Author Topic: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing  (Read 16288 times)

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Offline Shoozza

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Hello community, hello testers!

The final release of Soldat 1.6.4 is close!
Some bugs were fixed and a new supported platform was added (OS X soldatserver).
This is hopefully the last RC for 1.6.4 before the final release.

Please report bugs in the bugtracker.
If there are not major bugs in this RC we will release the final version this weekend!

Soldat 1.6.4rc3 changelog:
* GAME VERSION 1.6.4rc3 *

- Fixed bullets fired immediately after grenade boosting not registering
- Fixed untranslated bonus-name strings next to bonus timer #321

* GAME VERSION 1.6.4rc2 *

- Modified copyright year to be 2013 on soldat client exit page**
- Modified version number to be 1.6.4 on soldat client exit page**
- Fixed missing textures on objects when leaving and joining a game in fullscreen**

* GAME VERSION 1.6.4rc1 *

- 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 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 2.7.4rc3 changelog:
* SERVER VERSION 2.7.4 - GAME VERSION 1.6.4rc3 *

- Added soldatserver for OS X
- Fixed more than 100 remote IPs crash the server #319
- Fixed bullets fired immediately after grenade boosting not registering

* SERVER VERSION 2.7.4 - GAME VERSION 1.6.4rc2 *

- Added Password parameter to OnRequestGame script function
- Added DeactivateServer event to ScriptCore (called upon script unload)
- Added Password parameter to OnRequestGame script function
- Added scriptcore 3 alpha support
- Added DeactivateServer event to scriptcore 2
- Fixed all objects being stuck in the center on linux**
- Fixed default bots failing to load on Linux**
- Fixed CreateBullet() fireing player's weapon**
- Fixed PlaySound() doesn't work**

* SERVER VERSION 2.7.4 - GAME VERSION 1.6.4rc1 *

- 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 2.7.4rc3 changelog:
* SERVER VERSION 2.7.3 - GAME VERSION 1.6.4 *

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




Download:
Soldat 1.6.4rc3
Soldat 1.6.3-1.6.4rc3 patch
Soldatserver 2.7.4 1.6.4rc3
Soldatserver 2.7.4 1.6.3-2.7.4 1.6.4rc3 patch
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline squiddy

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #1 on: July 16, 2013, 01:19:23 pm »
Yay! Back to testing! Hopefully the so desired version will come out this weekend \o\

Great job devs!
www.soldatx.com.br - The brazilian Soldat community.

Offline homerofgods

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #2 on: July 16, 2013, 01:21:37 pm »
Great! Let's play it
« Last Edit: July 16, 2013, 02:42:30 pm by homerofgods »

Offline Viral

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #3 on: July 16, 2013, 04:36:05 pm »
Do you consider updating some of the actual default maps with the newer/fixed ones? Because I made a fix for for Tropiccave and remade Lagrange entirely, and I wonder if they have any chances to replace the originals?

http://forums.soldat.pl/index.php?topic=42397.0
http://forums.soldat.pl/index.php?topic=42458.0

Offline Bistoufly

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #4 on: July 16, 2013, 04:55:35 pm »
I would like to replace the default TropicCave with your remake.


The reason is that you stayed as close as you could to the original layout.
The changes you made are about fixing polybugs and redesigning the outer borders of the map.
Therefore it is pretty "safe" to use this remake.


I tested the map and it's smoother than the original. It's still not perfect polybug-wise. Could still be worked on. But it's better than the original was.


I'm not alone to decide about this tho. We are several people in the mapping team with As de Espada as the leader of the team. So I can't tell you yet if this map is gonna make it for 1.6.4.


In any case you have my vote. And your work is very appreciated!




Offline Izzy Rose (PL)

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #5 on: July 16, 2013, 05:23:23 pm »
Yay, some progress in "devs corner"! :) I haven't been up-to-date with dev news, so it is quite big and nice suprise!

If we are talking about map remakes/improvements, I made a remake of ctf_Laos dreaming about replacing old one with my work. Recently I've done some corrections in my remake, so you're welcome to check it out. :)
http://forums.soldat.pl/index.php?topic=42088.0
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Offline darDar

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #6 on: July 16, 2013, 05:25:22 pm »
I would replace both maps with your remakes if I could decide.
Keep up the good work.
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Offline squiddy

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #7 on: July 16, 2013, 05:31:11 pm »
Quick question (I don't remember if I suggested Falcon this): any chance to add a OnFlagLoose event (called when a player throws a flag or dies with such)?
www.soldatx.com.br - The brazilian Soldat community.

