Author Topic: SOLDAT 1.6.9b1 beta release ready for testing!  (Read 17218 times)

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Offline Shoozza

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SOLDAT 1.6.9b1 beta release ready for testing!
« on: May 04, 2015, 02:16:04 pm »
Hello Gamers!

Here it is the beta for the next Soldat version!

Feels like ages since the last beta, I had to relearn how to do releases (not a good sign)...

Please test and let us know what you think and and report as always as much as you can.

I want to thank everyone who helped with this version, especially ExHunter and skoskav!

Soldat 1.6.9b1 changelog:
- Added allow camera switching in demos while paused #274
- Option Survival_Clear_Weapons added in GAME section of soldat.ini
- Added Numpad Taunts #515
- Modified changed update button to yellow
- Fixed Spiderman bug
- Fixed Starting single player game a few times causes hight cpu usage (#160 #323 #333 #520)
- Fixed Alt and AltGr don't work for assigned keys and supress input like shooting (#309, #530)
- Fixed Soldat (not responding) when trying to find servers without having internet #463
- Fixed Star and Flag icon in the scoreboard are scaled down #601
- Fixed SetWeaponActive bugs weapons of a player on spawn #603
- Fixed wrong window height on startup
- Fixed having 24 chars in name results in HWID fail
- Fixed survival capping when everybody is alive results in a not ending round
- Fixed survival flag grabbing in multiplayer should not work after round end
- Fixed invisible shield where a player died
- Fixed survival mode respawning if out of map after round end results in a never ending round
- Fixed survival mode dead body outside map respawn bug
- Fixed survival mode team switch respawn bug


