Author Topic: Quick Questions  (Read 41358 times)

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Offline ZdzichU

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Re: Quick Questions
« Reply #20 on: April 09, 2014, 11:02:55 am »
Do you plan to release final version of Soldat 1.6.7 before May?

Offline Akinaro

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Re: Quick Questions
« Reply #21 on: April 26, 2014, 06:33:51 am »
Now, when you click any server in the lobby ist it refresh Ping tab. It would be possible to refresh also number of players on this server? So you don't need to refresh all lobby to check it?

Offline Shoozza

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Re: Quick Questions
« Reply #22 on: April 26, 2014, 07:57:04 am »
Do you plan to release final version of Soldat 1.6.7 before May?
I actually planned to release it yesterday. Then after that didn't work out I wanted to release it today but it seems like that will not work out. I hope I can release it tomorrow. I don't want to rage here but I'm really frustrated about the bottlenecks I cannot do anything about and I want to release asap but that is only possible on weekends as it is the only time I have access to my Mac for the Linux build.

Now, when you click any server in the lobby ist it refresh Ping tab. It would be possible to refresh also number of players on this server? So you don't need to refresh all lobby to check it?
That would require single server request support. It would be possible but not as easy at it seems.
« Last Edit: April 26, 2014, 07:59:01 am by Shoozza »
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Offline L[0ne]R

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Re: Quick Questions
« Reply #23 on: April 26, 2014, 03:38:02 pm »
How is polybug fixing coming along and is it coming along at all? I'd really like to see the days of having to overlap polys finally end, so we can just start connecting polys properly and not worry about polybugs.

Offline 15th_account

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Re: Quick Questions
« Reply #24 on: April 27, 2014, 03:59:07 am »
There hasn't been a real attempt at fixing that once and for all. I think the main reason is because we suspect that it would affect other aspects of how we interact with polys, such as skip jumping up a hill of varying inclines.

Though everyone already hates me, so maybe I'll look into it for 1.6.8.

Offline BKT

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Re: Quick Questions
« Reply #25 on: April 28, 2014, 04:16:24 am »
This is from 1.6.4 changelog :

Quote
- Added InheritedVelocity WM attribute which controls how much of the player's velocity the projectile inherits


Here's my question: Is this really a new WM attribute or was it has always been there even before 1.6.4 (and 1.6.4 just made it visible + moddable) ...?  ???
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline 15th_account

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Re: Quick Questions
« Reply #26 on: April 28, 2014, 07:31:54 am »
It was made moddable in 1.6.4. Prior to that the values were hard coded into the game.

Offline BKT

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Re: Quick Questions
« Reply #27 on: April 28, 2014, 09:02:50 am »
It was made moddable in 1.6.4. Prior to that the values were hard coded into the game.

Thanks for your answer.  :)

I assumed the current default value were the same as before it was made moddable...  Yes?
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline 15th_account

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Re: Quick Questions
« Reply #28 on: April 28, 2014, 01:10:39 pm »
Yup

Offline darDar

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Re: Quick Questions
« Reply #29 on: April 28, 2014, 02:20:33 pm »
What is the current state of the build in anti cheat or about MSAC?
Is there actually a build in anti cheat under progress ?
I'm sure you are tired of anti-cheat questions but I've never seen a real statement about it yet (just the Duke Nukem Forever 'soon' things  [retard])

'I'll be back!
Mologie Anti-Cheat will soon be relaunched for Soldat 1.6, stay tuned...
'

Thanks
« Last Edit: April 28, 2014, 02:24:25 pm by darDar »
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Offline Shoozza

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Re: Quick Questions
« Reply #30 on: April 30, 2014, 03:11:07 am »
There should be one in the release after 1.6.7.
If there is a problem it might take one version longer.
The msac part is done and needs to be integrated into soldat.
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Offline BKT

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Re: Quick Questions
« Reply #31 on: May 06, 2014, 06:30:09 am »
Erm... Can anyone explain to me why MovementAcc of every gun got doubled after 1.6.5?  :-\

Did I miss something here...?  ???
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline 15th_account

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Re: Quick Questions
« Reply #32 on: May 06, 2014, 08:19:17 am »
It got doubled in the .ini files to get more fine grained control. So a weapon with MovementAcc=6 in 1.6.6 is the same as MovementAcc=3 in 1.6.5.

Offline BKT

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Re: Quick Questions
« Reply #33 on: May 09, 2014, 02:43:54 pm »
Since when did anything except 1-hit kill weapon got their effective range (i.e. not having damage greatly reduced) limited to ~39-41m?

And weirdly, why does it that some gun retain its effective range longer than the other? ... Ruger, for instance, has lower effective range than Minimi and Steyr, or even a fucking DEagle for crying out loud...   >:(


... If anyone going to answer me that this was implemented in 1.3.1 ... Here's quoting the changelog:

Quote
- Modified all weapons bullets (except Barret, M79 and LAW) lose power after long distance (1 or more screens, to prevent blind spraying)

Yet in 1.3.1 you can kill with 2 headshot from Ruger at range of your maximum aiming range, or more than 40+ metre, now you need at least 4 headshot to do the same even if you modified the WM to have more dmg than in 1.3.1. So obviously this change ain't the one that cause it.

