Author Topic: SOLDAT 1.6.7 RELEASED!  (Read 34894 times)

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Offline Shoozza

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SOLDAT 1.6.7 RELEASED!
« on: May 02, 2014, 04:56:56 pm »
I'm happy to announce: Soldat 1.6.7 is ready!

This version took longer than expected due to changes in our build scripts.
It includes mostly fixes but also a few features.

Big thanks to the the beta testers, everyone who helped with this release and of course the Soldat Devteam members who helped with this version.

Here some highlights of this version:

New background poly type (not in any default map yet)


Cursor scales when moving

You can find the download links at the end of this post.

The changelogs:
Soldat 1.6.7 changelog:
- Added new background polygon types: "Background" and "Background Transition"
- Added visualization of the player's MovementAcc by scaling the cursor
- Modified the lobby's player count column to not include bots
- Modified bullets to now take into account the weapons' BulletPush when pushing objects (flags, kits, loose guns)
- 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 side jump speed to be the fastest when facing the direction you're moving in #170
- 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 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 demo playback to allow freecam by default
- Modified decreased the freecam deadzone again to make the sudden speed jump less abrupt #277
- 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 cursor to be visible during game pause #460
- Fixed bullets could only push one object (flags, kits, loose guns) at once
- Fixed bullets could push an object (flags, kits, loose guns) multiple times in an instant, giving huge push
- Fixed HTF incorrectly used some INF flag messages (referring to the Objective instead of the Yellow Flag)
- Fixed finishing a roll animation while airborne and with the crouch key still pressed, you would air-squat awkwardly and not be able to throw grenades
- 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 players with bink weapons couldn't bink themselves
- Fixed explosives could bink team mates #398
- Fixed bink didn't work in non-team based game modes
- Fixed team mates could bink each other with explosives even though FriendlyFire was off
- Fixed the player's current MovementAcc being erratic when the player was transitioning between animations and grounded/in-air
- Fixed sniper scope cooldown could be bypassed by triggering an overriding animation
- Fixed camera jumping back and forth between the cursor and the map's center when looking outside map bounds
- Fixed camera not resetting to center when joining a new game
- Fixed freecam camera wasn't completely still when the cursor was inside the center deadzone #277
- Fixed camera not resetting to center when viewing above map bounds
- Fixed empty server_info setting in servers soldat.ini makes client display weird chars in F1 menu
- Fixed team menu keyboard input blocked if opening it using the cursor #428
- Fixed pressing an unmapped number when selecting a team causes no team to be joined and the menu disappears #388
- Fixed unable to toggle the weapon menu when carrying less than two weapons #181
- Fixed custom values of MovementAcc and BulletSpread didn't show differences properly in the weapon selection menu
- Fixed flags in CTF and INF game modes weren't using their flag texture
- Fixed clients' keys would act slightly "sticky" in online games, not resetting the controls every tick
- Fixed server didn't notify players about all key events from other players
- Fixed flag was thrown in a direction that was at least 16 milliseconds old #132
- Fixed side jump speed was slightly lower when facing right #170
- 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 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 readonly.txt didn't do what it advertised #279
- Fixed readonly.txt didn't contain an updated list of maps and sceneries #95


Soldatserver 2.7.7 changelog:
- Added soldatserver cannot be run as root on linux
- Added SC3 TScriptMap.SetMap(NewMap: string);
- Modified removed ASE Protocol support as it is dead since 2008
- Modified removed nrservice support
- Fixed SC3 - Broken AddSpawnPoint #541
- 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


Weaponmod changes:
Deagles      fireinterval +1
HK MP5       spread +1, push -2
Ak           dmg +7, fireinterval +1, spread -1, push +2
Steyr        dmg -1, push -2
Spas         push -3
Ruger        dmg +1, push +4
M79          push +60
Barrett      startup +2, moveacc -1, push +31
Minimi       push -2
Minigun      push -2
Socom        dmg -1
Knife        push +300
LAW          push +50
Flamethrower push +40


Map changes:
CTF

Rotten
Fixed missing scenery amb_fog_ground-sk_soft.png


Downloads:
Soldat 1.6.7 Full
Soldat 1.6.7 Patch (for 1.6.6 only)

Server 2.7.7 Full
Server 2.7.7 Patch (for 2.7.6 only)
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Offline Mittsu

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #1 on: May 02, 2014, 05:00:21 pm »
yay !

SRL runs in new version then :)
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Offline darDar

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #2 on: May 02, 2014, 05:02:37 pm »
nice going to test right now (edit: if the download is added)
thanks to the dev team!  [pigtail]

« Last Edit: May 02, 2014, 05:32:10 pm by darDar »
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Offline SneS

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #3 on: May 02, 2014, 05:25:03 pm »
why there is no information about the new version, when I Run Soldat 1.6.6?

Offline homerofgods

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #4 on: May 02, 2014, 05:40:20 pm »
why there is no information about the new version, when I Run Soldat 1.6.6?
Will be quite soon, takes time to release everything.
[edit]It's ok now
« Last Edit: May 02, 2014, 05:54:38 pm by homerofgods »

Offline jrgp

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #5 on: May 02, 2014, 05:51:21 pm »
Good job Shoozza/et al.

