to get diminishing returns as they reach higher values proportional to their configured value
- Modified adding broken bots gives helpful error messages
- Modified autodemo to record everything
- Modified bink to stack instead of resetting when being hit
- Modified bots can also do idle animations
- Modified bullet collision checks to scale their granularity proportionally with the bullet's current speed
- Modified bullets to not get a damage penalty after they pierce a body
- Modified chainsaw is able to fire and reload while rolling, backflipping and changing weapons
- Modified chainsaw to only shake screen when you're hitting flesh
- Modified client and server to use packet rate adjusting based on current player count by default
- Modified client is also able to create Dummy bots with a "Dummy=1" attribute
- Modified client-server sync method for bullets to be a bit more accurate
- Modified cursor is now centered properly when cursor.bmp is another size than 16x16 (still needs to be in power-of-two)
- Modified disabled HotTrack functionaly for Serverslist (selecting of servers when on hover)
- Modified disabled screen shaking in freecam and demo mode
- Modified holding the grenade key to only throw one grenade in order to reduce accidents #180
- Modified inaccuracy effects to spread out more evenly instead of choosing "set paths"
- Modified minimum time required to hold the grenade key before it being thrown increased by about 7% to reduce accidents
- Modified moved FiltersBox so that it has enough space to the left and top
- Modified reduced wait time when requesting servers list
- Modified removed "This option will be available after registering" label from graphics tab in config.exe
- Modified removed lobby blacklisting support
- Modified removed resolution restriction for unregistered players
- Modified renamed Mp3List ini setting to MusicList
- Modified renamed mp3 folder to music
- Modified renamed mp3 folder to music folder
- Modified renamed mp3list.txt to musiclist.txt
- Modified screenshot and demo names are now YYYY-MM-DD_HH-NN-SS_MAPNAME_TYPE
- Modified self-bink to also work on semi autos #261
- Modified self-bink to be applied on 2nd bullet fired instead of on the 4th
- Modified spent bullet shells have a slight randomness in their velocity because Fry Fry thinks that looks cooler
- Modified spent bullet shells inherit the velocity of the player when fired
- Modified team collider polygon types do not longer collide with flaggers #192
- Modified texts and positions of the Alt+F3 connection info
- Modified thrown weapons inherit the player's velocity
- Modified thrown weapons to be thrown in the direction you look
- Modified allowed both bink/self-bink and moveacc to be applied
- Fixed Alpha and Bravo flags not being placed symmetrically (flipped alpha flag)
- Fixed Chat-Flood ban lasts 5 min, says 20 #244
- Fixed DirectX Graphics error when using Soldat Clicker #201
- Fixed FireInterval values being shown as ten times too high in the weapon menu when a custom WM is used
- Fixed I/O 103 Error when logs folder is missing and file logging is enabled #240
- Fixed Invisible player bug
- Fixed Lobby server connections stay open after requesting server list #254
- Fixed Lost Team packet error
- Fixed PacketRate_Adjusting=1 not adjusting much at all and making you lag worse for everyone
- Fixed RayCast returns false if both the start and end points are inside a polygon #119
- Fixed Soldat "crash" if playback device is missing and registered
- Fixed Soldat fails to display interface images when starting the game with a mod #198
- Fixed Spas always firing its first pellet straight
- Fixed StartUpTime bypass by keeping the fire button held down during reload #264
- Fixed StartUpTime bypass from the roll, weapon change and melee animations #264
- Fixed access violation if playback device is missing and not registered
- Fixed being able to throw weapon while in the weapon switching animation #129
- Fixed bug #49 with caps not being showed in the scoreboard
- Fixed bullet collision checks assumed the bullet's speed was the same as that of the equipped weapon
- Fixed bullet push now behaves correctly in the vertical direction
- Fixed bullets not hitting player if another spawning player is close
- Fixed bullets not necessarily pushing ragdolls in the bullets' direction
- Fixed bullets piercing bodies even though their speed was tiny
- Fixed cigar animation flooding server
- Fixed crosshair not centered when binked
- Fixed crosshair not resized correctly while binked and using sniper line
- Fixed crosshair not resized while binked when aiming on teammates or enemies
- Fixed cursor is resized smoothly when binked while using sniper line
- Fixed entered player name resetting to Major when left-trim was needed #208
- Fixed error sound when starting demos with enter #271
- Fixed firing animation firing in a wonky direction for some values of FireIntarval
- Fixed flag not being thrown in the direction you aim at #176
- Fixed grenades sometimes being thrown in wrong direction due to ongoing animations
- Fixed idle animation sometimes stop occurring
- Fixed idle animations locking movement controls #206
- Fixed massive self-bink after reload
- Fixed missing Flagthrow ini key shouldn't be assigned to G but to Jump+Crouch
- Fixed missing Installer additional tasks icon text
- Fixed normal mode weapons being used for comparisons in weapon selection menu in realistic mode when WM is changed #262
- Fixed not allowed weapon spam
- Fixed not being able to move while proned and reloading #188
- Fixed number keys not working in weapon menu on map start if weapon menu is disabled #270
- Fixed piercing bullets not hitting other players in the same tick
- Fixed players and dropped weapons warp inside team collide polygons #191
- Fixed players randomly rejoining server (hopefully) #85
- Fixed possible hit detection issue for Desert Eagles due to server slightly misrepresenting one bullet's horizontal speed
- Fixed possible to throw grenades through thin walls #163
- Fixed second Desert Eagle bullet not synchronized properly between clients
- Fixed self-bink being applied on the bullet that caused it
- Fixed shots not firing in the direction of the crosshair due to ongoing animations #210
- Fixed shots ricocheting or not firing when head is in ceiling #186
- Fixed some hit detection issues due to bullets from certain angles being able to slink through and miss every hitbox
- Fixed some sound popping under heavy CPU load
- Fixed some weapons not expelling a clip on reload
- Fixed weapons firing with FireInterval <= 5 not immediately propagating their status to the server #141
- Fixed while playing CTF scoreboard is not showing each team players number #20
- Fixed your secondary weapon not getting updated stats after /loadwep command
- Fixed demo music keeps playing when intro couldn't be opened
- Fixed start game tab active while join game tab is visible when demo opening failed
- Fixed smoother cursor movement on higher resolutions
- Fixed mouse cursor not resizing with higher resolutions
- Fixed mouse cursor prevented from completely reaching the screen edge
- Fixed player indicator not being centered and scaled at higher resolutions
- Fixed objects like flags, kits and loose weapons flying in almost random directions or accumulating huge speeds when hit by bullets
- Fixed power knife throwing glitch
- Fixed flags to less likely get stuck in polygons
- Fixed power flag throwing glitch
- Fixed flag throwing to more accurately transfer the player's velocity
- Fixed a death sfx was played when it shouldn't #284
- Fixed pressing shift+7 to enter a command on some keyboards layouts would also select a weapon if the weapon menu was shown #243
- Fixed M79, LAW and Flame Arrow played grenade explosion sfx when hitting a collider #153
- Fixed game mode names are not linked to the translations in server filtering options
- Fixed scope not zooming as much horizontally with wider screen resolutions #165
- Fixed partially how initiating prone resets the throw weapon animation #268
- Fixed recording demo line goes over other lines in F1 menu
- Fixed winning team result line goes over other lines in F1 menu