Oh dear... This shit ain't looking good.  :-\

EDIT::

I think i found the answer myself... (1.4.0)

Quote
- Modified bullets (except Barret, M79, LAW, Knife) lose 50% of power after screen distance and another 50% after 2 screens

"lose 50% of power after screen distance" ... Nope.  :(

Still, why does some gun have slightly longer range than the other anyway? And for soldat sakes, how the hell did ruger ended up being one of, if not the shortest, effective range among all the non 1-shot gun? ... Out of spite?  :-[ 
« Last Edit: May 10, 2014, 05:29:45 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline Akinaro

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Re: Quick Questions
« Reply #34 on: May 10, 2014, 06:58:13 am »
For now main texture format is bmp, it can support without a problem textures up to even 1600x1600px(tried bigger but sometimes I get errors in PW) of course no one gonna use such big textures but bmp is totally crap in terms of file size, for example the same png file(1024x600) take less than 300KB when bmp take more than 1.4MB but PW/Soldat have problems with png textures file even with 700x700(random errors in PW or weird bugs in Soldat)

So my question: it would be possible to work on it so Soldat/PW would have better support for png format in textures? 

Offline jrgp

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Re: Quick Questions
« Reply #35 on: May 10, 2014, 07:03:34 am »
So my question: it would be possible to work on it so Soldat/PW would have better support for png format in textures? 

What about other formats? Does Soldat barf in the same way with jpeg? (afaik they're supported and blue ninja used them to put big titted catgirls in his porn maps)

And what about Targa (.tga) which is/was frequently used for games? @Shoozza: what about tga?
« Last Edit: May 10, 2014, 07:45:57 am by jrgp »
There are other worlds than these

Offline 15th_account

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Re: Quick Questions
« Reply #36 on: May 10, 2014, 02:00:21 pm »
Soldat supports BMP, PNG, JPG, TGA, sometimes GIF, as well as some other file formats that are more obscure and raw. My favorite cursor (which you can see in the 1.6.7 release post's GIFs) happens to be TGA.

Akinaro: If JPG doesn't cut it for you, have you tried splitting up your huge images into smaller ones and placing them together in PW?


Still, why does some gun have slightly longer range than the other anyway? And for soldat sakes, how the hell did ruger ended up being one of, if not the shortest, effective range among all the non 1-shot gun? ... Out of spite?  :-[ 

Ruger wasn't meant to be effective at ranges over a screen away. Neither were the other weapons. Ruger has also been meticulously balanced to ensure a rough split between 2-hit- and 3-hit kills, so that 2-hit kills would almost require the shooter to either be shooting from at most mid-range, hitting the head, or imparting a lot of extra speed into the bullet through inheriting the player's velocity.

Offline Akinaro

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Re: Quick Questions
« Reply #37 on: May 10, 2014, 03:08:19 pm »
Im talking about textures, not sceneries, sceneries work good. Problem is with textures format. Polyworks and soldat have problems with Png and jpg format. Once pw give random errors when saving map with png texture, sometimes soldat doesnt load map because it have png format... I didnt tried tga because i through that its too much for soldat and just like the jpg its "support" it but only ""sometimes"" and with weird bugs... :P

Offline 15th_account

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Re: Quick Questions
« Reply #38 on: May 10, 2014, 05:53:30 pm »
Ah, then I'm not sure what's causing your issues. I quickly tested ctf_Laos with a 2000x2000 texture in PW and Soldat, and it seemed to work. Maybe your GPU just dislikes non-binary sized textures? Try using textures that are in power-of-two, e.g. 1024x512, 2048x2048, and so on.

Offline BKT

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Re: Quick Questions
« Reply #39 on: May 11, 2014, 05:40:40 am »
Ruger wasn't meant to be effective at ranges over a screen away. Neither were the other weapons. Ruger has also been meticulously balanced to ensure a rough split between 2-hit- and 3-hit kills, so that 2-hit kills would almost require the shooter to either be shooting from at most mid-range, hitting the head, or imparting a lot of extra speed into the bullet through inheriting the player's velocity.

You didn't answer my question...  ::)

This has nothing to do with WM. The current dmg reduction mechanism is broken; it reduced dmg within a screen distant, and this mechanism, for some reason, kicks in at different range on different gun, with semis being shorter than most autos. That's why some gun, like ruger, is fucking pointless to use; the "community", including you, have the fetish for the rushing, zoom zoom bang bang play style and despise everything else and they made the game to be just that.

... Oh well, whatever. Just fix this mechanism to actually work as it stated purpose; it's a reasonable request...  :|
« Last Edit: May 11, 2014, 05:47:35 am by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...