- Added soldatserver cannot be run as root on linux

It's always nice to see when suggestions of mine make it in.
There are other worlds than these

Offline Nedi

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #6 on: May 02, 2014, 05:56:41 pm »
Patch says it can't find compatible version of soldat :<

Offline DutchFlame

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #7 on: May 02, 2014, 06:00:55 pm »
knife and barret being able to boost flags now :-))

Offline homerofgods

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #8 on: May 02, 2014, 06:11:47 pm »
Patch says it can't find compatible version of soldat :<
Have the same issue, trying to figure it out atm

Offline Shoozza

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #9 on: May 02, 2014, 06:12:41 pm »
Patch says it can't find compatible version of soldat :<
Most likely because you either moved the folder, or you copied it from another pc.
If that is not the case it would be nice if you could join the #soldat.devs channel and help me to figure out why it doesn't work.
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Offline Szaman

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #10 on: May 02, 2014, 06:13:14 pm »
Yeah, the sam - no compatible version found :(

Offline 111

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #11 on: May 02, 2014, 06:15:27 pm »
Who thought it was a good idea to remove the alladin movement? It was one of the good things added to Soldat in years yet it is marked as bug/hack/glitch and gets removed from the game. What exactly is it that is wrong with it? It was really a good movement and actually made proper slide-running possible without making use of buggy anti-crouch mechanisms (looking in opposite direction).

It was even balanced by default due to not regenerating jet. Can anyone give insight in the reasoning behind this decision? I - and with me a lot of Soldat players - liked the movement. I know Soldat is conservative but it really blended well within the existing movements and simply felt like an improved anti-crouch movement.


Offline Blacksheepboy

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #12 on: May 02, 2014, 06:30:30 pm »
Grats, looking forward to background polygon usage.

Offline Shoozza

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #13 on: May 02, 2014, 06:46:24 pm »
Who thought it was a good idea to remove the alladin movement? It was one of the good things added to Soldat in years yet it is marked as bug/hack/glitch and gets removed from the game. What exactly is it that is wrong with it? It was really a good movement and actually made proper slide-running possible without making use of buggy anti-crouch mechanisms (looking in opposite direction).

It was even balanced by default due to not regenerating jet. Can anyone give insight in the reasoning behind this decision? I - and with me a lot of Soldat players - liked the movement. I know Soldat is conservative but it really blended well within the existing movements and simply felt like an improved anti-crouch movement.
Can you explain how to do that movement in 1.6.6 (assuming it works there)
You can record it with LICEcap if you want (gif recorder).

If it was removed by accident we will add it again.
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Offline Bistoufly

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #14 on: May 02, 2014, 06:52:32 pm »
Who thought it was a good idea to remove the alladin movement? It was one of the good things added to Soldat in years yet it is marked as bug/hack/glitch and gets removed from the game. What exactly is it that is wrong with it? It was really a good movement and actually made proper slide-running possible without making use of buggy anti-crouch mechanisms (looking in opposite direction).

It was even balanced by default due to not regenerating jet. Can anyone give insight in the reasoning behind this decision? I - and with me a lot of Soldat players - liked the movement. I know Soldat is conservative but it really blended well within the existing movements and simply felt like an improved anti-crouch movement.
Can you explain how to do that movement in 1.6.6 (assuming it works there)
You can record it with LICEcap if you want (gif recorder).

If it was removed by accident we will add it again.
He's talking about the crouchbug. Once you and me were fooling around in a climb server and you found how to do it, Shoozza.
It is the consensus that the bug was unfair: threads and reports emerged about the issue. Mainly from the climbing community. skoskav fixed it for 1.6.7.
Nothing to see here.


Offline Shoozza

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #15 on: May 02, 2014, 07:01:16 pm »
Who thought it was a good idea to remove the alladin movement? It was one of the good things added to Soldat in years yet it is marked as bug/hack/glitch and gets removed from the game. What exactly is it that is wrong with it? It was really a good movement and actually made proper slide-running possible without making use of buggy anti-crouch mechanisms (looking in opposite direction).

It was even balanced by default due to not regenerating jet. Can anyone give insight in the reasoning behind this decision? I - and with me a lot of Soldat players - liked the movement. I know Soldat is conservative but it really blended well within the existing movements and simply felt like an improved anti-crouch movement.
Can you explain how to do that movement in 1.6.6 (assuming it works there)
You can record it with LICEcap if you want (gif recorder).

If it was removed by accident we will add it again.
He's talking about the crouchbug. Once you and me were fooling around in a climb server and you found how to do it, Shoozza.
It is the consensus that the bug was unfair: threads and reports emerged about the issue. Mainly from the climbing community. skoskav fixed it for 1.6.7.
Nothing to see here.


oh yeah that one. It was a bug and im not aware of any useful non unfair use case for that aladin movement.