Soldatserver 2.7.9b1 changelog:
- Option Survival_Clear_Weapons added in GAME section of soldat.ini
- Added SC3 property TActivePlayer.IsProne (read only - boolean)
- Added SC3 property TActivePlayer.MouseAimX (read write - SmallInt) (write only works on bots)
- Added SC3 property TActivePlayer.MouseAimY (read write - SmallInt) (write only works on bots)
- Added SC3 Game.AdminPassword property (string - read write)
- Added SC3 object constants:
  OBJECT_ALPHA_FLAG, OBJECT_BRAVO_FLAG, OBJECT_POINTMATCH_FLAG,
  OBJECT_USSOCOM, OBJECT_DESERT_EAGLE, OBJECT_HK_MP5, OBJECT_AK74,
  OBJECT_STEYR_AUG, OBJECT_SPAS12, OBJECT_RUGER77, OBJECT_M79,
  OBJECT_BARRET_M82A1, OBJECT_MINIMI, OBJECT_MINIGUN,
  OBJECT_RAMBO_BOW, OBJECT_MEDICAL_KIT, OBJECT_GRENADE_KIT,
  OBJECT_FLAMER_KIT, OBJECT_PREDATOR_KIT, OBJECT_VEST_KIT,
  OBJECT_BERSERK_KIT, OBJECT_CLUSTER_KIT, OBJECT_PARACHUTE,
  OBJECT_COMBAT_KNIFE, OBJECT_CHAINSAW, OBJECT_LAW,
  OBJECT_STATIONARY_GUN
- Added SC3 weapon constants:
  WTYPE_EAGLE, WTYPE_MP5, WTYPE_AK74, WTYPE_STEYRAUG,
  WTYPE_SPAS12, WTYPE_RUGER77, WTYPE_M79, WTYPE_BARRETT,
  WTYPE_M249, WTYPE_MINIGUN, WTYPE_USSOCOM, WTYPE_KNIFE,
  WTYPE_CHAINSAW, WTYPE_LAW, WTYPE_FLAMER, WTYPE_BOW, WTYPE_BOW2,
  WTYPE_M2, WTYPE_NOWEAPON, WTYPE_FRAGGRENADE,
  WTYPE_CLUSTERGRENADE, WTYPE_CLUSTER, WTYPE_THROWNKNIFE
- Added SC3 function MD5(A: string): string;
- Added SC3 type TBannedHW = record HW: string; Time: Integer; Reason: string; end;
- Added SC3 type TBannedIP = record IP: ShortString; Time: Integer; Reason: string; end;
- Added SC3 class TBanLists (accessible over global variable "Game.BanLists")
- Added SC3 procedure TBanLists.AddHWBan(HW, Reason: string; Duration: Integer);
- Added SC3 procedure TBanLists.AddIPBan(IP: ShortString; Reason: string; Duration: Integer);
- Added SC3 function TBanLists.DelHWBan(HW: string): Boolean;
- Added SC3 function TBanLists.DelIPBan(IP: ShortString): Boolean;
- Added SC3 function TBanLists.IsBannedHW(HW: string): Boolean;
- Added SC3 function TBanLists.IsBannedIP(IP: ShortString): Boolean;
- Added SC3 function TBanLists.GetHWBanId(HW: string): Integer;
- Added SC3 function TBanLists.GetIPBanId(IP: ShortString): Integer;
- Added SC3 property TBanLists.HW (read only - array of TBannedHW)
- Added SC3 property TBanLists.IP (read only - array of TBannedIP)
- Added SC3 property TBanLists.BannedHWCount: (read only - Integer)
- Added SC3 property TBanLists.BannedIPCount (read only - Integer)
- Modified modifying velocity of bots to be less laggy
- Modified MovePlayer function to be less laggy on bots
- Modified SC3 property TActivePlayer.KeyUp access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyLeft access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyRight access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyShoot access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyJetpack access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyGrenade access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyChangeWeap access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyThrow access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyReload access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyCrouch access mode to read write (write only works on bots)
- Modified SC3 property TActivePlayer.KeyProne access mode to read write (write only works on bots)
- Fixed ambiguous admin protocol with REFRESH and REFRESHX packet #61
- Fixed Grenade packs and medkits spawns in wrong places #404
- Fixed disconnecting player on map change (when changed the team) #488
- Fixed players could sometimes touch special polygons (deadly, hurt, regeneration) without being affected #484
- Fixed addmap command checked for uppercase map extension
- Fixed ForceWeapon falsifies GetPlayerStat(Ammo) #310
- Fixed SpawnObject function had swapped knife and saw
- Fixed votes started via script didn't work properly
- Fixed SC3 property TActivePlayer.KeyProne returns position instead pressed key
- Fixed SC3 Game.Password shows admin password instead of game password #604
- Fixed SC3 Game.Password property was read only
- Fixed SC3 joining the game increases sometimes team count by 2 instead of 1
- Fixed SC3 Game.Teams Player property returned nil or an error
- Fixed survival capping when everybody is alive results in a not ending round
- Fixed survival flag grabbing in multiplayer should not work after round end
- Fixed invisible shield where a player died
- Fixed survival mode respawning if out of map after round end results in a never ending round
- Fixed survival mode dead body outside map respawn bug
- Fixed survival mode team switch respawn bug


Maps 2.7.9b1 changelog:
none?

Weaponmod changes:
none?


Update: added missing soldatserver executable for linux

Downloads:
Soldat 1.6.9b1 Full
Soldat 1.6.9b1 Patch (for 1.6.8 only)
Server 2.7.9b1 Full
Server 2.7.9b1 Patch (for 2.7.8 only)
« Last Edit: May 04, 2015, 02:41:00 pm by Shoozza »
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Offline ExHunter

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #1 on: May 04, 2015, 02:44:53 pm »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!

Offline Savage

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #2 on: May 04, 2015, 03:16:14 pm »
Hurraaaa!!! Can't wait to test new stuff, especially SC3 stuff :D

Offline gor

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #3 on: May 04, 2015, 11:39:52 pm »
Great,thanks
Are there any new maps planned for the full version?

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #4 on: May 05, 2015, 01:27:20 am »
« Last Edit: May 05, 2015, 11:33:29 am by homerofgods »

Offline CheeSeMan.

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #5 on: May 05, 2015, 02:47:56 am »
Nice good job =D keep it up!