Soldatserver 2.7.4rc1 changelog:
- Added BulletSpread WM attribute which controls bullet/pellet spread on Deagles and Spas, and base inaccuracy on other weapons
- Added Checks for Movement packets being out of order to smooth out movement of players
- Added DrawTextEx function to scriptcore
- Added FormatFloat to script functions which fixes bug #15
- Added OnGameEnd() event
- Added Push WM attribute which together with a bullet's velocity on impact decides how much it pushes the target
- Added RayCastEx function with full control over all RayCast arguments to scriptcore
- Added flagger collides, non-flagger collides and flag collides polygon types
- Added flamegod bonus to GiveBonus()
- Added wait time for bullet and explosion push to avoid eating #234
- Added OnPlayerKillEx(Victim, Killer, Weapon: Byte); (Weapon String->Byte)
- Added OnRequestGameEx(IP: String; Port: Word; State: byte; Forwarded: Boolean): Integer;
- Added OnPlayerDamageEx(Victim, Shooter: Byte; Damage: Integer; Weapon: Byte): Integer;
- Added DrawTextEx(Id, Num: Byte; Text: String; Delay: Integer; Colour: Longint; Scale: Single; X, Y: Integer)
- Added SCRIPT_NAME constant to scriptcore
- Added InheritedVelocity WM attribute which controls how much of the player's velocity the projectile inherits
- Modified AppOnIdleTimer is now available also if safemode is disabled
- Modified Chainsaw to deal damage in a line all along its blade instead of just at the tip
- Modified Desert Eagles' and Spas' networking by re-creating the same pseudo-random pellet spread on all machines #260
- Modified PlaySound script function can play files from .\Sfx folder instead of .\Downloads\Sfx folder
- Modified WM loading to better support partial modding
- Modified WM loading with unparsable values gives helpful error messages
- Modified accumulating bink & self-bink to get diminishing returns as they reach higher values proportional to their configured value
- Modified adding broken bots gives helpful error messages
- Modified bink to stack instead of resetting when being hit
- Modified bots can also do idle animations
- Modified bullet collision checks to scale their granularity proportionally with the bullet's current speed
- Modified bullets to not get a damage penalty after they pierce a body
- Modified chainsaw is able to fire and reload while rolling, backflipping and changing weapons
- Modified client and server to use packet rate adjusting based on current player count by default
- Modified client-server sync method for bullets to be a bit more accurate
- Modified hints are now shown also when compilation succeeds
- Modified inaccuracy effects to spread out more evenly instead of choosing "set paths"
- Modified minimum time required to hold the grenade key before it being thrown increased by about 7% to reduce accidents
- Modified number of allowed drawtext layers from 3 to 255
- Modified removed lobby blacklisting support
- Modified script will display now proper info whenever dll file is not found or there's any other error with script other than syntax error
- Modified script will now display line and column number on error, if such info is available
- Modified team collider polygon types do not longer collide with flaggers #192
- Modified thrown weapons inherit the player's velocity
- Modified thrown weapons to be thrown in the direction you look
- Modified allowed both bink/self-bink and moveacc to be applied
- Modified removed threadfuc from scriptcore as it was very unstable
- Fixed /pm crashing the server (#250)
- Fixed Access violation in /BANDWIDTH command #212
- Fixed Alpha and Bravo flags not being placed symmetrically (flipped alpha flag)
- Fixed Invisible player bug
- Fixed Lost Team packet error
- Fixed OnWeaponChange was sometimes not triggered
- Fixed RayCast returns false if both the start and end points are inside a polygon #119
- Fixed Spas always firing its first pellet straight
- Fixed StartUpTime bypass by keeping the fire button held down during reload #264
- Fixed StartUpTime bypass from the roll, weapon change and melee animations #264
- Fixed StrToInt doesn't throw an exception when value is invalid (#83)
- Fixed WriteConsole doesn't output text if it has less than 2 chars #214
- Fixed being able to throw weapon while in the weapon switching animation #129
- Fixed bug #49 with caps not being showed in the scoreboard
- Fixed bullet collision checks assumed the bullet's speed was the same as that of the equipped weapon
- Fixed bullet push now behaves correctly in the vertical direction
- Fixed bullets not hitting player if another spawning player is close
- Fixed bullets not necessarily pushing ragdolls in the bullets' direction
- Fixed bullets piercing bodies even though their speed was tiny
- Fixed cigar animation flooding server
- Fixed console parameters not working (#227)
- Fixed firing animation firing in a wonky direction for some values of FireIntarval
- Fixed flag not being thrown in the direction you aim at #176
- Fixed grenades sometimes being thrown in wrong direction due to ongoing animations
- Fixed idle animation sometimes stop occurring
- Fixed memory leak in when calling ReadINI in soldatserver script
- Fixed normal mode weapons being used for comparisons in weapon selection menu in realistic mode when WM is changed #262
- Fixed not being able to move while proned and reloading #188
- Fixed piercing bullets not hitting other players in the same tick
- Fixed players and dropped weapons warp inside team collide polygons #191
- Fixed players randomly rejoining server (hopefully) #85
- Fixed possible hit detection issue for Desert Eagles due to server slightly misrepresenting one bullet's horizontal speed
- Fixed possible to throw grenades through thin walls #163
- Fixed second Desert Eagle bullet not synchronized properly between clients
- Fixed self-bink being applied on the bullet that caused it
- Fixed shots not firing in the direction of the crosshair due to ongoing animations #210
- Fixed shots ricocheting or not firing when head is in ceiling #186
- Fixed soldatserver shell_exec doesn't work on Windows 64 bit (you need cmd.exe now, old Windows version support for shell_exec dropped)
- Fixed some hit detection issues due to bullets from certain angles being able to slink through and miss every hitbox
- Fixed weapons firing with FireInterval <= 5 not immediately propagating their status to the server #141
- Fixed your secondary weapon not getting updated stats after /loadwep command
- Fixed flags to less likely get stuck in polygons
- Fixed power flag throwing glitch
- Fixed flag throwing to more accurately transfer the player's velocity
- Fixed adminport replacing special characters with questionmarks (#150)