About the patch issue:
If you installed an old version of soldat it could happen that the updater cannot find the new version (because old installers just replaced the add/remove programs entry). So if you want to install an old soldat version you should install it before you install the new one.
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Offline homerofgods

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #16 on: May 02, 2014, 07:31:27 pm »
If you don't want to do a full install and then configure all your settings again, you can try what I did. Uninstall 1.6.6 (don't delete the files and folders that are left) and install 1.6.6 in the same folder. Now the patcher should work

Offline Akinaro

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #17 on: May 03, 2014, 02:14:18 am »
Quote
Modified the lobby's player count column to not include bots

Because of my idea loots of people would be... Surprised where are all that players from previous version :)

Offline Leo

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #18 on: May 03, 2014, 03:30:55 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

Offline jrgp

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #19 on: May 03, 2014, 03:52:26 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

If zitro is already parsing logfiles it should be trivial for it to parse the gamestat.txt file as well, outside of its updater script. maybe if zolaf comes back he can add that.
There are other worlds than these

Offline Xestor

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #20 on: May 03, 2014, 06:07:42 am »
You want to tell me if it can't find my soldat game, im forced to reinstall the game again? o.o
You could've at least let me copy this patcher into soldat folder in order solving this shit.

Offline elMorvano

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #21 on: May 03, 2014, 06:10:32 am »
Ruger        dmg +1, push +4 This is real changed?

You do not have any idea how you could change the weapons. Always only put +1 to dmg/ +1 moveacc etc. etc. 1000x changes and it just does not work. Are you working something in this Weapon's team or you just change the weapons only for changes. For nothing.
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Offline Akinaro

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #22 on: May 03, 2014, 06:22:15 am »
More funny is beating styer witch every version, and now huge bump for ak like this would force using ak instead of styer...

It would be good if someone could write exactly why you make styer weaker with every version and now boosting ak?

Offline CheeSeMan.

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #23 on: May 03, 2014, 06:39:33 am »
yay! Happy for new version great job devs <3 Looking at the weapon changes I don't know will test first from paper does not look good :E
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Offline elMorvano

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #24 on: May 03, 2014, 06:45:29 am »
- Added visualization of the player's MovementAcc by scaling the cursor

This is fine but it should be also in the fly not only when I am pressing the keys.
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Offline SneS

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #25 on: May 03, 2014, 07:28:23 am »
- Added visualization of the player's MovementAcc by scaling the cursor

This is fine but it should be also in the fly not only when I am pressing the keys.

I think it's a very good change. Earlier barrett was too strong.

Offline elMorvano

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #26 on: May 03, 2014, 07:42:47 am »
- Added visualization of the player's MovementAcc by scaling the cursor

This is fine but it should be also in the fly not only when I am pressing the keys.

I think it's a very good change. Earlier barrett was too strong.

Ofc it is but I am telling that there should ba ALSO in the fly when you fall.
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Offline Szaman

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #27 on: May 03, 2014, 07:46:53 am »
OK, there are (WM)... damn :/

I would just mention that one significant thing has changed in 1.6.7 - there are no (WM) prefixes in server names.
So, if you don't like those new weapons, you can change it freely to the previous ones - and your server name remain as it was (without (WM)).

Am I correct?

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Offline 111

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #28 on: May 03, 2014, 07:50:11 am »
Who thought it was a good idea to remove the alladin movement? It was one of the good things added to Soldat in years yet it is marked as bug/hack/glitch and gets removed from the game. What exactly is it that is wrong with it? It was really a good movement and actually made proper slide-running possible without making use of buggy anti-crouch mechanisms (looking in opposite direction).

It was even balanced by default due to not regenerating jet. Can anyone give insight in the reasoning behind this decision? I - and with me a lot of Soldat players - liked the movement. I know Soldat is conservative but it really blended well within the existing movements and simply felt like an improved anti-crouch movement.
Can you explain how to do that movement in 1.6.6 (assuming it works there)
You can record it with LICEcap if you want (gif recorder).

If it was removed by accident we will add it again.
He's talking about the crouchbug. Once you and me were fooling around in a climb server and you found how to do it, Shoozza.
It is the consensus that the bug was unfair: threads and reports emerged about the issue. Mainly from the climbing community. skoskav fixed it for 1.6.7.
Nothing to see here.


oh yeah that one. It was a bug and im not aware of any useful non unfair use case for that aladin movement.

About the patch issue:
If you installed an old version of soldat it could happen that the updater cannot find the new version (because old installers just replaced the add/remove programs entry). So if you want to install an old soldat version you should install it before you install the new one.
>im not aware of any useful non unfair use case

what exactly is unfair about it? I really don't get the problem? It was a good movement and anyone could use with medium to no practice. It is on exactly the same level as that other bugged anti-prone movement and that is here to stay.

What's the thought flow here? 

Offline Leo

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #29 on: May 03, 2014, 07:59:41 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

If zitro is already parsing logfiles it should be trivial for it to parse the gamestat.txt file as well, outside of its updater script. maybe if zolaf comes back he can add that.


Olaf is nowhere to be found and this is screwing up my status that I run for years. The updates working normal as it's php but the live status doesn't work.

