Author Topic: SOLDAT 1.6.7b1 public beta ready for testing!  (Read 21182 times)

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Offline Shoozza

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SOLDAT 1.6.7b1 public beta ready for testing!
« on: February 16, 2014, 01:20:07 pm »
Hello Soldaters!

I'm back on the forums and I have something for you: Soldat 1.6.7b1.

This hopefully fixes the issues the climbing community had with 1.6.6.

There are also some new features like background polys (see the devlogs for info)
Download this map and see how they work: http://skoskav.org/etc/soldat/dev/bgtest.pms

If you want to create your own map with background polys check out the new PolyWorks which adds support for them:
http://forums.soldat.pl/index.php?topic=35195.0

Please test and let us know what you think and if there are new bugs.
Happy testing!

Soldat 1.6.7b1 changelog:
- Added new background polygon types: "Background" and "Background Transition"
- Added visualization of the player's MovementAcc by scaling the cursor
- Modified removed TeamSpeak 2 support
- Modified vertical jumps by making it easier to do smaller jumps by letting go early
- Modified pressing Jump quickly followed by a direction should side jump you if the vertical jump hadn't yet begun
- Modified the two spent Desert Eagle shells to be ejected with different velocities
- Modified the player's current MovementAcc to be more intuitive to predict
- 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
- Modified accumulated bink and selfbink to get diminishing returns faster, making it harder to reach ridiculous amounts
- Modified cursor scaling from inaccuracy effects to grow faster between smaller values, and slower between higher values
- Modified BulletSpread to have less effect when crouched and moving, and even less when proned and moving
- Modified player looking direction to be sent to the server more frequently
- Modified behavior when changing movement direction to hopefully not mess up advanced moves possible in 1.6.5, yet behave consistently in both directions
- Modified movement speed to be the fastest when facing the direction you're moving in #170
- Modified demo playback to allow freecam by default
- Fixed ctrl+tab and ctrl+shift+tab active tab highlighting issue #451
- Fixed an animation glitch when holding Jump while a backflip animation ends
- 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
- 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
- Fixed the player's current MovementAcc being erratic when the player was transitioning between animations and grounded/in-air
- Fixed team menu keyboard input blocked if opening it using the cursor #428
- Fixed flags in CTF and INF game modes weren't using their flag texture
- Fixed pressing an unmapped number when selecting a team causes no team to be joined and the menu disappears #388
- Fixed clients' keys would act slightly "sticky" in online games, not resetting the controls every tick
- Fixed explosives could bink team mates #398
- Fixed custom values of MovementAcc and BulletSpread didn't show differences properly in the weapon selection menu
- Fixed movement speed was slightly lower when facing right #170
- Fixed flag was thrown in a direction that was at least 16 milliseconds old #132
- Fixed server didn't notify players about all key events from other players
- Fixed camera not resetting to center when viewing above map bounds
- Fixed reloading Spas-12 when gun is empty now waits for fire interval delay to finish first #161 #365
- Fixed no longer able to simultaneously fire and reload Spas-12 while prone #474
- Fixed /victory sound only plays once at the end of a round in survival DM/RM #291
- Fixed bink didn't work in non-team based game modes
- Fixed empty server_info setting in servers soldat.ini makes client display weird chars in F1 menu
- Fixed cannot delete server with two pipe chars from favorites
- Fixed players that needed to download the upcoming map spawned using the previous map's spawn points, as well as seeing other glitches #239
- Fixed players that needed to download the upcoming map would be disconnected before seeing the final scoreboard
- Fixed incorrectly spawning with/without a parachute after going outside map bounds
- Fixed camera jumping back and forth between the cursor and the map's center when looking outside map bounds
- Fixed unable to toggle the weapon menu when carrying less than two weapons #181
- Fixed readonly.txt didn't do what it advertised #279
- Fixed readonly.txt didn't contain an updated list of maps and sceneries #95