No weapon mod changes really? Think this has never happened skoskav tired of rolling his dice?
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Offline Petterkowski

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #6 on: May 05, 2015, 04:20:51 am »
Hope you didn't forget about SCTFL on the Soldat start-up screen/interface, and i hope this is already taken care of? 1, 2.
« Last Edit: May 05, 2015, 04:22:33 am by Petterkowski »


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Offline BaneOfDeath

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #7 on: May 05, 2015, 09:09:40 am »
Can add:  TActivePlayer.MouseAimX/Y  write also for player.

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #8 on: May 05, 2015, 10:21:38 am »
Hope you didn't forget about SCTFL on the Soldat start-up screen/interface, and i hope this is already taken care of? 1, 2.
It was added and it shows up the first time you start soldat, but after a startup that image file gets replaced automatically by an empty file. Shoozza will ask jrgp about it. I will make sure to test it again in next beta
« Last Edit: May 05, 2015, 04:15:13 pm by homerofgods »

Offline Hubiq

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #9 on: May 05, 2015, 12:04:22 pm »
IMO Bink in barrett could be a little bigger... and persist for a little longer (2-3 sec).

New models of weapons are very nice  :)

Offline Shoozza

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #10 on: May 05, 2015, 03:48:38 pm »
Yeah I have to remind jrgp about this again and ask Furai if nothing happens.

Ah right we have new weapon gfx (forgot to mention them in the changelog!)
There is a thread with some discussion about this, uh, somewhere.. you should probably post there.
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Offline BaneOfDeath

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #11 on: May 05, 2015, 04:21:44 pm »
TActivePlayer.Vest - missing :( Please add yet in 1.6.9

Offline BaneOfDeath

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #12 on: May 06, 2015, 07:08:13 am »
Add Game.PlayerLeft (FOR DEADMATCH and SURVIVAL)

Offline JotEmI

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #13 on: May 06, 2015, 10:58:40 am »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!
We've tested survival a little bit and generally it's ok. Most annoying bugs have been fixed. There are couple of things though:
1. Invisible shield has been fixed but knife still gets blocked when it hits a corpse. We in DB community feel it should behave the way it's used to - knife should be able to fly through a corpse and be able to hit a person crouching/proning behind it.
2. In CTF, during those 5s when round is ending it's not possible to return your flag to base. If the flag is already in base you can however score a cap if you manage to bring enemy flag within those 5s (this results in 2 pts. being awarded, 1 for killing enemy team and 1 for capping).
3. Joining a team during a round doesn't spawn you anymore but one time we did manage to respawn a player. It happened when both surviving players killed each other (resulting in no one being alive) and another player joined the server at that moment. He did got respawned and the round didn't end.

That's all for now, if we find anything else I'll post it.

Offline BaneOfDeath

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #14 on: May 06, 2015, 12:13:53 pm »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!
We've tested survival a little bit and generally it's ok. Most annoying bugs have been fixed. There are couple of things though:
1. Invisible shield has been fixed but knife still gets blocked when it hits a corpse. We in DB community feel it should behave the way it's used to - knife should be able to fly through a corpse and be able to hit a person crouching/proning behind it.
2. In CTF, during those 5s when round is ending it's not possible to return your flag to base. If the flag is already in base you can however score a cap if you manage to bring enemy flag within those 5s (this results in 2 pts. being awarded, 1 for killing enemy team and 1 for capping).
3. Joining a team during a round doesn't spawn you anymore but one time we did manage to respawn a player. It happened when both surviving players killed each other (resulting in no one being alive) and another player joined the server at that moment. He did got respawned and the round didn't end.

That's all for now, if we find anything else I'll post it.

1. This is a good! We in realistic mode like it.

Offline ExHunter

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #15 on: May 06, 2015, 05:59:31 pm »
1. Invisible shield has been fixed but knife still gets blocked when it hits a corpse. We in DB community feel it should behave the way it's used to - knife should be able to fly through a corpse and be able to hit a person crouching/proning behind it.
2. In CTF, during those 5s when round is ending it's not possible to return your flag to base. If the flag is already in base you can however score a cap if you manage to bring enemy flag within those 5s (this results in 2 pts. being awarded, 1 for killing enemy team and 1 for capping).