Offline Viral

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #30 on: May 03, 2014, 08:11:38 am »
what exactly is unfair about it? I really don't get the problem? It was a good movement and anyone could use with medium to no practice. It is on exactly the same level as that other bugged anti-prone movement and that is here to stay.

What's the thought flow here?
You could bypass jumps on ~3k climb maps, this is the "unfair" aspect. It looks buggy, provides nothing more that awkward anty-physic feeling.

Offline 15th_account

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #31 on: May 03, 2014, 09:10:10 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

If zitro is already parsing logfiles it should be trivial for it to parse the gamestat.txt file as well, outside of its updater script. maybe if zolaf comes back he can add that.


Olaf is nowhere to be found and this is screwing up my status that I run for years. The updates working normal as it's php but the live status doesn't work.

I see that zitro-stats is open sourced on sourceforge, and written in PHP. Do you know of any gather sites or such that can also poke servers, that could share the code needed to replace zitro-stats' ASE module? I'm sure DarkNoddy on IRC has coded things like this dozens of times.

Offline BKT

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #32 on: May 03, 2014, 09:24:23 am »
In 1.6.7b1 (not sure in b2/rc), the demo player would show the end score, now it doesn't.

... Why? I think it's kinda nice...  :(
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 Leo

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #33 on: May 03, 2014, 09:37:46 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

If zitro is already parsing logfiles it should be trivial for it to parse the gamestat.txt file as well, outside of its updater script. maybe if zolaf comes back he can add that.


Olaf is nowhere to be found and this is screwing up my status that I run for years. The updates working normal as it's php but the live status doesn't work.

I see that zitro-stats is open sourced on sourceforge, and written in PHP. Do you know of any gather sites or such that can also poke servers, that could share the code needed to replace zitro-stats' ASE module? I'm sure DarkNoddy on IRC has coded things like this dozens of times.
I am sorry, I don't know that.

Offline 111

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #34 on: May 03, 2014, 09:59:04 am »
what exactly is unfair about it? I really don't get the problem? It was a good movement and anyone could use with medium to no practice. It is on exactly the same level as that other bugged anti-prone movement and that is here to stay.

What's the thought flow here?
You could bypass jumps on ~3k climb maps, this is the "unfair" aspect. It looks buggy, provides nothing more that awkward anty-physic feeling.

anti crouch BUG also looks and IS buggy with physics

Don't get me started on the unrealistic jets... well, if it could, then maybe those maps should be revised? I mean, if I were to discover some great technique by pressing button A, B and rapid fire, would it get removed from the game too? Then please fix the other movement bugs because your arguments make zero sense.

Offline 15th_account

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #35 on: May 03, 2014, 10:03:28 am »
In 1.6.7b1 (not sure in b2/rc), the demo player would show the end score, now it doesn't.

... Why? I think it's kinda nice...  :(

That sounds like a bug. Probably related to this fix:

- Fixed players that needed to download the upcoming map would be disconnected before seeing the final scoreboard

Offline Viral

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #36 on: May 03, 2014, 10:51:03 am »
@111
Anti-crouch bug? Isn't that the bug you want to keep ingame? Or did you mean the prone-cancel? If so, pronecancel doesn't have negative influence on current maps and the only unrealistic aspect of it is the animation cut. There was a discussion about removing it, but the community wanted it to stay, because it provides way too cool movement possibilities (and aren't gamebreaking).

Unrealistic jets? Jets are part of the game, invisible carpets crearly aren't.

Revising 3k maps? I hope you are joking.
Quote
if I were to discover some great technique by pressing button A, B and rapid fire, would it get removed from the game too?
Ofc it depends on how it would work > see prone cancel.

I cant think of any movement bugs that exist atm except pronecancel that i mentioned (i don't think it should be called a bug since it has beed aproved by devs and community) and lag jump, that is totall bullshit and something could be done with it already..

Offline 111

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #37 on: May 03, 2014, 11:33:10 am »
@111
Anti-crouch bug? Isn't that the bug you want to keep ingame? Or did you mean the prone-cancel? If so, pronecancel doesn't have negative influence on current maps and the only unrealistic aspect of it is the animation cut. There was a discussion about removing it, but the community wanted it to stay, because it provides way too cool movement possibilities (and aren't gamebreaking).

Unrealistic jets? Jets are part of the game, invisible carpets crearly aren't.

Revising 3k maps? I hope you are joking.
Quote
if I were to discover some great technique by pressing button A, B and rapid fire, would it get removed from the game too?
Ofc it depends on how it would work > see prone cancel.

I cant think of any movement bugs that exist atm except pronecancel that i mentioned (i don't think it should be called a bug since it has beed aproved by devs and community) and lag jump, that is totall bullshit and something could be done with it already..

It was a good movement and I dismissed the earlier poster for him saying it looked unrealistic and buggy (jets are unrealistic too, that's what I meant, not that they should be removed). It was a good movement and allowed really solid movements. Then disable it in jump servers if it is so much of a problem. People on all other servers are currently complaining about it being removed.

