Author Topic: SOLDAT 1.6.9b1 beta release ready for testing!  (Read 28405 times)

0 Members and 1 Guest are viewing this topic.

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
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 »
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline ExHunter

  • Inactive Soldat Developer
  • Soldier
  • ******
  • Posts: 154
  • Speedy go!
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

  • Soldier
  • **
  • Posts: 155
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

  • Major(1)
  • Posts: 20
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

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2029
  • We can do better!
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.

  • Flagrunner
  • ****
  • Posts: 731
  • WOOT SLIPPERY PICKLES
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?
Banana Banging since summer 2008!     
cB. Cheeky Bananas                
#CheekyB.Soldat

Offline Petterkowski

  • Soldat Beta Team
  • Major
  • ******
  • Posts: 96
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 »


Once more into the fray...
Into the last good fight I'll ever know.
Live and die on this day...
Live and die on this day...

Offline BaneOfDeath

  • Major(1)
  • Posts: 11
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

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2029
  • We can do better!
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

  • Soldier
  • **
  • Posts: 119
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

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
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.
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline BaneOfDeath

  • Major(1)
  • Posts: 11
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

  • Major(1)
  • Posts: 11
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

  • Soldier
  • **
  • Posts: 188
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

  • Major(1)
  • Posts: 11
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

  • Inactive Soldat Developer
  • Soldier
  • ******
  • Posts: 154
  • Speedy go!
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

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2029
  • We can do better!
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

  • Soldier
  • **
  • Posts: 188
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

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
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

  • Major(1)
  • Posts: 11
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?