1. I don't know if knifes should go through dead bodies (applying some common sense here: dead body -> object -> impenetrable by a thrown knife). Only mode I think which has disadvantages from that is probably DB (I wouldn't say ko, since you can move around the body.. Just my opinion). What do others think?
2. Should I disable capping after round end generally? Or how should it work? (That you cannot return or grab flags, was previously only in single player mode like this, even tho it was supposed to be a "feature" for multiplayer too)

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #16 on: May 07, 2015, 01:17:06 am »
Dead bodies could blink and disappear after a little while, just like flag blinks and goes back to base. It would benefit ctf aswell because right now you can tell when a person spawns by looking at when his corpse disappears.
Other guns can shoot through bodies, but that makes sense I guess since they have more speed than a knife.
I do not think the knife should go through bodies, in that case you should make bodies un-interactable for all guns (no blood comming out of them when you shoot them)
« Last Edit: May 18, 2015, 05:54:10 am by homerofgods »

Offline JotEmI

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #17 on: May 07, 2015, 04:14:41 am »
1. Invisible shield has been fixed but knife still gets blocked when it hits a corpse. We in DB community feel it should behave the way it's used to - knife should be able to fly through a corpse and be able to hit a person crouching/proning behind it.
2. In CTF, during those 5s when round is ending it's not possible to return your flag to base. If the flag is already in base you can however score a cap if you manage to bring enemy flag within those 5s (this results in 2 pts. being awarded, 1 for killing enemy team and 1 for capping).

1. I don't know if knifes should go through dead bodies (applying some common sense here: dead body -> object -> impenetrable by a thrown knife). Only mode I think which has disadvantages from that is probably DB (I wouldn't say ko, since you can move around the body.. Just my opinion). What do others think?
2. Should I disable capping after round end generally? Or how should it work? (That you cannot return or grab flags, was previously only in single player mode like this, even tho it was supposed to be a "feature" for multiplayer too)
1. If everyone else is against it we won't argue, leave it as it is. Although making bodies disappear after a while, like homerofgods suggested, would be a nice feature.
2. In DB we don't use flags so it doesn't really matter to us. I think ppl from realistic should give their opinion.

Offline Bistoufly

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #18 on: May 07, 2015, 04:47:38 am »
If I was a DB player the current situation would make me pretty sad. When I play ctf and it happens, it annoys me but it's a rare occurrence so I don't lose sleep over it. Still in a game-play perspective, I would prefer if dead bodies don't interact. Except in realistic mode, obviously.

Offline BaneOfDeath

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #19 on: May 07, 2015, 07:50:12 am »
It can simply add a new feature in the settings?

Offline realman

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #20 on: May 07, 2015, 07:50:48 am »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!

Hi Hunty , everything is fine, except for weapons that remain on the map after round.
Couldnt test much stuff with bots...but thats all i noticed so far.

Offline ExHunter

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #21 on: May 07, 2015, 08:10:58 am »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!

Hi Hunty , everything is fine, except for weapons that remain on the map after round.
Couldnt test much stuff with bots...but thats all i noticed so far.

- Option Survival_Clear_Weapons added in GAME section of soldat.ini

set that value clientsided or serversided to 1 (depending on if soloplayer or multiplayer) and there you go. Then they get cleared.

Offline Puure

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #22 on: May 07, 2015, 10:04:45 am »
Spiderman fixed hurra!, new shit incoming hurra?
Player jumps lower!... yes. Soldatic gravity is bigger. Again someone threw shit in our faces (climbers).
I will not write at length, so here is example jump (A/D + jump). Player touches lower polygons.

1.6.8 and earlier: 12 deaths/30 attempts = easy jump
1.6.9 beta: 30 deaths/30 attempts = da fak??
It's only one of thousands similar jumps. I tested it with other climbers. Difference is big.
Fix this shit pls.