Offline Viral

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #38 on: May 03, 2014, 11:50:31 am »
Its usefulness on servers other than climb is highly questionable because you can use jet while prone to get the same effect that doesn't looks poor and stupid (there is a reason we called it "alladin"), so in 90% of situations its useless and its not worth keeping it for the remaining 10% where you would use it if you run out of jet. Server-side option for allowing this "trick" would only make unneeded chaos.

I don't know the people that you were talking to about this bug, but the big majority of people on climb that liked this bug were guys that couldn't pass the simpliest jumps without it.

Offline dominikkk26

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #39 on: May 03, 2014, 04:05:30 pm »
- Going it sucks!
+ New pollygon
- Gunpoint is extremely large
- When the jet and esc (inf jet)
- Joining a server crashes error
- The maps are missing scenery
One word:
« Last Edit: May 03, 2014, 04:13:48 pm by dominikkk26 »

Offline kicikici

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #40 on: May 03, 2014, 04:18:16 pm »
- When the jet and esc (inf jet)
Explain how to reproduce this

- Joining a server crashes error
error? ORLY (same question as ^)

- The maps are missing scenery
http://bugs.soldat.pl/view.php?id=533
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Offline nosejj

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #41 on: May 03, 2014, 06:09:10 pm »
All I have to say officially is;
RIP Amazing Flagthrows - 2013-2014.

Offline Mittsu

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #42 on: May 03, 2014, 06:10:55 pm »
we've just made some pretty crazy flagthrows today, i don't think it's killed
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Offline darDar

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #43 on: May 03, 2014, 06:16:23 pm »
All I have to say officially is;
RIP Amazing Flagthrows - 2013-2014.
This 're-fall' animation the flag is doing now makes me never want to play ctf again. It's so ugly.
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Offline Bistoufly

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #44 on: May 03, 2014, 06:16:30 pm »
Maybe not, but Nosejj was the best flag booster in the CTF community. He inspired new tactics on many maps thanks to his newly mastered skill.
So I can understand if he is underwhelmed by the new mechanic to the point where he is exaggerating a bit in his statement.



« Last Edit: May 03, 2014, 07:09:10 pm by Bistoufly »

Offline DutchFlame

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #45 on: May 03, 2014, 10:27:14 pm »
Flag boosting has just been decreased for some weapons, which is quite annoying, especially when a barret and knife are able to push the flag further then a steyr or ak for example ;D

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #46 on: May 04, 2014, 12:44:39 am »
RIP Powerthrows also :(
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Offline Mittsu

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #47 on: May 04, 2014, 02:34:56 am »
since it relies on Push statistic, i think it's just a matter of balancing it out. Another issue to solve by the WM Balance team :D
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Offline Moroes

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #48 on: May 04, 2014, 02:44:44 am »
RIP Powerthrows also :(
Noo kurwa!... *leaves crying*

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #49 on: May 04, 2014, 04:23:36 am »
Maybe not, but nosejj was the best flag booster in the CTF community. He inspired new tactics on many maps thanks to his newly mastered skill.
So I can understand if he is underwhelmed by the new mechanic to the point where he is exaggerating a bit in his statement.
I am sorry but I do not believe that I am overreacting over here. Considering the fact most of the weapons' push values were raised, and basically all the weapons can now push the flag to some degree, I don't see aneed in change of the flagthrow mechanics. Moreover that some specific weapons push value were decreased (HK, Steyr & Spas), So all the other weapons can boost now too, but why decrease the push as well.


Also I don't like the tendency of the flag to bounce upwards now when you throw it, meaning it goes less in the aiming direction than before.


It's important to me, and be sure it is important to more competative ctf players. I think this mechanic change should be applied to Realistic maybe, 'cause there the assumption is that the game should be as realistic as it can get. If you do not agree with that, then I'd suggest at least reducing the new mechanics slightly to the older way, and find a middle-point that might suggest a good solution.


Currently, I couldn't be less satisfied with it.

Offline Bistoufly

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #50 on: May 04, 2014, 04:26:07 am »
Maybe not, but nosejj was the best flag booster in the CTF community. He inspired new tactics on many maps thanks to his newly mastered skill.
So I can understand if he is underwhelmed by the new mechanic to the point where he is exaggerating a bit in his statement.
I am sorry but I do not believe that I am overreacting over here. Considering the fact most of the weapons' push values were raised, and basically all the weapons can now push the flag to some degree, I don't see aneed in change of the flagthrow mechanics. Moreover that some specific weapons push value were decreased (HK, Steyr & Spas), So all the other weapons can boost now too, but why decrease the push as well.


Also I don't like the tendency of the flag to bounce upwards now when you throw it, meaning it goes less in the aiming direction than before.


It's important to me, and be sure it is important to more competative ctf players. I think this mechanic change should be applied to Realistic maybe, 'cause there the assumption is that the game should be as realistic as it can get. If you do not agree with that, then I'd suggest at least reducing the new mechanics slightly to the older way, and find a middle-point that might suggest a good solution.