Maps 2.7.4rc1 changelog:
CTF

Ash
Fixed several polybugs

Campeche
Fixed players getting burried from the top of the pyramid

Cobra
Fixed several polybugs
Fixed bravo flag entrance
Modified texture stretching
Modified dimmed background lights by 10%
Modified tweak on shading

Crucifix
Modified to use new Flagger collider polygon
Fixed is harder for Flagger to be trapped in the middle

Kampf
Fixed 2 polybugs near alpha flag
Modified Alpha flag was raised a little
Modified a bravo spawn better placement

Lanubya
Fixed several polybugs

Laos
Fixed some spikes and polybugs

Mayapan
Modified all the map made thinner
Modified colliders in the islands above the flag are now "solid"
Fixed bridge
Fixed some polybugs

Rotten
Fixed the bridge and some polybugs
Fixed players could explode to outside the map from spawnpoint

Ruins
Modified central collider scenerys were too subtle
Modified tweaked one spawnpoint
Fixed grenades bonus on spawnpoints were half stuck on the ground, bouncing
Fixed scenery was floating
Fixed some minor polybugs
Fixed invisible polys didn't match the ground

Voland
Fixed the bridge, some spikes and polybugs



Downloads:
Soldat 1.6.4rc1 Full
Soldat 1.6.4rc1 Patch (for 1.6.3 only)

Server 2.7.4rc1 Full
Server 2.7.4rc1 Patch (for 2.7.3 only)
« Last Edit: March 09, 2013, 07:03:24 pm by Shoozza »
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DarkCrusade

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #1 on: March 09, 2013, 07:00:34 pm »
First! :-*

This is looking great. Cannot wait to try it out!