Soldatserver 2.7.7b1 changelog:
- Added SC3 TScriptMap.SetMap(NewMap: string);
- Modified removed ASE Protocol support as it is dead since 2008
- Modified removed nrservice support
- Fixed Game.Teams[i ].OnJoin is replacing Game.OnJoin and is not working as intended #415
- Fixed Server freeze after Players[ID].Alive := FALSE; #396
- Fixed OnJoinTeam does not remove players from their old team in ScriptCore
- Fixed SC3 - Event OnVoteMapStart isn't called by /votemap command #443
- Fixed SC3 - Wrong values of TGame.TimeLeft #377
- Fixed OnJoinTeam not called for bots
- Fixed SC3 global variable Game.Teams is empty after recompile #516


Maps 2.7.7b1 changelog:
CTF

Rotten
- Fixed missing scenery amb_fog_ground-sk_soft.png



Downloads:
Soldat 1.6.7b1 Full
Server 2.7.7b1 Full
« Last Edit: February 16, 2014, 01:28:00 pm by Shoozza »
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Offline 15th_account

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #1 on: February 16, 2014, 01:29:20 pm »
It's a Christmas miracle!

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #2 on: February 16, 2014, 01:42:53 pm »
It's a Christmas miracle!
yeah in Soldat time

Btw there is no OSX server as i currently don't have access to my imac and lazarus doesn't support 10.9 also Indy10 had compile issues last time i tried to build soldatadmin client with it...
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Offline kicikici

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #3 on: February 16, 2014, 02:00:54 pm »
GREAT JOB!
Now we should test ;D I turned on climb server on my vps: 79.133.218.4:23076
I dont know why server can not be found on lobby but he is currently running.
« Last Edit: February 16, 2014, 03:54:47 pm by kicikici »
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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #4 on: February 16, 2014, 02:04:34 pm »
Awesome! Down to the tests!

Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #5 on: February 16, 2014, 02:06:20 pm »
putted one survival deathmatch server

46.29.23.162:23173


EDIT: OK server is working.
 I uploaded my Ash remake map, work smooth(take some time to load but dont worry)

PS I have massive amount of bugs in Arsse, dont see player list or any message, only info when connecting
« Last Edit: February 16, 2014, 02:37:03 pm by Akinaro »

Offline Fryer

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #6 on: February 16, 2014, 02:12:33 pm »
Join #Gather.EU on Quakenet IRC to play some beta gathers with the pros!
...PC vs Mac is like AK47 vs M4A1...
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Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #7 on: February 16, 2014, 02:23:49 pm »
When you do backflip in the air and push prone its get some weird boost forward, really funny because its backflip, even when you do some jet boost

 Nope that was lagg, but still when you hit prone it stop backflip animation really ugly.
Had some 1v1 but he run away after 3-0 :[

LOL first time after 1.6.4 I have stable 60fps o_O I forgot how its work that way xD

PS lobby doesnt work :/
« Last Edit: February 16, 2014, 02:41:21 pm by Akinaro »

Offline nosejj

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #8 on: February 16, 2014, 03:44:38 pm »
Great job! Will test soon and edit if needed. :)

Edit:
Great release! The movement is flawless, I really love it!
Maybe you should also put up a server for testing. :) 


Are there any WM changes except AK & Steyr -1 dmg?

General Suggestions:
• Set the throwing button default to "G" in my opinion. It is less confusing, and less likely to cause throwing unintentionally.

Bothering me since forever: Taunts with "F" make you throw the weapon...


I noticed when pressing "Tab" it goes "Weapon menu enabled/disabled". Kinda too late when you already picked a weapon, no? :P 

The game should come with more useful taunts and maybe an explanation txt for it, to motivate joining a community and clans.
   Even maybe an ingame way to change taunts, because it's a burden to begin writing it down.