Currently, I couldn't be less satisfied with it.
I see. Well I trust your judgement on this. Maybe skoskav can tweak it a bit more.
Ideal situation would be perfectly smooth flag boosting and just about enough push to be versatile but not overpowered.
« Last Edit: May 04, 2014, 04:29:36 am by Bistoufly »

Offline KwazaR

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #51 on: May 04, 2014, 08:29:51 am »
I've been devoted to climbing for years. Sadly, with this version my story ends. Cu.

Offline scapegoat

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #52 on: May 04, 2014, 12:38:22 pm »
can someone help me please, im begging :/

i downloaded 1.6.7 and tried to install it. whenever i tried to install (even when i just opened the computer), installation gave me an error similar to 'soldat is still open, please close all related programs' etc.

i've deleted whole soldat and downloaded the new full sw. during the installation i got many errors as config.exe file can not be created etc. this time i cleaned all registeries and installed 1.6.7 once again.

installation was successfull but now whenever i click on 'list servers' the game freezes and there is not much things to do. i have no damn idea whats going on. is there anyone who can help?

Offline Nawl

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #53 on: May 04, 2014, 03:00:54 pm »
So crap, you didnt fixed one easy to fix bug that ruins dodgeball... 2mins writing >.<  i hate you

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Offline 15th_account

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #54 on: May 04, 2014, 03:10:27 pm »
Nawl, you mean the bug where invisible corpses linger around after respawn? That's not an easy-to-fix bug, unless you know something we don't. =P

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #55 on: May 04, 2014, 03:47:17 pm »
Nawl, you mean the bug where invisible corpses linger around after respawn? That's not an easy-to-fix bug, unless you know something we don't. =P

Make knives unaffected by the corpses?

Offline SneS

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #56 on: May 04, 2014, 04:44:26 pm »
Scripts from version 1.6.6 work on the new version (1.6.7)?

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #57 on: May 04, 2014, 05:07:25 pm »
Nawl, you mean the bug where invisible corpses linger around after respawn? That's not an easy-to-fix bug, unless you know something we don't. =P

Make knives unaffected by the corpses?

That would be quite a dirty fix, as there's not even supposed to be a corpse there. It would also make visible corpses permeable to knives.

Regardless, I'll try looking into it more for the next version.
« Last Edit: May 04, 2014, 05:09:07 pm by 15th_account »

Offline Falcon`

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #58 on: May 04, 2014, 05:14:05 pm »
Scripts from version 1.6.6 work on the new version (1.6.7)?
I think i didn't do a single change in this release so yes, they should
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Offline Szaman

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #59 on: May 04, 2014, 05:29:36 pm »
I think there is some slightly change due to this modification which do not counts bots as players. I have seen one zombie script which needed some fixes after upgrade.

Offline kicikici

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #60 on: May 05, 2014, 07:25:07 am »
I've been devoted to climbing for years. Sadly, with this version my story ends. Cu.
We have already lost the best climber ever :(
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Offline darDar

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #61 on: May 05, 2014, 07:35:10 am »
I've been devoted to climbing for years. Sadly, with this version my story ends. Cu.
We have already lost the best climber ever :(

What did change for climbing ? From what I know there were problems in 1.6.6 but they were fixed in the betas, or ?
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Offline Akinaro

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #62 on: May 05, 2014, 08:04:12 am »
Too much focusing on fixing bugs that sometimes are part of the game, too much playing with WM and too much talking from "veterans"(discourage to do anything)
Before anyone would fix "core" of soldat you gonna lost more and more players, for me you should forget about playing with "fixing" things and in the next versions focus on making soldat more future proof(GUI, Maps, menu etc). Soldat is not gonna die in next years, but I can ensure you that without that you gonna have game for 50-90 private players... no one gonna play it on public, now when bots aren't  count in lobby everyone see how many players is there, no 140, no 200 but 70-100(last year, april, 15:00 more than 170 without bots)
Of course people can say that players leave and arrive, but dont make me laugh, for past year I saw more than 50 friends that stopped playing and you cant everytime believe that soldat gonna survives another 10 years just because there is few old players that talk about it here xD

Offline Bistoufly

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #63 on: May 05, 2014, 10:12:55 am »
Too much focusing on fixing bugs that sometimes are part of the game, too much playing with WM and too much talking from "veterans"(discourage to do anything)
Before anyone would fix "core" of soldat you gonna lost more and more players, for me you should forget about playing with "fixing" things and in the next versions focus on making soldat more future proof(GUI, Maps, menu etc). Soldat is not gonna die in next years, but I can ensure you that without that you gonna have game for 50-90 private players... no one gonna play it on public, now when bots aren't  count in lobby everyone see how many players is there, no 140, no 200 but 70-100(last year, april, 15:00 more than 170 without bots)
Of course people can say that players leave and arrive, but dont make me laugh, for past year I saw more than 50 friends that stopped playing and you cant everytime believe that soldat gonna survives another 10 years just because there is few old players that talk about it here xD
I believe it's gonna come eventually. At least that's what the devs have hinted to me. New GUI, anti-cheat, new render engine, ...
I find the time long as well. We'll need to be patient.