Offline L[0ne]R

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #2 on: March 09, 2013, 07:49:26 pm »
Is this the changelog from b4 > rc1, or from 1.6.3 > 1.6.4rc1?
Anyway, looking good, except we need someone to actually host a server. :P

Offline squiddy

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #3 on: March 09, 2013, 08:00:56 pm »
Drawtextex <333333333333

- Fixed StrToInt doesn't throw an exception when value is invalid (#83)
OHGOD YES
« Last Edit: March 09, 2013, 08:03:18 pm by squiddy »
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Offline homerofgods

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #4 on: March 09, 2013, 09:00:29 pm »
It might just be me, but I got a problem in fullscreen mode. The flags and nade/hp packs are black. And I can't choose a weapon because the weapons menu disappears too fast. If I try to rejoin different gamemodes a few times in singleplayer I get an error message and the game dies completely. The message I get is telling me about a somewhat hacky file I used for video purposes, that's why it might just be me, but if anyone else has any problems like that I might not need to reinstall windows :p

Does anyone else have problems in fullscreen mode?
« Last Edit: March 09, 2013, 09:02:34 pm by homerofgods »

Offline L[0ne]R

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #5 on: March 09, 2013, 09:55:43 pm »
It might just be me, but I got a problem in fullscreen mode. The flags and nade/hp packs are black. And I can't choose a weapon because the weapons menu disappears too fast. If I try to rejoin different gamemodes a few times in singleplayer I get an error message and the game dies completely. The message I get is telling me about a somewhat hacky file I used for video purposes, that's why it might just be me, but if anyone else has any problems like that I might not need to reinstall windows :p

Does anyone else have problems in fullscreen mode?
I have those problems too, though not being able to select a weapon (or do anything other than running, jumping and jetting) only happens on Zabijaka's server. I tried playing on Soldat2D.ru server and I had the kit issue there too, but I could move around and use weapons normally, except flags and dropped weapons all spawned in the center of the map. I have a feeling that servers are simply not up to date.

Offline DutchFlame

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #6 on: March 09, 2013, 10:10:46 pm »
It might just be me, but I got a problem in fullscreen mode. The flags and nade/hp packs are black. And I can't choose a weapon because the weapons menu disappears too fast. If I try to rejoin different gamemodes a few times in singleplayer I get an error message and the game dies completely. The message I get is telling me about a somewhat hacky file I used for video purposes, that's why it might just be me, but if anyone else has any problems like that I might not need to reinstall windows :p

Does anyone else have problems in fullscreen mode?
I have a feeling that servers are simply not up to date.

exactly, not up to date.

Offline Naliz

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #7 on: March 10, 2013, 03:48:54 am »
ermahgerd! We're finally getting there! <3

Offline Rainy

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #8 on: March 10, 2013, 08:13:38 am »
Thanks for the update :)

Downloading now, will post feedback.
Feel free to add me on skype : rainyboy2037

Offline SyavX

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #9 on: March 10, 2013, 08:29:24 am »
1. Flags and dropped weapons are getting "sucked" into the center coordinates at all maps. See the screens below.
Tested with Delphi version of dedicated server under Debian & FreeBSD.

2. We need to update line #430 ("Mp3" -> "Music") in all language files.
Quote
- Modified renamed mp3 folder to music
- Modified renamed mp3 folder to music folder

3. Just a notice: don't forget to update line #817 ("[Inh. Speed ]:") for all languages.

4. InheritedVelocity parameter has no description in weapons.ini

5. Fast suggestion: change step for ingame volume changing (Shift + Alt + Num+ / -) from 10% to 5%

6. Default intro.sdm doesn't start and shows "Old demo version" notice.

7. The is no line for the "Old demo version" message in translation files.
« Last Edit: March 10, 2013, 08:49:19 am by SyavX »

Offline TheOne

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #10 on: March 10, 2013, 08:31:16 am »
To me it's a little unpleasant to have the cursor/indicator resized with the resolution, they appear so big now and it seems harder to aim

Offline TheOne

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #11 on: March 10, 2013, 08:49:56 am »
When I call CreateBullet and use a player as owner, it makes his weapon shoot each time (even if his weapon is reloading/he has fists), this will probably bring greater problems for some scripts.

Offline TheOne

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #12 on: March 10, 2013, 09:05:46 am »
PlaySound(..) doesn't work for me, not sure if I called it right. PlaySound(ID: byte; Soundname: String; X, Y: Single) as in PlaySound(1, 'roar.wav', GetPlayerStat(1, 'X'), GetPlayerStat(1, 'Y'))?
Of course I don't expect this to be fixed now, just as info.

Offline Tehbugerz0r

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #13 on: March 11, 2013, 02:01:34 pm »
1. Flags and dropped weapons are getting "sucked" into the center coordinates at all maps. See the screens below.
Tested with Delphi version of dedicated server under Debian & FreeBSD.
Confirmed, Linux server is not working properly. Windows server seems to work fine.