Offline ExHunter

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #23 on: May 07, 2015, 10:58:31 am »
No, soldat's gravity is not bigger.
No, player jumps are not lower.

Only polygon corners/edges/slopes kill now if you touch them. That's all. And that was requested to be fixed by climbers (http://bugs.soldat.pl/view.php?id=484).

Mind your language, please.

Offline CheeSeMan.

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #24 on: May 07, 2015, 01:51:53 pm »
haha climbers killer their own game mode? Thats what happens when all you do is whine!
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Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #25 on: May 07, 2015, 02:57:57 pm »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!

Hi Hunty , everything is fine, except for weapons that remain on the map after round.
Couldnt test much stuff with bots...but thats all i noticed so far.

- Option Survival_Clear_Weapons added in GAME section of soldat.ini

set that value clientsided or serversided to 1 (depending on if soloplayer or multiplayer) and there you go. Then they get cleared.
realman please give us feedback if this solved your problem

Offline rOy

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #26 on: May 09, 2015, 11:48:08 pm »
Hey hey players :o

#1. a very nice modules weapons,gj I like it.
#2. missiles are bold :P (I'm a blind),gj.
#3. graphic no laggs on windows7 (32b),gj. (I don't know how on windows8 (8.1) supported?)

I haven't tested further...

Good luck,happy testing,dudes ;D

PS:
My test server 1.6.9b1 ~ Deathmatch it is available
93.185.108.65:23173

GJ ^^
« Last Edit: May 09, 2015, 11:56:49 pm by rOy »

Offline realman

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #27 on: May 10, 2015, 05:59:00 am »
Please test test test test and test!

Especially survival players: Please test! I remade most of survival stuff, but lonely testing isn't effective!

Hi Hunty , everything is fine, except for weapons that remain on the map after round.
Couldnt test much stuff with bots...but thats all i noticed so far.

- Option Survival_Clear_Weapons added in GAME section of soldat.ini

set that value clientsided or serversided to 1 (depending on if soloplayer or multiplayer) and there you go. Then they get cleared.
realman please give us feedback if this solved your problem

Sorry been busy, Yes it worked :)

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #28 on: May 18, 2015, 06:49:11 am »
Here is my take on how ctf survival should work:

Here are our options:
#1 Both flag return and capping is enabled after round end
#2 Both flag return and capping is disabled after round end
#3 Flag return is enabled, but capping is disabled
#4 Flag return is disabled, but capping is disabled <--(current solution)

If you disable flag return or capping after round end, the flags would essentially become useless/unnecessary. How can you cap once your flag has been stolen from the base?
Therefor we should go with option #1

Another gamebreaking problem:
If you play ctf survival, the point of the game is to win by caps right? Except it's not. It's the combined points from both killing and capping that creates a win.
If you have capture limit set to 2 and start the game, you can win by having 1 kill and 1 cap.
I think this is wrong and needs to be changed so that only caps gets points.

Such change would need to be discussed further with some survival players, but regardless of that the #1 option is the best.
« Last Edit: May 18, 2015, 06:57:00 am by homerofgods »

Offline SneS

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #29 on: May 25, 2015, 04:33:04 am »
The new version is needed very fast because fewer and fewer people playing soldat  :(

Offline whitdemon

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #30 on: May 28, 2015, 02:47:55 pm »
Im that guy, please just release it on steam, even if not for free, a small price will get ALOT of players
In the end there can be only one!!!

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Offline L[0ne]R

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #31 on: May 28, 2015, 03:39:27 pm »
Im that guy, please just release it on steam, even if not for free, a small price will get ALOT of players
And a lot of those players will likely quickly lose interest, and many of them might never come back if they see that it's just "Soldat on Steam". We should wait at least until v1.7 which should have major improvements and rewrites, hopefully also including proper high-resolution support. Then people will see that it's more than just "Soldat on Steam" and that there will be more coming to be worth sticking around.