Offline Bonecrusher

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #64 on: May 05, 2014, 10:21:31 am »
"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

Yep same with server status on zabijaka.pl, full atm.




I'd opt for bringing ASE back, it wasnt doing anyone any harm.

Im chill like that

Offline Nawl

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #65 on: May 05, 2014, 11:24:49 am »
Nawl, you mean the bug where invisible corpses linger around after respawn? That's not an easy-to-fix bug, unless you know something we don't. =P
i mean the bug where you cannot throw knives through place where somebody died (not body, cuz body will fell to ground)
so this place is shield before dead guy respawn or leave game... alot players = alot shields
im sure its easy to fix... you made this bug when you tried fix ivissible knives after collision with body probably 2 versions ago. invissible knife isnt obstacle to play dodgeball but invissible shields are so annoying.
So you should delete this shield or make that shield fell to ground with body (better delete)
« Last Edit: May 05, 2014, 11:33:13 am by Nawl »

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Offline Xestor

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #66 on: May 12, 2014, 06:20:55 pm »
I cannot change the gamma value in soldat options, everything so dark :<

Offline homerofgods

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #67 on: May 13, 2014, 03:37:49 am »
I cannot change the gamma value in soldat options, everything so dark :<
Have you tried settings on your monitor?
If you are on laptop maybe there are some power saving settings?

You are right anyway, gamma doesn't work. I'll make a mantis ticket on it after my squash exercise
[edit] The gamma stopped working 1.6.3 --> 1.6.4b1 #563
« Last Edit: May 13, 2014, 11:33:03 am by homerofgods »

Offline Nawl

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #68 on: June 03, 2014, 05:00:44 am »
Seems Result:=true; dont work well on this game version and command is ignored only when typed via ARSSE
for example
Code: [Select]
if(Text='/pause')then Result:=true; impossible to pause via ARSSE but still possible to pause with '/pause' ingame.
bug? intentional?
« Last Edit: June 03, 2014, 07:45:12 am by Nawl »

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Offline Dusty

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #69 on: June 17, 2014, 09:43:46 pm »
When Soldat becomes ready for some promoting, perhaps you should try contacting this guy. I think he mentions on one video that he used to play Soldat a lot when he was younger so I don't think it's an impossible idea at all. With almost half a million PC gaming oriented subscribers it would guarantee a couple of new players.

Offline Shoozza

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #70 on: June 29, 2014, 04:04:41 am »
I cannot change the gamma value in soldat options, everything so dark :<
I cannot change the gamma value in soldat options, everything so dark :<
Have you tried settings on your monitor?
If you are on laptop maybe there are some power saving settings?

You are right anyway, gamma doesn't work. I'll make a mantis ticket on it after my squash exercise
[edit] The gamma stopped working 1.6.3 --> 1.6.4b1 #563
Hmm i had this issue in my virtualbox vm but it to be bugged so long, wow.

Too much focusing on fixing bugs that sometimes are part of the game, too much playing with WM and too much talking from "veterans"(discourage to do anything)
Before anyone would fix "core" of soldat you gonna lost more and more players, for me you should forget about playing with "fixing" things and in the next versions focus on making soldat more future proof(GUI, Maps, menu etc). Soldat is not gonna die in next years, but I can ensure you that without that you gonna have game for 50-90 private players... no one gonna play it on public, now when bots aren't  count in lobby everyone see how many players is there, no 140, no 200 but 70-100(last year, april, 15:00 more than 170 without bots)
Of course people can say that players leave and arrive, but dont make me laugh, for past year I saw more than 50 friends that stopped playing and you cant everytime believe that soldat gonna survives another 10 years just because there is few old players that talk about it here xD
I believe it's gonna come eventually. At least that's what the devs have hinted to me. New GUI, anti-cheat, new render engine, ...
I find the time long as well. We'll need to be patient.
All the releases were 1.6.x releases so thats why bug fixes are more common.

"- Modified removed ASE Protocol support as it is dead since 2008"

Great,, now I have this: http://realistic-soldat.org/

Yep same with server status on zabijaka.pl, full atm.




I'd opt for bringing ASE back, it wasnt doing anyone any harm.
It was removed because there was no code for it, the ASE servers are gone and not many people used it.
Afaik there is a workaround for zitrostats now so I guess we don't need it anymore.

Seems Result:=true; dont work well on this game version and command is ignored only when typed via ARSSE
for example
Code: [Select]
if(Text='/pause')then Result:=true; impossible to pause via ARSSE but still possible to pause with '/pause' ingame.
bug? intentional?
Sounds like a bug to me.
Please add it to the bugtracker if it isn't there already.
thanks.

When Soldat becomes ready for some promoting, perhaps you should try contacting this guy. I think he mentions on one video that he used to play Soldat a lot when he was younger so I don't think it's an impossible idea at all. With almost half a million PC gaming oriented subscribers it would guarantee a couple of new players.
Sure! Once 1.7 is out that might be worth a try.
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Offline Bonecrusher

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #71 on: July 01, 2014, 01:20:02 am »
Quote
It was removed because there was no code for it, the ASE servers are gone and not many people used it.
Afaik there is a workaround for zitrostats now so I guess we don't need it anymore.