Also, it seems I can't change the controls on the Player tab, Soldat just completely locks up when I try. Need someone on Windows to confirm this.
Can still edit the controls via the INI file though.

I noticed considerable desync in the spas's bullets when I changed it's InheritedVelocity to 150, bullet hits were rarely registering, and this was on my own server. Other modded weapons without modded InheritedVelocity worked fine. Tested on the lazarus dedicated server.
« Last Edit: March 12, 2013, 01:07:45 am by Tehbugerz0r »

Offline homerofgods

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #14 on: March 12, 2013, 06:55:50 am »
Donated 100kr to Shoozza (13.44 euro)
« Last Edit: March 12, 2013, 08:07:27 am by homerofgods »

Offline Shoozza

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #15 on: March 12, 2013, 01:13:16 pm »
Is this the changelog from b4 > rc1, or from 1.6.3 > 1.6.4rc1?
Anyway, looking good, except we need someone to actually host a server. :P
It's 1.6.3>1.6.4rc1

It might just be me, but I got a problem in fullscreen mode. The flags and nade/hp packs are black. And I can't choose a weapon because the weapons menu disappears too fast. If I try to rejoin different gamemodes a few times in singleplayer I get an error message and the game dies completely. The message I get is telling me about a somewhat hacky file I used for video purposes, that's why it might just be me, but if anyone else has any problems like that I might not need to reinstall windows :p

Does anyone else have problems in fullscreen mode?
Any problems in windowed at all?
Same issues after reboot?
Installed patch (1.6.3->1.6.4rc1) or full?
1.6.3 still works ok with fullscreen?
What are the error messages? You can use LICEcap http://www.cockos.com/licecap/ to record small gifs if that would help.
Will try to reproduce it next weekend.

1. Flags and dropped weapons are getting "sucked" into the center coordinates at all maps. See the screens below.
Tested with Delphi version of dedicated server under Debian & FreeBSD.
This could be related to the Inh Speed WM option. Will look into the Linux server.

2. We need to update line #430 ("Mp3" -> "Music") in all language files.
Quote
- Modified renamed mp3 folder to music
- Modified renamed mp3 folder to music folder

3. Just a notice: don't forget to update line #817 ("[Inh. Speed ]:") for all languages.
evh0 could do both (i think).

4. InheritedVelocity parameter has no description in weapons.ini
Feel free to suggest one ;>

5. Fast suggestion: change step for ingame volume changing (Shift + Alt + Num+ / -) from 10% to 5%
Hidden feature request :D? Well see. I rather not change more stuff that late though.

6. Default intro.sdm doesn't start and shows "Old demo version" notice.
Like i wrote - we are looking for nice demos (record with rc1 see first post).

7. The is no line for the "Old demo version" message in translation files.
Yeah evho could add that to the end of all translations we will add it (if time allows - if not a version later).

1. Flags and dropped weapons are getting "sucked" into the center coordinates at all maps. See the screens below.
Tested with Delphi version of dedicated server under Debian & FreeBSD.
Confirmed, Linux server is not working properly. Windows server seems to work fine.
Hmm that could be the reason why I it slipped though.

Also, it seems I can't change the controls on the Player tab, Soldat just completely locks up when I try. Need someone on Windows to confirm this.
Can still edit the controls via the INI file though.
Did you have similar issues in the beta versions? or 1.6.3?

I noticed considerable desync in the spas's bullets when I changed it's InheritedVelocity to 150, bullet hits were rarely registering, and this was on my own server. Other modded weapons without modded InheritedVelocity worked fine. Tested on the lazarus dedicated server.
does the same happen to other (lower) values?

Donated 100kr to Shoozza (13.44 euro)
Thanks! I was already wondering about the email i got because of this ;)
« Last Edit: March 31, 2013, 03:12:49 am by Shoozza »
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Offline Tehbugerz0r

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #16 on: March 12, 2013, 01:49:33 pm »
Quote

Also, it seems I can't change the controls on the Player tab, Soldat just completely locks up when I try. Need someone on Windows to confirm this.
Can still edit the controls via the INI file though.
Did you have similar issues in the beta versions? or 1.6.3?
Just tested again, yup, it seems it's a Wine issue, nothing to worry about. Silly me, I'll be sure to double check next time :-[.


Quote
I noticed considerable desync in the spas's bullets when I changed it's InheritedVelocity to 150, bullet hits were rarely registering, and this was on my own server. Other modded weapons without modded InheritedVelocity worked fine. Tested on the lazarus dedicated server.
does the same happen to other (lower) values?
The only other number I tested was with 100, and it did still happen. I guess I'll do a more thorough test tomorrow.
« Last Edit: March 12, 2013, 02:00:02 pm by Tehbugerz0r »

Offline L[0ne]R

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #17 on: March 12, 2013, 02:36:00 pm »
It might just be me, but I got a problem in fullscreen mode. The flags and nade/hp packs are black. And I can't choose a weapon because the weapons menu disappears too fast. If I try to rejoin different gamemodes a few times in singleplayer I get an error message and the game dies completely. The message I get is telling me about a somewhat hacky file I used for video purposes, that's why it might just be me, but if anyone else has any problems like that I might not need to reinstall windows :p