Offline Viral

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #8 on: July 16, 2013, 05:34:46 pm »
@Bistoufly
I believe it's not perfect, I did my best fixing every polybug while keeping the layout the same, we talked about it a bit i believe and you said you could take a look at it, because you are way better in this matter, years of HnS i believe :). If you think you can make it better, feel free to edit it/ do whatever you want, just remember to add your name in the map description :p. I also believe it could've been way better way before, I even asked in the thread to post every bug/issue with the map so i could release a fix. 5 months passed already, and the only opinion i heard was yours, when we were playing together. It might sound a bit whiny, but everywhere you look you can see people complaining about map's visuals and bugs in it's official thread and then, when you try to fix these issues, update the visuals and post it on the forum, asking for opinions and help, all you got is "nice map", "f12" or eventually "meh.". Not that i don't appreciate it, but it's you who might play on this map too (if it gets a chance to become default), so if you aren't satisfied with the current ones, at least make sure the new one will be as good as possible, and don't relay on dev team to everything, because its simply impossible to do sometimes.
Back to the topic. If you know how to make it better, or what it needs to become default (talking about Lagrange too) please send me a priv, or post it in the map thread, the better description of the problem, the better the fix will be, or at least I'll try to make it come true. I hope we still have some time to suit it up before 1.6.4 :]

Offline Bistoufly

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #9 on: July 16, 2013, 05:40:53 pm »
I'm sorry but I just got confirmation from Shoozza that we can't commit changes to maps for 1.6.4 anymore.


The reason is that it's a release candidate ( the third one ) and that Shoozza would like to release 1.6.4 as soon as possible.


Hopefully updates to the game will be more frequent from now on.




Viral. I totally agree with what you said. I actually started fixing the polybugs in tropiccave. I'll try to finish it soon and send it to you.
I'm sorry about the lack of activity in the mapping team. I only entered the team very recently. I'll try to do my best to make things move faster.
Right now it's just not working. I just talked with Shoozza about this matter five minutes ago. I'll try to reach As de Espada, and discuss with him what can be done.


btw never stop making maps. You're immensely talented and I'm always happy when I see one of your creations released.



Offline Viral

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #10 on: July 16, 2013, 06:01:53 pm »
Well, lets hope it wont take too long for the next version to come out then. Nice to hear you actually found some time to fix the tropiccave tho :] We shoud've talked a bit earlier, maybe it would be there already.

I don't think i will quit mapping anytime soon, so you still have a buch of time to use me, dont worry :p

Offline Falcon`

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #11 on: July 16, 2013, 06:10:28 pm »
Quick question (I don't remember if I suggested Falcon this): any chance to add a OnFlagLoose event (called when a player throws a flag or dies with such)?
Yea. Sorry, forgot about it. Should be still able to throw it in as it's not a big deal really.
« Last Edit: July 16, 2013, 06:12:23 pm by FalconPL »
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Offline squiddy

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #12 on: July 16, 2013, 06:19:37 pm »
Great!

What about the weapons' change log?
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Offline Prodigyx

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #13 on: July 16, 2013, 06:33:48 pm »
Waiting for the final release :)

"Keep up the good work".
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Offline Falcon`

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #14 on: July 16, 2013, 07:20:32 pm »
Quick question (I don't remember if I suggested Falcon this): any chance to add a OnFlagLoose event (called when a player throws a flag or dies with such)?
Yea. Sorry, forgot about it. Should be still able to throw it in as it's not a big deal really.
Implemented to SC3.
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Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.

Offline McWise

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #15 on: July 17, 2013, 09:45:49 am »
So many fixes  [pigtail]

Keep up the good work and let's go onward to 1.6.4!

yay

Offline As de Espada

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #16 on: July 17, 2013, 11:58:37 am »
We are almost there!
Me and Bistoufly will polish Tropiccave2 tonight. Then I'll show it to the Brazilian forum, because TM is very active there (much more than CTF).
About Lagrange it is needing a remake ASAP, but we will have to look at the .png scenery count
The new laos had the gameplay changed, so it will take longer.
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Offline Hubiq

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #17 on: July 17, 2013, 12:40:51 pm »
I tested the new version and I have a one question:

Why all the kits are white? Where is the red cross? :D

Offline homerofgods

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #18 on: July 17, 2013, 01:13:26 pm »
I tested the new version and I have a one question:

Why all the kits are white? Where is the red cross? :D
Are the flags white too? Do you use windows 7?
I have a bug that makes both my flags and kits black, but I thought it was some crap left on my pc from when I made soldat video.
It starts out normal but if I rejoin too much they turn black
« Last Edit: July 17, 2013, 01:19:04 pm by homerofgods »

Offline Bistoufly

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Re: SOLDAT 1.6.4rc3 (hopefully last) release candidate ready for testing
« Reply #19 on: July 17, 2013, 01:22:14 pm »
I tested the new version and I have a one question:

Why all the kits are white? Where is the red cross? :D
Are the flags white too? Do you use windows 7?
I have a bug that makes both my flags and kits black

It looks like this bug is still happening in RC3 for you: http://bugs.soldat.pl/view.php?id=327
Which was reported by TheOne. It was supposed to be fixed by Skoskav.
I'll reopen the ticket.
« Last Edit: July 17, 2013, 01:24:13 pm by Bistoufly »