Author Topic: Devlog update (2013-11-17) Flying snipers!  (Read 7394 times)

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Offline 14th_account

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Devlog update (2013-11-17) Flying snipers!
« on: November 17, 2013, 03:36:51 pm »


This week was a bunch of random stuff, so I'll just paste the list...

* Fixed camera not resetting to center when joining a new game
* Fixed players with bink weapons couldn't bink themselves
* Fixed teammates could bink each other with explosives even though FriendlyFire was off
* Modified the two spent Desert Eagle shells to be ejected with different velocities
* Fixed sniper scope cooldown could be bypassed by triggering an overriding animation
* Fixed freecam camera wasn't completely still when the cursor was inside the center deadzone #277
* Modified predicting the player's current MovementAcc to be less rocket surgery
* Fixed MovementAcc being erratic when the player was transitioning between animations and grounded/in-air
* Added visualization of the player's MovementAcc by scaling the cursor
* Modified spectator and demo view to hide the inactive parts of the interface
* Modified decreased the freecam deadzone again to make the sudden speed jump less abrupt #277
* Modified cursor to be visible during game pause #460
* Fixed team menu keyboard input blocked if opening it using the cursor #428


This animation demonstrates the cursor scaling of MovementAcc (Barrett, Ruger, Minimi):




Shoozza worked as much as me, but with code cleanup and tweaking build scripts. Unfortunately that's not very exciting. Oh, and we plan to release another version before Christmas, so we might have a beta out sometime around early December.

Offline jrgp

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #1 on: November 17, 2013, 05:06:04 pm »
Good job guys!

Oh, and we plan to release another version before Christmas, so we might have a beta out sometime around early December.

Why not release a version on Christmas? It'd be a great present to the community. :3
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Offline 14th_account

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #2 on: November 17, 2013, 05:41:48 pm »
I don't think Shoozza wants to be in a mutual headlock with the build scripts on Christmas Eve. That's when Germans await Odin the Solstice man to come with gifts.

Offline As de Espada

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #3 on: November 17, 2013, 07:26:30 pm »
awesome fixes! as you said, Shoozza also did a lot of work, congratulations for the whole team
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Offline Shoozza

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #4 on: November 17, 2013, 10:45:43 pm »
Good job guys!

Oh, and we plan to release another version before Christmas, so we might have a beta out sometime around early December.

Why not release a version on Christmas? It'd be a great present to the community. :3
Only when you replace the soldat panel with something I can easy deploy to and integrate the forums into the sitenews :D
I wish the whole site was under version control so we could have people who fix stuff there.

Btw I ripped out >400kb of compiled code since the last release build for the Soldat client alone and reduced the config file size by >400kb as well.
I removed the autoupdater (don't worry), ASE and  other libraries we didn't really use and finally merged our encryption and hash libs.
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Offline duz

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #5 on: November 18, 2013, 05:46:23 am »
Btw I ripped out >400kb of compiled code since the last release build for the Soldat client alone and reduced the config file size by >400kb as well.
I removed the autoupdater (don't worry), ASE and  other libraries we didn't really use and finally merged our encryption and hash libs.
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Offline skrX

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #6 on: November 18, 2013, 07:11:01 am »
I like

DarkCrusade

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #7 on: November 18, 2013, 07:53:01 am »
@Akinaro: Indeed, you sound very annoying.

Offline homerofgods

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #8 on: November 18, 2013, 08:10:25 am »
I agree with Akinaro that soldats biggest problem at the moment are fps issues and unexplanable laggs. I think the only solution the devs has come up with is to update directX. I have been messing around with soldat config and nothing seams to work. If you use win7 you can try to run soldat in xp compatible mode, but if that doesn't help you're doomed.
« Last Edit: November 18, 2013, 08:12:49 am by homerofgods »

Offline Shoozza

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #9 on: November 18, 2013, 08:15:45 am »
@Akinaro Fryer was looking into the rendering code some time ago, maybe he will optimize it a bit.

The rendering stuff needs attention but I cannot remove the rendering code like I did with the other stuff :)
I'm not sure how busy Fryer is atm maybe he'll improve it but I wont find the time for this release, I just have other stuff to finish before we can release a new version.

That said I have a few ideas how to solve this rendering mess but it's a lot of work.
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Offline 14th_account

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #10 on: November 18, 2013, 08:40:39 am »
I did some optimizations of the polygon logic and collision checking last week. I have a few more optimizations planned for 1.6.7. I'm not sure if they'll give any significant speed improvements, but we are aware that the performance is one of the highest priority issues. Though having more developers on the team with DirectX experience wouldn't hurt.

Offline CheeSeMan.

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #11 on: November 18, 2013, 10:40:03 am »
Nice job DEVS keep it up :) I don't really get the cursor changing though, won't it be sort of huge if I am say getting binked and running? Also will this be an option as I know some players just prefer very small cursors that don't change at all?
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Offline 14th_account

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #12 on: November 18, 2013, 11:21:38 am »
Quote
won't it be sort of huge if I am say getting binked and running
Yup. It lets you know how inaccurate you would be if you were to attempt to fire your Barrett.

Quote
as I know some players just prefer very small cursors that don't change at all?
I'm sure they will appreciate the added advantages. This behavior has been kosher since before Half-Life.

Quote
will this be an option
There doesn't need to be an option for every little thing in the game. And I haven't heard anyone complaining about the cursor scaling from bink and self-bink.

Offline Flym

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #13 on: November 18, 2013, 11:30:15 am »
Nice 8)

Offline DutchFlame

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #14 on: November 18, 2013, 12:12:00 pm »
great work guys!

Quick question: Can we expect a anti-cheat for christmas release ?  8)

Offline Shoozza

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #15 on: November 18, 2013, 02:12:31 pm »
great work guys!

Quick question: Can we expect a anti-cheat for christmas release ?  8)
Sadly no, anticheat is planned for the release after 1.6.7 (unless we have to make a hotfix release again)
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Offline DorkeyDear

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #16 on: November 18, 2013, 10:18:34 pm »
This is interesting stuff! I'm excited to try out the whole MovementAcc thing, and see how it will feel when actually playing. I wonder if it will be a distraction; I suspect it would change much more frequently with the new change when compared to bink. Even if it is a distraction, I can't imagine not getting used to it though.

Question: how will bink play a role in cursor size now?

Offline 14th_account

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #17 on: November 19, 2013, 02:05:35 am »
Both bink and movementacc will affect cursor size. The inaccuracies from them are added together.

Offline CheeSeMan.

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #18 on: November 19, 2013, 09:01:41 am »
Quote
won't it be sort of huge if I am say getting binked and running
Yup. It lets you know how inaccurate you would be if you were to attempt to fire your Barrett.

Quote
as I know some players just prefer very small cursors that don't change at all?
I'm sure they will appreciate the added advantages. This behavior has been kosher since before Half-Life.

Quote
will this be an option
There doesn't need to be an option for every little thing in the game. And I haven't heard anyone complaining about the cursor scaling from bink and self-bink.

No need to get overprotective :) I like this idea, but I wouldn't like to see a jumbo sized cursor appearing everytime I get sprayed while running. I can't remember which version it was lately but one of them whenever I had barret and got binked the cursor seemed ridiculously big.
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Offline 14th_account

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Re: Devlog update (2013-11-17) Flying snipers!
« Reply #19 on: November 19, 2013, 01:02:28 pm »
Since 1.6.4 the cursor size grows logarithmically - meaning it requires more and more accumulated innaccuracy effects to grow it further. So this has already been prevented, though it's entirely possible that the logarithmic function could use some tweaking.