Does anyone else have problems in fullscreen mode?
Any problems in windowed at all?
Same issues after reboot?
Installed patch (1.6.3->1.6.4rc1) or full?
1.6.3 still works ok with fullscreen?
What are the error messages? You can use LICEcap http://www.cockos.com/licecap/ to record small gifs if that would help.
Will try to reproduce it next weekend.
I have the same problem too. Only in full-screen, windowed works fine, rebooting has no effect. Happens both in multiplayer and single player.
The kits actually aren't always black. Sometimes kit graphics get replaced by scenery graphics. When that happens - the graphic changes depending on your position.  At a certain distance and when looking at a certain angle some kits disappear completely. Here are some screenshots of when it happened on Ash: 1, 2, 3.

Also when running the game in fullscreen - it does something strange with the resolution switching. Im using two monitors. Primary monitor (where the game runs) goes black and flickers multiple times. Secondary monitor flickers between desktop and black screen. During the flickering on the secondary monitor I see different apps opening and minimizing, and icons from my primary monitor's desktop moving onto the secondary monitor's desktop and back. After aboout 4 seconds of doing that, everything goes back to normal and the game finally appears on my primary monitor.
The same occurs each time I join/leave a server or single-player game, alt-tab, or close the game entirely. Windowed mode, once again, works without any issues.


Additionally, when in fullscreen, after joining a map, exiting the map, and then pressing "exit game" at the profiles screen to close the game, I get this error:
Quote
---------------------------
Application Error
---------------------------
Exception EAccessViolation in module d3d8.dll at 00068C4F.

Access violation at address 60F78C4F in module 'd3d8.dll'. Read of address 00000008.


---------------------------
OK   
---------------------------
« Last Edit: March 12, 2013, 02:42:02 pm by L[0ne]R »

Offline Tehbugerz0r

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #18 on: March 12, 2013, 11:06:29 pm »
Yup, InheritedVelocity is not working on the server side, if my AK has an IV of 200, it's bullets on the server side still act as if it had default IV. Note that I tested this against bots.

I also tested on the delphi build, same problem.

I got the definitive answer from modding AK, here's the mod:
Code: [Select]
[Ak-74]
Damage=104
FireInterval=20
Ammo=255
ReloadTime=5
Speed=50
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=1400
InheritedVelocity=250

I turned up IV and Push a lot to make the effect really noticable; when moving and your bullets hit the target, they get pushed back for a moment, then teleport where they would've been if they hadn't been hit(and they take no damage). If you don't move they work as usual.


I did also try to test this on the Linux server, but it really is quite useless right now.
Quote
/addbot Dummy(127.0.0.1[Major])
/home/X/Documents/SoldatServer/bots/Dummy.bot: Section "[Bot]" not found
Default bots don't work either.

While I'm talking about the Linux server, it also doesn't load non-default maps for some reason;
Quote
Error: Could not load map /home/X/Documents/SoldatServer/maps/inf_Hamburger.pms
This map loaded fine on the Windows server.
« Last Edit: March 13, 2013, 01:35:21 am by Tehbugerz0r »

Offline SyavX

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #19 on: March 13, 2013, 07:34:58 am »
I did also try to test this on the Linux server, but it really is quite useless right now.
Quote
/addbot Dummy(127.0.0.1[Major])
/home/X/Documents/SoldatServer/bots/Dummy.bot: Section "[Bot]" not found
Default bots don't work either.
I'm confirming this. Shame on me... I forgot to report about this bug when found it at 1.6.4b4 server.

Offline Xdada

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #20 on: March 13, 2013, 10:57:46 am »
Talking of lines not present in translations, there aren't lines for "ads by" (... Monsoonix) and "UNREGISTERED - version <version here>" of the 'nag-screen'. The latter is in the title of the window.

Offline Hubiq

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #21 on: March 14, 2013, 01:01:14 pm »
It is very well :) Waiting for the final version.

Offline homerofgods

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #22 on: March 14, 2013, 01:14:24 pm »
Talking of lines not present in translations, there aren't lines for "ads by" (... Monsoonix) and "UNREGISTERED - version <version here>" of the 'nag-screen'. The latter is in the title of the window.
Can you post a screen? I'm registered so I can't see it :D
« Last Edit: March 14, 2013, 01:19:47 pm by homerofgods »

Offline Shoozza

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #23 on: March 14, 2013, 03:27:30 pm »
I did also try to test this on the Linux server, but it really is quite useless right now.
Quote
/addbot Dummy(127.0.0.1[Major])
/home/X/Documents/SoldatServer/bots/Dummy.bot: Section "[Bot]" not found
Default bots don't work either.
I'm confirming this. Shame on me... I forgot to report about this bug when found it at 1.6.4b4 server.
Hmm was there ever a dummy bot?

No need to translate the nag screens ;) nobody wants them translated. They are happy to not see them at all.