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Offline Ussocom

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #32 on: June 01, 2015, 10:22:57 pm »
Im that guy, please just release it on steam, even if not for free, a small price will get ALOT of players
And a lot of those players will likely quickly lose interest, and many of them might never come back if they see that it's just "Soldat on Steam". We should wait at least until v1.7 which should have major improvements and rewrites, hopefully also including proper high-resolution support. Then people will see that it's more than just "Soldat on Steam" and that there will be more coming to be worth sticking around.

Why are people still holding onto the fantasy we call 1.7 lol.

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #33 on: June 28, 2015, 09:04:32 am »
JotEmI Wich one of theese would be good for survival?
-Flag return and capping is enabled after round end (After enemy team is dead you can still cap or return flag)
-All players are killed immediately after round end (Once you've killed the last enemy you will also die before you have the chance to cap or return flag)

Offline JotEmI

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #34 on: June 30, 2015, 07:50:51 am »
I personally opt for the first one - "Flag return and capping is enabled after round end".
If someone wants/needs second functionality it can be achieved with scripting.

Offline homerofgods

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #35 on: June 30, 2015, 03:28:47 pm »
I made a bugreport because it feels buggy when you can't return flag. It's not something that was introdused with 1.6.9.b1 though so it might get fixed at a later time. Feel free to comment in the ticket if you find any better solutions.

Offline SneS

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #36 on: July 12, 2015, 03:44:20 pm »
Any news about 1.6.9 version? :(

Offline Crimson Goth

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #37 on: July 21, 2015, 02:55:24 pm »
Im that guy, please just release it on steam, even if not for free, a small price will get ALOT of players
And a lot of those players will likely quickly lose interest, and many of them might never come back if they see that it's just "Soldat on Steam". We should wait at least until v1.7 which should have major improvements and rewrites, hopefully also including proper high-resolution support. Then people will see that it's more than just "Soldat on Steam" and that there will be more coming to be worth sticking around.

a steam release is the only thing that could give this game life at the moment

Offline Moroes

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #38 on: July 22, 2015, 12:12:06 am »
a steam release might be the only thing that could give this game life once the game gets polished and ready

Heh, had to correct your statement. I just don't feel like putting 10 years old (or more) ugly game on steam is the way to redemption. Some of the bugs have to be fixed, weapons balanced, code rewritten to get the game more stable, gui reworked and graphics polished before it hits the steam. The game gotta look fresh to regain its glory and then maybe get back to competitive scene. I'd definitelly love popular competitive 2D shooter and soldat is the best candidat but it's not "trendy" enough :D. I don't want to change mechanics much or change the game into a colourful monster, a kitsch. The game just shall get more up-to-datish.

That's how I feel it. If only that happened anytime soon.

Offline CCalp

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #39 on: July 22, 2015, 04:59:59 am »
@Moroes: IMHO Soldat was great enough once there would be a proper anti-hack enginge. I mean, some sort of bugginess has to be givevn to make it Soldat. And the "ugly" graphics is part of it, too. I am pretty sure there are still people out there who appreciate games like that and don't need newest 3D graphics and stupid merchandising shit to like a fucking "game"

Offline Ussocom

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #40 on: July 23, 2015, 11:58:51 am »
a steam release might be the only thing that could give this game life once the game gets polished and ready

Heh, had to correct your statement. I just don't feel like putting 10 years old (or more) ugly game on steam is the way to redemption. Some of the bugs have to be fixed, weapons balanced, code rewritten to get the game more stable, gui reworked and graphics polished before it hits the steam. The game gotta look fresh to regain its glory and then maybe get back to competitive scene. I'd definitelly love popular competitive 2D shooter and soldat is the best candidat but it's not "trendy" enough :D. I don't want to change mechanics much or change the game into a colourful monster, a kitsch. The game just shall get more up-to-datish.

That's how I feel it. If only that happened anytime soon.

Yeah, this is pretty accurate.  For long term an anti cheat is a good idea especially gearing towards a competitive community.  Soldat is on its last legs, and to make a last stand you're right making this game look more modern is a big thing.  Even without upgrading the gui, a GOOD mod (used as default) with redone everything (textures, weapons, sounds, everything) would be enough to buy us some time.  It's pretty crazy what just changing a mod can do.  When I switch from default to the original cell shaded mod its like playing another game, literally.  Basically setting up soldats default as something pretty or something new players would like.  Everyone on here already has there custom mod they've used for years ready to load so we shouldn't care. 