Last but not least, a refreshing CTF map to the mappool would be great. :)
   Here's a great HTF one that isn't in for some reason. And here's an awesome CTF one that needs resizing.
  ctf_Catch has caught my eye as well sometime ago. Great potential, though too hard to sneak the flag.
« Last Edit: February 16, 2014, 09:01:19 pm by nosejj »

Offline duz

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #9 on: February 16, 2014, 03:53:47 pm »
The installer opens after some errors:
(Windows 8.1)

Edit: The same to the uninstall.
« Last Edit: February 16, 2014, 04:02:04 pm by duz »
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Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #10 on: February 17, 2014, 12:24:43 am »
The installer opens after some errors:
(Windows 8.1)

Edit: The same to the uninstall.
Is that 32 or 64 bit windows?
Does it happen on both?

I dont know why server can not be found on lobby but he is currently running.
It's both happening ingame and on the web lobby?

• Set the throwing button default to "G" in my opinion. It is less confusing, and less likely to cause throwing unintentionally.
Whats wrong with the current button?

Bothering me since forever: Taunts with "F" make you throw the weapon...
Please add that to the bugtracker if its not already there. Also old bugs aren't important atm.

I noticed when pressing "Tab" it goes "Weapon menu enabled/disabled". Kinda too late when you already picked a weapon, no? :P 
It will enable/disable the menu for the next spawn

The game should come with more useful taunts and maybe an explanation txt for it, to motivate joining a community and clans.
   Even maybe an ingame way to change taunts, because it's a burden to begin writing it down.
I suppose you should post stuff like this in the suggestions subforum

Last but not least, a refreshing CTF map to the mappool would be great. :)
   Here's a great HTF one that isn't in for some reason. And here's an awesome CTF one that needs resizing.
  ctf_Catch has caught my eye as well sometime ago. Great potential, though too hard to sneak the flag.
The mapping team decides on that i guess they haven't had time to work on it.

PS I have massive amount of bugs in Arsse, dont see player list or any message, only info when connecting
please post tool related bugs in their thread.

Thaks for your  feedback!
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Offline nosejj

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #11 on: February 17, 2014, 04:49:46 am »
• Reported then, "F" Taunt drops weapon.
• Throwing button mixed with fast movement (fake canonnball) might result incidently throwing the flag.
• Increase taunts efficiency topic bumped. Please refer also to the NUMPAD suggestion, as you said it could work.
« Last Edit: February 17, 2014, 04:54:14 am by nosejj »

Offline Mittsu

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #12 on: February 17, 2014, 05:19:17 am »
- Modified BulletSpread to have less effect when crouched and moving, and even less when proned and moving

cool!

will test later today
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Offline nosejj

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #13 on: February 17, 2014, 06:50:09 am »
I was testing it today in 2 gathers @ #Gather.EU. Horrible vast increase in eats amount. I don't know if it's the servers or the game.
Shoozza could you provide a test server?
« Last Edit: February 17, 2014, 07:07:44 am by nosejj »

Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #14 on: February 17, 2014, 07:06:32 am »
kicikici and I created servers with this beta, I have survival DM(5slots, no need to more for testing DM), with remake of Ash as default but you can vote any map.

Offline kicikici

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #15 on: February 17, 2014, 07:14:33 am »
It's both happening ingame and on the web lobby?

By web lobby did u mean this? http://soldat.thd.vg/en/lobby I don't see any servers on 1.6.7b1, I don't know if it is even possible.

Ingame lobby still shows me number of servers equal 0. My server (run on linux) 79.133.218.4:23076 is online all time. It is curious that I enabled server on my home pc (windows 7) and I could search him on ingame lobby (of course I am using Internet connection, not LAN).
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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #16 on: February 17, 2014, 07:17:58 am »
Ok I created a 1.6.7b1 tag in the bugtracker so reporting bugs for 1.6.7b1 should be no problem anymore.
Please register and add the bugs our masters of the bugtracker (Homerofgods and MrBungle) can help you if need (if they are around ofc).

I figured out why the lobby is broken and it wont be fixed until beta2 - sorry.