Next time i release a beta/rc i guess ill use the bugtracker again :P (more work to search out the bugreports here :P).
« Last Edit: March 14, 2013, 03:29:10 pm by Shoozza »
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Offline 14th_account

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #24 on: March 14, 2013, 05:20:12 pm »
I think almost every bug mentioned here was caused by me. =) I'll try to have them fixed by the next weekend.

Offline Xdada

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #25 on: March 14, 2013, 09:46:11 pm »
Can you post a screen? I'm registered so I can't see it :D
Here you go.

Offline Tehbugerz0r

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #26 on: March 17, 2013, 03:55:29 am »
I did also try to test this on the Linux server, but it really is quite useless right now.
Quote
/addbot Dummy(127.0.0.1[Major])
/home/X/Documents/SoldatServer/bots/Dummy.bot: Section "[Bot]" not found
Default bots don't work either.
I'm confirming this. Shame on me... I forgot to report about this bug when found it at 1.6.4b4 server.
Hmm was there ever a dummy bot?

I already said default bots don't work either, please pay attention.
Also, of course there was, as if I wouldn't check.

Offline SneS

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #27 on: March 17, 2013, 09:05:05 am »
When the premiere of the new version? I look forward :D

Offline rOy

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #28 on: March 17, 2013, 02:47:40 pm »
on DeathMatch fly weapons after killing
Doesn't work:
Code: [Select]
WriteLn(ReadFille((...etc));
end;

Offline Tehbugerz0r

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #29 on: March 17, 2013, 09:45:12 pm »
Doesn't work:
Code: [Select]
WriteLn(ReadFille((...etc));
end;
It's ReadFile, not ReadFille.
Also, when reporting a bug in ScriptCore (or in general) you need to be more descriptive than "Doesn't work".
« Last Edit: March 17, 2013, 09:52:18 pm by Tehbugerz0r »

Offline rOy

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #30 on: March 19, 2013, 12:18:58 pm »
Doesn't work:
Code: [Select]
WriteLn(ReadFille((...etc));
end;
It's ReadFile, not ReadFille.
Also, when reporting a bug in ScriptCore (or in general) you need to be more descriptive than "Doesn't work".
Thanks,
My fail ::) no ReadFille

Offline darDar

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #31 on: March 29, 2013, 08:44:57 pm »
What About the bug that suddenly opens the "change team" menu while actually being in a team? Can't find a line about that.
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Offline Fryer

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #32 on: March 30, 2013, 03:33:20 am »
What About the bug that suddenly opens the "change team" menu while actually being in a team? Can't find a line about that.
That was caused by the lack of checksums in the packets being sent to and from the server. In the cludder of changes it must have been treated as an overly technical detail, and thus left out from the public change log. So even though it's not directly stated, it's fixed nevertheless.
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Offline darDar

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #33 on: March 31, 2013, 12:36:29 am »
What About the bug that suddenly opens the "change team" menu while actually being in a team? Can't find a line about that.
That was caused by the lack of checksums in the packets being sent to and from the server. In the cludder of changes it must have been treated as an overly technical detail, and thus left out from the public change log. So even though it's not directly stated, it's fixed nevertheless.
Okey, that´s nice to hear as this was one of the worst bugs in the competive scene.

Another question:
Since Shoozza made ChatMod back in the days which was just great but is not supported by the current version I am asking if you consider to implement that into Soldat within time.
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Offline Shoozza

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #34 on: March 31, 2013, 03:09:18 am »
What About the bug that suddenly opens the "change team" menu while actually being in a team? Can't find a line about that.
That was caused by the lack of checksums in the packets being sent to and from the server. In the cludder of changes it must have been treated as an overly technical detail, and thus left out from the public change log. So even though it's not directly stated, it's fixed nevertheless.
Okey, that´s nice to hear as this was one of the worst bugs in the competive scene.

Another question:
Since Shoozza made ChatMod back in the days which was just great but is not supported by the current version I am asking if you consider to implement that into Soldat within time.
Not anytime soon as it wouldn't help us with cleaning up the code.
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Offline Leo

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #35 on: March 31, 2013, 04:26:10 am »
Yup, InheritedVelocity is not working on the server side, if my AK has an IV of 200, it's bullets on the server side still act as if it had default IV. Note that I tested this against bots.

I also tested on the delphi build, same problem.

I got the definitive answer from modding AK, here's the mod:
Code: [Select]
[Ak-74]
Damage=104
FireInterval=20
Ammo=255
ReloadTime=5
Speed=50
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=1400
InheritedVelocity=250

I turned up IV and Push a lot to make the effect really noticable; when moving and your bullets hit the target, they get pushed back for a moment, then teleport where they would've been if they hadn't been hit(and they take no damage). If you don't move they work as usual.


I did also try to test this on the Linux server, but it really is quite useless right now.
Quote
/addbot Dummy(127.0.0.1[Major])
/home/X/Documents/SoldatServer/bots/Dummy.bot: Section "[Bot]" not found
Default bots don't work either.

