Author Topic: SOLDAT 1.6.9rc1 release candidate ready for testing!  (Read 11285 times)

0 Members and 2 Guests are viewing this topic.

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
SOLDAT 1.6.9rc1 release candidate ready for testing!
« on: October 25, 2015, 03:22:06 pm »
Oh that took a while...

We are almost there! This release canditate includes the new soldat default mod by L[one]R and fixes for the bugs found in 1.6.9b1.
It also includes a new GUI theme.

I'd like to thank everyone who helped getting this release candidate done.

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

The changelogs:

Soldat 1.6.9rc1 changelog:
- Added new gui theme
- Added new ping time images in serverlist
- Fixed broken nagscreen banner system
- Fixed freeze on wrong map #608**
- Fixed knives should pass through dead bodies in non realistic #542
- Fixed nick completion shouldn't trigger without writing any letter
- Fixed respawn issues in survival when player falls outside of the map #286
- Fixed taunts triggering some actions undesirebly #215


Soldat 1.6.9b1 changelog:
- Added allow camera switching in demos while paused #274
- Added Survival_Clear_Weapons option 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 player names with 24 chars result 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 2.7.9rc1 changelog:
- Fixed WeaponNameByNum returned wrong secondary weapon ids**
- Fixed knives should pass through dead bodies in non realistic #542
- Fixed respawn issues in survival when player falls outside of the map #286
- Fixed wrong weapon ids for GetPlayerStat #623**


Soldatserver 2.7.9rc1 changelog:
- Added Survival_Clear_Weapons option 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


Normal mode weapon changes:
-


Map changes:
-


Downloads:
Soldat 1.6.9rc1 Full
Soldat 1.6.9rc1 Patch (for 1.6.9b1 only)

Server 2.7.9rc1 Full
Server 2.7.9rc1 Patch (for 2.7.9b1 only)
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline Savage

  • Soldier
  • **
  • Posts: 155
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #1 on: October 25, 2015, 03:48:34 pm »
Thanks Shoozza, great work :)

Offline kicikici

  • Soldier
  • **
  • Posts: 180
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #2 on: October 25, 2015, 03:52:41 pm »
"Cannot create file "C:\gry\Soldat169rc1\banners\1.gif"
I got this during first start.
Classic banana

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #3 on: October 25, 2015, 05:48:40 pm »
yep banners folder is missing, thanks!
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline CCalp

  • Global Moderator
  • Soldier
  • *****
  • Posts: 238
  • calp (SN)
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #4 on: October 26, 2015, 08:41:15 am »
Thanks for your work, Shoozza!!!

I just tried it for about 10 minutes. No problems so far. In fact, it is running noticeably smoother than 168 on my Linux Mint machine. (running with PlayonLinux)

Also, I like the new GUI pretty much. Looks more modern.
« Last Edit: October 26, 2015, 09:56:57 am by CCalp »

Offline SneS

  • Soldier
  • **
  • Posts: 112
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #5 on: October 26, 2015, 11:55:55 am »
I noticed a strange frame-rate drops on my VERY OLD netbook with Win7 STARTER 32 bit. Strange. But the version 1.6.8 works well.

GUI theme is very good. I like gray background so... It's really good change  :D New models of weapons too.

Barrett is OP (Over Power) weapon. Still. Grr! >:(

Now we are waiting for the full 1.6.9 version.

Offline CCalp

  • Global Moderator
  • Soldier
  • *****
  • Posts: 238
  • calp (SN)
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #6 on: October 26, 2015, 01:15:07 pm »
Barrett is OP (Over Power) weapon. Still. Grr! >:(

So true. There should be something done about this in 1.6.9.

Offline Hubiq

  • Soldier
  • **
  • Posts: 119
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #7 on: October 27, 2015, 03:21:09 am »
Barrett is OP (Over Power) weapon. Still. Grr! >:(

So true. There should be something done about this in 1.6.9.

I told about this one year ago... 11 months ago, 10, 9, 8, 7 etc. Nothing has changed - Barrett is still too strong. Shoozza, You can not really do anything?

- bigger bink?
- longer trigger?
- longer reload?

ANYTHING! Because this weapon is really too strong now!

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #8 on: October 27, 2015, 05:42:57 am »
Been playing a lot of CTF last month. I agree that Barrett could use a little nerf.

Offline Hubiq

  • Soldier
  • **
  • Posts: 119
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #9 on: October 27, 2015, 06:35:59 am »
Been playing a lot of CTF last month. I agree that Barrett could use a little nerf.

True. In Deathmatch mode everyone uses barrett's. It is very annoying and frustrating. Other types of weapons are dying because barrett is easy to use and too effective  :(

Offline Savage

  • Soldier
  • **
  • Posts: 155
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #10 on: October 27, 2015, 08:06:50 am »
Barrett is OP (Over Power) weapon. Still. Grr! >:(

So true. There should be something done about this in 1.6.9.