I was testing it today in 2 gathers @ #Gather.EU. Horrible vast increase in eats amount. I don't know if it's the servers or the game.
Shoozza could you provide a test server?
I will setup one tomorrow
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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #17 on: February 17, 2014, 01:13:53 pm »
Ok I created a 1.6.7b1 tag in the bugtracker so reporting bugs for 1.6.7b1 should be no problem anymore.
Please register and add the bugs our masters of the bugtracker (Homerofgods and MrBungle) can help you if need (if they are around ofc).

I figured out why the lobby is broken and it wont be fixed until beta2 - sorry.

I was testing it today in 2 gathers @ #Gather.EU. Horrible vast increase in eats amount. I don't know if it's the servers or the game.
Shoozza could you provide a test server?
I will setup one tomorrow

Great news!  :) Fixed bug (no-bink) for barrett on deathmatch mode?

Offline SneS

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #18 on: February 17, 2014, 01:30:56 pm »
Finally Barrett weaker! Thanks Shoozza! :) This version is the best!

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #19 on: February 17, 2014, 01:32:56 pm »
Is that 32 or 64 bit windows?
Does it happen on both?
Windows 8.1 x64 Pro
I can't reproduce in x86. If there's a way to use a x64 to do this, tell me.
« Last Edit: February 17, 2014, 01:46:22 pm by duz »
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Offline homerofgods

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #20 on: February 17, 2014, 05:29:38 pm »
If anyone need help with reporting bugs in mantis or anything at all you can ask me in pm or in irc (homerofgods or evhO @ #soldat.devs) or email: herman.sefring@gmail.com

Remember to check if the bug is allready reported first.  And try to be as detailed as possible!
http://bugs.soldat.pl/login_page.php
« Last Edit: February 17, 2014, 05:35:21 pm by homerofgods »

Offline Hubiq

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #21 on: February 17, 2014, 06:39:36 pm »
yeah I am happy too :) very good changes for barrett. good job dev team:)

Offline kicikici

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #22 on: February 19, 2014, 05:35:59 am »
Our lovely file server is back!
I and few other people (at the same time) got this bug several times during map downloading. None of scenery (and propably textures) aren't downloaded properly (of course they are in /scenery-gfx folder). If I enable /restart command this bug will still present, BUT when I restart server and enable this map once again, bug will disappear and scenery will be downloaded properly. I didn't recognize any pattern how to reproduce this bug, I think it's randomly. See atached screenshots.
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Offline SneS

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #23 on: February 19, 2014, 06:11:18 am »
I found one bug with grenade on ctf_Ash.

Screen:
« Last Edit: February 19, 2014, 06:54:44 am by SneS »

Offline homerofgods

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #24 on: February 19, 2014, 07:53:22 am »
SneS I reported it for you: http://bugs.soldat.pl/view.php?id=531

Offline SneS

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #25 on: February 20, 2014, 09:48:03 am »
SneS I reported it for you: http://bugs.soldat.pl/view.php?id=531

Thanks!

This version promises to be the best! There are some preliminary information when a new version comes out?

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #26 on: February 20, 2014, 11:48:56 am »
I want to do 2 more betas to test if the removal of the autoupdater worked.
So before april.
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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #27 on: February 21, 2014, 02:58:44 am »
I want to do 2 more betas to test if the removal of the autoupdater worked.
So before april.

That's great :)Thanks for info.

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #28 on: February 22, 2014, 07:02:19 am »
It seems like the lobby is working at least for windows servers.
There are just none online.
Anyone hosting 1.6.7b1 servers please let me know what os you use.
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Offline kicikici

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #29 on: February 22, 2014, 07:49:42 am »
I host server on my home PC "Join 79.133.218.4:23076" (it's unable to join because of blocked ports) on Windows 7 and I can see him in lobby. It's a advertisement for my linux server which isn't visible in lobby.
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Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #30 on: February 22, 2014, 08:16:47 am »
my is linux, but I disabled it for now(need server for weekend game :] )

PS normally I use english language, but Just now I noticed that menu with polish translation isnt too good. "chose map" is too long so "ę" goes beyond menu frame.