I wasnt using zitro and is there any other way to determine server status for banners and auto restart to work?

Im chill like that

Offline Szaman

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #72 on: July 01, 2014, 02:11:20 am »
Reading gamestat.txt + connecting to the admin port and parsing the result.

Offline jrgp

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #73 on: July 01, 2014, 03:59:10 am »
Reading gamestat.txt + connecting to the admin port and parsing the result.

This, either gamestat.txt or parse refresh/refreshx packet: http://wiki.soldat.pl/index.php/Refresh

I wasnt using zitro and is there any other way to determine server status for banners and auto restart to work?

If you have to ask to find that answer you shouldn't be running soldat servers. :-\
There are other worlds than these

Offline Bonecrusher

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #74 on: July 01, 2014, 04:48:17 am »
Well my mate from zabijaka who takes care of hosting part always gives me shit for having to deal with soldat's bullshit. Afaik he rigged ase to check server status which was then connected to auto restarter, it all stopped working once you got rid of ase. So im looking for an alternative, its not really urgent as servers basically never crash these days, and are automatically restarted once a day.

Im chill like that

Offline Shoozza

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #75 on: July 06, 2014, 06:04:38 pm »
Well if I could just find someone who had the time and motivation to work on the opengameprotocol implementation... (www.open-game-protocol.org - site down atm)
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Offline miketh2005

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #76 on: August 09, 2014, 02:28:56 pm »
@111
Anti-crouch bug? Isn't that the bug you want to keep ingame? Or did you mean the prone-cancel? If so, pronecancel doesn't have negative influence on current maps and the only unrealistic aspect of it is the animation cut. There was a discussion about removing it, but the community wanted it to stay, because it provides way too cool movement possibilities (and aren't gamebreaking).

Unrealistic jets? Jets are part of the game, invisible carpets crearly aren't.

Revising 3k maps? I hope you are joking.
Quote
if I were to discover some great technique by pressing button A, B and rapid fire, would it get removed from the game too?
Ofc it depends on how it would work > see prone cancel.

I cant think of any movement bugs that exist atm except pronecancel that i mentioned (i don't think it should be called a bug since it has beed aproved by devs and community) and lag jump, that is totall bullshit and something could be done with it already..

It was a good movement and I dismissed the earlier poster for him saying it looked unrealistic and buggy (jets are unrealistic too, that's what I meant, not that they should be removed). It was a good movement and allowed really solid movements. Then disable it in jump servers if it is so much of a problem. People on all other servers are currently complaining about it being removed.

I agree, the bug shouldn't have been fixed, and I vote for it coming back. It wasn't unfair, as you mostly get killed right away, but actually made that game funnier and light hearted. Maybe if there was a way for servers to remove the option, but have it on by default.
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Mate, I am not sure Shit is even secured nowadays.

Offline Drajwer

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #77 on: September 14, 2014, 07:20:24 am »
- Modified removed ASE Protocol support as it is dead since 2008

If you really need backwards compatibility you can use this little script: http://git.io/r_0p5Q. It is basically a wrapper that runs ./soldatserver and a dummy "ASE" server that responds to queries based on gamestat.txt and soldat.ini. Feel free to use, or report issues on GH. Enjoy.

Offline jrgp

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #78 on: September 14, 2014, 08:33:31 am »
- Modified removed ASE Protocol support as it is dead since 2008

If you really need backwards compatibility you can use this little script: http://git.io/r_0p5Q. It is basically a wrapper that runs ./soldatserver and a dummy "ASE" server that responds to queries based on gamestat.txt and soldat.ini. Feel free to use, or report issues on GH. Enjoy.

I like this.

I think you should make it an option to start the udp ase daemon without having it also start and be a wrapper around soldatserver. I.E. start the python daemon after soldatserver is already running.

Also, just commentary: who in their right mind decided that ASE should be udp instead of tcp?
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Offline 15th_account

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #79 on: September 14, 2014, 10:50:45 am »
Considering ASE was developed by a company called UDP Soft they probably had a bias.

Offline Drajwer

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #80 on: September 14, 2014, 02:04:31 pm »
- Modified removed ASE Protocol support as it is dead since 2008

If you really need backwards compatibility you can use this little script: http://git.io/r_0p5Q. It is basically a wrapper that runs ./soldatserver and a dummy "ASE" server that responds to queries based on gamestat.txt and soldat.ini. Feel free to use, or report issues on GH. Enjoy.

I like this.

I think you should make it an option to start the udp ase daemon without having it also start and be a wrapper around soldatserver. I.E. start the python daemon after soldatserver is already running.

Also, just commentary: who in their right mind decided that ASE should be udp instead of tcp?

Most of games use UDP for game querying. Nothing special here.

Thanks for your response - I will add support for features you mentioned. Do you mind leave your thought on GitHub?

Offline Dragstie

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Re: SOLDAT 1.6.7 RELEASED!
« Reply #81 on: September 17, 2014, 11:09:30 am »
Great!<3