Re-doing the netcode at this point would be asking for a little much.  I actually like 'EATS' lol, it adds another variation to game play lolol.  But honestly I don't really even notice them anymore.  Sometimes I get stuck on a poly but big deal, I don't think that's a game breaker...

Soldat is unique it's what kept me staying here.  It's interesting in the sense, nothing is up-gradable everyone has access to the same weapons- yet everyone has different play-styles.  There are movement bugs, boosting?? the team play.. the list goes on lol.  That should be highlighted with some kind of hyped out video haha.

IRC integration with preset soldat/relevant channels is a MUST in my opinion as well.

Offline Shoozza

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #41 on: July 24, 2015, 08:22:19 am »
I recently finished the SCTFL banner.gif loading code (was broken after server updates).

According to the bugtracker there are 4 bugs left to be fixed:
  • Unable to download other version of the map
  • Invisible shield
  • having 24 chars in game results in HWID fail
  • won't respawn in survival

The 24 chars HWID fail is a scripting issue on ExHunters server which I cannot investigate or fix. That means 3 more bugs till 1.6.9.
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Offline Hubiq

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #42 on: July 31, 2015, 04:06:09 am »
I'm afraid that the new version will not be released... People leave the dev team, very few people playing on public servers, In SCTFL played... 4 clans (!!!). It's really the end of the game.

But I hope that version 1.6.9 will be released.

Anyway... What about add SOLDAT to the STEAM platform?

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #43 on: July 31, 2015, 04:35:59 am »
The new version will be released give it a few weeks...

As for Steam: Maybe when it works better on new pcs
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Offline No-Mercy

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #44 on: August 03, 2015, 02:11:10 pm »
Can we please DELETE Votekick option?
Every day I saw people complaining( :'() because soldat is dying. There are 5 fucking server with players and still UNFAIR votekicks.
I can't tolerate this shit anymore guys. Please I hate being kicked for one hour just because kids decide to votekick without reason.
If you want no cheater in your fucking server, then be active on it and find some good admins. Votekick should be deleted.

Offline Hubiq

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #45 on: August 07, 2015, 03:35:58 am »
In the last week I saw 5 cheaters with teleport-hack and no-recoil in barrett. Everyone used "Soldat 1.6.8 hax by Rev".

I really want a 1.6.9 version...

Offline Moroes

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #46 on: August 07, 2015, 08:20:03 am »
Haha Rev, that old bastard.
I saw the same situation, looks like his hack went viral. I hope it wasn't you bitchin about that ingame.

Offline Izzy Rose (PL)

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #47 on: August 14, 2015, 04:44:11 am »
As for Steam: Maybe when it works better on new pcs

Hurry up, Soldat need to hit the Steam to rescue our community. It is ill and dying. We have last - being optimistic - year to put it on Steam and charge servers with new players.

I feel like most of new players I meet on servers (more and more empty servers...) are just casuals, who found Soldat in net and taken it as a short-term adventure with "hipster old game". Play maximum 4 weeks and throw it away...
We need to pull into the game new radicals, maniacs, who will do fast-paced shootout like drugs, at least 4h daily.

All these things depend on game versions development. I'm not "demander", who sits and want to be pleased. I can make new gfx, if needed, but as you said, removing bugs and glitches (and improving protection against hax) is most important now.