Offline Drax

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #31 on: February 23, 2014, 06:29:30 am »
good job with new changes, but I hoped for other changes like extra weapons (its still beta, please add crossbow at least please! :'( :'( :'() and something for registered ppl :(

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #32 on: February 23, 2014, 06:54:08 am »
I registered just to say that it's the best version of 1.4.2 ;D I hope it will come out as soon as possible! The only thing I would change is reduced damage Steyr AUG because he is too strong.

Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #33 on: February 23, 2014, 08:31:42 am »
I registered just to say that it's the best version of 1.4.2 ;D I hope it will come out as soon as possible! The only thing I would change is reduced damage Steyr AUG because he is too strong.

Nice joke...   :P

Aug should be untouched after that update. You mess too much with WM soo everyone have problems with get used to it. No wonder if most of people use barret and m79 if rest of weapons are constantly modified so no one know exactly how to use it :]

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #34 on: February 23, 2014, 10:09:33 am »
I registered just to say that it's the best version of 1.4.2 ;D I hope it will come out as soon as possible! The only thing I would change is reduced damage Steyr AUG because he is too strong.

Nice joke...   :P

Aug should be untouched after that update. You mess too much with WM soo everyone have problems with get used to it. No wonder if most of people use barret and m79 if rest of weapons are constantly modified so no one know exactly how to use it :]

Maybe you're right but AUG is stronger than other "auto-weapons". The most important that barrett in this version is not so strong as before. Although the time of the trigger should be a bit longer (0,5-1,0 sec). - What do you think Shoozza?

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #35 on: February 24, 2014, 11:05:12 am »
my is linux, but I disabled it for now(need server for weekend game :] )

PS normally I use english language, but Just now I noticed that menu with polish translation isnt too good. "chose map" is too long so "ę" goes beyond menu frame.
We can't do anything about this in 1.6.7 due to how it is implemented but if it's in the bugtracker we will make sure it gets fixed for 1.7

good job with new changes, but I hoped for other changes like extra weapons (its still beta, please add crossbow at least please! :'( :'( :'() and something for registered ppl :(
I understand that more weapons sound fun but that wont happen for 1.6.7 and it is low priority (there are still way more important things to fix)

I host server on my home PC "Join 79.133.218.4:23076" (it's unable to join because of blocked ports) on Windows 7 and I can see him in lobby. It's a advertisement for my linux server which isn't visible in lobby.
Ok I'll look into that can you tell me what linux distro you use and 32 or 64 bit (just in case)?

I registered just to say that it's the best version of 1.4.2 ;D I hope it will come out as soon as possible! The only thing I would change is reduced damage Steyr AUG because he is too strong.

Nice joke...   :P

Aug should be untouched after that update. You mess too much with WM soo everyone have problems with get used to it. No wonder if most of people use barret and m79 if rest of weapons are constantly modified so no one know exactly how to use it :]

Maybe you're right but AUG is stronger than other "auto-weapons". The most important that barrett in this version is not so strong as before. Although the time of the trigger should be a bit longer (0,5-1,0 sec). - What do you think Shoozza?
skoskav does the wm I don't think I can say anything about the weapon mod as im a knife only player mostly :)
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Offline kicikici

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #36 on: February 24, 2014, 11:19:12 am »

I host server on my home PC "Join 79.133.218.4:23076" (it's unable to join because of blocked ports) on Windows 7 and I can see him in lobby. It's a advertisement for my linux server which isn't visible in lobby.
Ok I'll look into that can you tell me what linux distro you use and 32 or 64 bit (just in case)?