While I'm talking about the Linux server, it also doesn't load non-default maps for some reason;
Quote
Error: Could not load map /home/X/Documents/SoldatServer/maps/inf_Hamburger.pms
This map loaded fine on the Windows server.


Try changing "pms" to "PMS", capital letters.

Offline ki0sk

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #36 on: April 01, 2013, 03:44:44 am »
Not sure if it's present on this version as well but I laughed at the April Fools joke the devs pulled for Soldat
♥Ooh that's dirty!

Offline SneS

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #37 on: April 09, 2013, 01:48:27 pm »
When the full version will be available? ???

Offline shay

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #38 on: April 09, 2013, 02:24:27 pm »
Hi
When will version 1.6.4?

I think official version place a 1.6.3
« Last Edit: April 09, 2013, 02:26:15 pm by shay »

Offline Hubiq

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #39 on: April 10, 2013, 03:01:52 pm »
I do not think quickly :'(

Offline nosejj

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #40 on: April 17, 2013, 03:37:14 pm »
Any news from devs?

Offline squiddy

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #41 on: April 17, 2013, 07:41:47 pm »
A player in the brazilian community SoldatX said the following (I'm not responsible for any engrish):

Some rich are not working ... (Maybe it's not pierce repair nades)

The Law is modified, the shot is going faster and making more damage, BUT THIS IS NOT WORKING POOR BECAUSE ALMOST NOT A RICH FOR THIS "REPAIR", back to the regular law, or finds a way to repair, do not know, so I know that with this law of not to play. (PLEASE TURN THE LAW ^^)

The flags when played, are more accurately and sights, much better ...

Has many other good things, but PLEASE consult each LAW.



edit: lol, I just read and he seems to be complaining about the new law.
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Offline As de Espada

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #42 on: April 18, 2013, 08:27:07 pm »
yeah, several TM players said that the law is a little faster and that makes almost every (TM) ricochet impossible.
As far as I know, there was not buffing on the speed, did you (devs) change law's physic or something?
« Last Edit: April 18, 2013, 08:30:49 pm by As de Espada »
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Offline Hubiq

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #43 on: April 24, 2013, 05:47:11 am »
The bad news is that more and more players use cheats :(

A version 1.6.4 was supposed to be later this month

We're still waiting...

Offline GhostRiderSwiss

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #44 on: April 24, 2013, 06:13:15 am »
The bad news is that more and more players use cheats :(

A version 1.6.4 was supposed to be later this month

We're still waiting...

Yeah, this is actualy true, i recognized on my servers the last days alot of teleport hackers, i also got the actual link of this teleport hack from one of those hackers which shared it to another guy... and my question is now : where i have to report such links - and if actualy can be done something about those links? (not gone post it here ofc, i dont want idiots using it everywhere now)

and waiting is indeed boring  :(

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Offline Bistoufly

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #45 on: April 24, 2013, 01:45:42 pm »
and my question is now : where i have to report such links

Query MR or Shoozza on IRC. You'll find them in the #soldat.devs channel.

Offline SneS

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #46 on: May 02, 2013, 04:15:52 pm »
So ... when the new soldat? ???

Offline Shoozza

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #47 on: May 07, 2013, 07:11:53 pm »
So ... when the new soldat? ???
Like I wrote in the devlog: There is a major bug in the rc which needs to be fixed - then the rc2 will come out and if that has no ugly bugs the final version will be released

Btw if anyone hosts a rc1 server which has the "dropped flags/weapons fly around in the middle of the map" bug and can give me access please contact me.
I need to be able to upload new versions of soldatserver and shutdown/start the server.
It would help as I cannot reproduce this bug on my Linux VM (so testing any bugfixes is not possible :/).
« Last Edit: May 08, 2013, 12:37:18 am by Shoozza »
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Offline SneS

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #48 on: May 09, 2013, 02:20:34 am »
Shoozza, You give the approximate date of release?

Offline Shoozza

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #49 on: May 09, 2013, 11:37:30 am »
Shoozza, You give the approximate date of release?
Sorry but I don't know when I can fix the bug (didn't get any pm from people hosting rc1 servers yet).
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DarkCrusade

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #50 on: May 09, 2013, 12:28:00 pm »
Solution: buy another Mac. It's not as if Apple products cost any money, right?

Offline whitdemon

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #51 on: May 25, 2013, 07:42:32 am »
sorry to just commenting this but SLOWER than A SLOWPOKE :/
In the end there can be only one!!!

used to play as MoX[PT]

Offline Hubiq

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #52 on: June 04, 2013, 04:34:35 am »
I do not think we will see a new version too fast. Too bad, because this game is slowly dying... :(

Offline DevilX4

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #53 on: June 16, 2013, 02:03:23 pm »
Why is there hardly any servers running this rc?

Offline DevilX4

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Re: SOLDAT 1.6.4rc1 release candidate ready for testing!
« Reply #54 on: June 16, 2013, 04:56:52 pm »
Btw if anyone hosts a rc1 server which has the "dropped flags/weapons fly around in the middle of the map" bug and can give me access please contact me.

Just got this, floating MP5's lol