Time's running, unfortunately.
If you watch JoeMonster, brainlessly scroll down muzzlebook, or watch stupid clips on YouTube, stop it.
Freelancer pro-tip: If you are starting work, you MUST end your free time. In order of this put your throusers on.
Future of Soldat community is in your hands.
« Last Edit: August 14, 2015, 04:49:41 am by Izzy Rose (PL) »
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Offline Shoozza

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #48 on: August 15, 2015, 07:05:35 am »
I think MrBungle highlighted the right parts in this image on irc:


Most important is the next release. Thanks for the reminder.
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Offline DutchFlame

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #49 on: August 15, 2015, 08:12:14 am »
What about 15 seems legit

Offline urraka

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #50 on: August 15, 2015, 09:27:37 am »
I vote that we remove intro
urraka

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #51 on: August 16, 2015, 09:58:39 pm »
I vote that we remove intro

+1

Completely useless and gets in the way when I just want to play the game. Maybe just leave it disabled by default, but I can't imagine why anyone would want to enable it.
There are other worlds than these

Offline BKT

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #52 on: August 16, 2015, 11:48:08 pm »
I think MrBungle highlighted the right parts in this image on irc:

7, 11 - wat!? ???
12 - FACT!

5, though not highlighted, is also very true...
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 Izzy Rose (PL)

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #53 on: August 17, 2015, 03:11:53 am »
1 - yup, I guess that it's caused with fact, that menu interface is "windows-like" and intro doesn't fit to it. It's not consistent.
2 - bullshit - look at LoL.
3 - ???
4 - Shit happens, Soldat has more than 10 years, it's natural that back then it was innovation in the genre.
5 - Because versions are builded very slow and I suppose that devs probably forget what they did last time when were sitting in compiler. It gives a impression of not detailed work on next versions.
6 - What tutorial?
7 - It's normal game for normal players, not for nowadays twats who can't handle the fact, that game hasn't "reload" popup during gameplay.
8 - Random situations are random. This game isn't linear, you can't rate it this way.
9 - ... What?
10 - Some sort of true. Today gamers have lust of rewards... I don't know what to do with that.
11 - Some sort of true also. To be good and play fluently on servers, you have to train quite long.
12 - Yup...
13 - What?
14 - Servers, you idiot, sessions you have in AA club. Shit happens, we know that servers are empty.
15 - It's complicated... But I have some idea!
16 - YES.
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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #54 on: August 22, 2015, 09:58:53 am »
Izzy, it is a list speaking of problems with games in general. Only the highlighted ones concern Soldat. :|

Offline rOy

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #55 on: August 22, 2015, 01:44:21 pm »
Hey guys

Soldat is a really DEAD :(

- no clans
- no climbers
- IRC (almost) dead

When will the new version? = still DEAD!

PS: my opinion

Offline SneS

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #56 on: August 22, 2015, 02:02:31 pm »
Exactly. Where is this new version?

Offline DutchFlame

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #57 on: August 23, 2015, 07:55:40 am »
dont worry, the soldat beta team will take care of things, like they have in the past few years

Offline Furai

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #58 on: August 24, 2015, 05:05:20 am »
Soon.™
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline Hubiq

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #59 on: September 05, 2015, 01:55:18 pm »
Soon.™

May - 1.6.9 Soon
June - 1.6.9 Soon
July - 1.6.9 Soon
August - 1.6.9 Soon
September - 1.6.9 Soon

how long?

Offline Savage

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #60 on: September 24, 2015, 04:05:26 am »
Any news?

Offline jrgp

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #61 on: September 25, 2015, 05:19:23 am »
Soon.™

May - 1.6.9 Soon
June - 1.6.9 Soon
July - 1.6.9 Soon
August - 1.6.9 Soon
September - 1.6.9 Soon

how long?
Any news?

Soon means nothing in terms of software development. Means even less than nothing with game development.
There are other worlds than these

Offline duz

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #62 on: September 29, 2015, 12:29:56 am »
Soon means nothing in terms of software development. Means even less than nothing with game development.
Not if you're saying "soon" publicly. It's kind of responsibility. ;)
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Offline SneS

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #63 on: October 01, 2015, 01:24:00 am »

Offline Savage

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Offline SneS

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #65 on: October 04, 2015, 11:06:22 am »
More and more cheaters on public servers!!! Where is the new version  >:(

Offline Hubiq

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Re: SOLDAT 1.6.9b1 beta release ready for testing!
« Reply #66 on: October 14, 2015, 10:33:29 am »
Omg -.- I lost my hope about 1.6.9.