Directly from my vps panel: debian-6.0-amd64-minimal
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Offline homerofgods

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #37 on: February 24, 2014, 03:48:23 pm »
Akinaro I will make sure to add that polish menu problem to the bugtracker for you.
I asume 'zaproponuj nowa mape' is a correct translation.
If I try FontMenuSize=12  -> FontMenuSize=11 it's still not enough, and FontMenuSize=10 is too small.
« Last Edit: February 24, 2014, 07:43:49 pm by homerofgods »

Offline mine

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #38 on: February 25, 2014, 02:16:10 am »
I played today and trigger in barrett should be a bit longer because game is too easy. But that's just my opinion.

Offline SneS

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #39 on: February 27, 2014, 03:58:04 am »
@Shoozza
@homerofgods

You show Weaponmod changes in normal mode?

Offline homerofgods

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #40 on: February 27, 2014, 01:43:07 pm »
// Changes from 1.6.6 -> 1.6.7b1
// Ak           dmg -1
// Steyr        dmg -1
« Last Edit: February 27, 2014, 01:45:37 pm by homerofgods »

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #41 on: February 28, 2014, 12:42:53 pm »
@Shoozza
@homerofgods

You show Weaponmod changes in normal mode?
Not sure what you exactly mean but when you play on servers with a weapon mod you should see the weapon mod changes

If you want to know the weapon changes from 1.6.6->1.6.7b1 check out the weapon mod txt files
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Offline SyavX

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #42 on: March 02, 2014, 02:17:22 pm »
1. Default soldat.ini (included into setup) doesn't have some settings:
  • MusicList (but there is Mp3List left there by accident, I guess)
  • Fps_Limit
  • High_Resolution_Timer
  • Map_Background_Color1
  • Map_Background_Color2
  • Force_Background_Color

2. Another setting, accidently left after removing TS integration:
  • TeamSpeak

3. Tiny visual 'bug' on welcome screen (since 1.6.0 for sure):
FromMain >> PageControl1 >> TabSheet5 >> ExiTTntLabel default Caption is "SOLDAT ..." that later gets overwritten by "Soldat ..." which is noticeable.

4. Animation glitch when proned and moving & stabbing knife

Offline 15th_account

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #43 on: March 02, 2014, 03:41:29 pm »
1, 2, 3) Nice finds. Fixed.

4) Meh. Sounds hard to fix. :E Maybe for 1.6.8.

Offline Hubiq

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #44 on: March 09, 2014, 02:09:27 pm »
Any new informations about new beta version?

Offline homerofgods

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #45 on: March 09, 2014, 03:57:38 pm »
Any new informations about new beta version?
<skoskav> two beta bugs remain
<skoskav> linux servers not appearing in the lobby and the vote map/kick not working

Offline Shoozza

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #46 on: March 10, 2014, 07:22:19 pm »
Any new informations about new beta version?
<skoskav> two beta bugs remain
<skoskav> linux servers not appearing in the lobby and the vote map/kick not working
Figured out what the issue with linux was (Indy 10 library is broken on linux after r4989)

I have to check if the that also fixes voting but i guess it could.

I need to add some update stuff then the next beta can be released.
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Offline SneS

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #47 on: March 19, 2014, 07:00:03 am »
Why automatic weapons (AK74, Minimi, Steyr, MP5) not have bink?

Offline 15th_account

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #48 on: March 19, 2014, 09:37:19 am »
They haven't had any in almost three years. The reason the autos lost their self-bink was because self-bink was terribly broken back then. As for why they haven't regained self-bink now that the inaccuracy system is improved is because the way self-bink was intended to work - which was to force auto users to fire in short bursts - doesn't really fit into Soldat's intended arcade-y 80s action movie feel.

I mean, could you imagine Arnold or Stallone going "Guah, I should fire in moderation so as to improve accuracy and conserve ammo" in Predator or Rambo 2?

Maybe self-bink could be applied to one weapon for the sake of variety though, e.g. Minimi or Minigun.

Offline Akinaro

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Re: SOLDAT 1.6.7b1 public beta ready for testing!
« Reply #49 on: March 19, 2014, 09:56:44 am »
f12 for minimi