I told about this one year ago... 11 months ago, 10, 9, 8, 7 etc. Nothing has changed - Barrett is still too strong. Shoozza, You can not really do anything?

- bigger bink?
- longer trigger?
- longer reload?

ANYTHING! Because this weapon is really too strong now!

In my opinion MovementAcc shouldn't change to 0 when player is laying in the air without active jetpack(let's call it Superman bug haha :P, maybe Devs did it by purpose but aiming in the air shouldn't be same accurate as on the ground), it should decrease only when player is standing still on the ground.

Offline %%%%%%%

  • Soldier
  • **
  • Posts: 205
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #11 on: October 27, 2015, 03:28:31 pm »
Sniper isn't actually OP in and of itself; I think it's just that bink might be bugged. The rett's bink should make it so any damage taken from any weapon will mess up your shot's accuracy for the next 1.083s; in my experience, the recovery time is much lower than that.
Fix bink = nerf rett.
While you're at it, add bink to the other weapons. See quote:
How about we discuss the fact that no other weapon has bink and how that's completely unrealistic? Every weapon should have bink. I don't care what weapon you're using, if you get shot, you should be temporarily incapacitated. Even if you were to be shot with rubber bullets, you're accuracy is going to temporarily suffer. Granted, weapons with higher velocity/larger shells should incapacitate you more and have a higher bink (if they don't kill you), but it makes absolutely no sense for bink to be zero for any weapon.


Shoozza, here's a bug list before you release 1.6.9:
1. Bink:
1a. Confirm bink doesn't last as long as it should and fix it.
1b. Add bink to all weapons and make bink times go by the weapon that you get attacked by (and NOT the weapon you're holding), with bigger/heavier weapons giving a longer bink.

2. Make start-up times for all weapons equal. See quote:
As for Barrett start-up being too short, you've got to be joking. In real life, a sniper rifle is like any other gun: you pull the trigger, the shot is fired -- no delay. The start-up time should be virtually equal for all guns except guns like the minigun/gatling gun that require time for the multiple barrels to revolve.

3. Remove fire interval when a gun is first picked up. Fire interval should only matter between shots within the same clip. For all weapons, make them reload upon spawning, but not upon picking up if it was dropped while loaded. See quote:
After dropping Barrett, it requires reloading (not true reloading when clip is empty but fire interval, i.e. downtime between shots), even if it was fully loaded in the first place (which I consider a bug, it doesn't make any logical sense that you need to wait the fire interval for any weapon just because you put it down; for other guns it's a lot less than Barrett since time between shots is very short but it still varies greatly because each weapon has a different fire interval; all weapons, providing they have ammo loaded, should either have no delay after picking up or should all have the same delay after picking up, i.e. the time it takes for you to pull the trigger).
Addendum for #3: I realize if fire interval upon pickup is removed, in regards to the Barrett, one could conceivably just shoot, drop the weapon, pick it up, and shoot again. To fix that, make Barrett's clip like M79 or LAW's: one round in the chamber and make the fire interval the reload time.
(If we were to make it realistic, the Barrett's fire interval would be a lot shorter (basically the quarter-second it takes to grip the bolt handle and load the next bullet into the chamber) and the full 10-bullet clip would remain, but that'd be too OP.)

Fix these illogical and inconsequential shitty bugs already. I've mentioned all of this in the past, with the exception of bink maybe not lasting as long as it should, and nothing's been done.

Don't release 1.6.9 until it's fixed, please.
« Last Edit: October 27, 2015, 03:46:28 pm by %%%%%%% »

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #12 on: October 27, 2015, 07:04:35 pm »
I have bad news for you %%%%%%%, I want to release 1.6.9 asap, your proposed fixes will not make it in, but if you want I could do some changes for 1.6.10.
Reason why I don't want to wait is because we really need a new version... it has been a while.
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline %%%%%%%

  • Soldier
  • **
  • Posts: 205
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #13 on: October 27, 2015, 07:58:32 pm »
I have bad news for you %%%%%%%, I want to release 1.6.9 asap, your proposed fixes will not make it in, but if you want I could do some changes for 1.6.10.
Reason why I don't want to wait is because we really need a new version... it has been a while.
Fair enough, they can wait until 1.6.10; I'm going to hold you to it.
But, without fixing bink, some people will continue bitching about Barrett being OP.

Offline CCalp

  • Global Moderator
  • Soldier
  • *****
  • Posts: 238
  • calp (SN)
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #14 on: October 28, 2015, 05:33:40 am »
%%%%%%%: I cannot agree with everything you said. Especially points 1) and 2) deserve to be discussed thoroughly - when the time has come, namely when 1.6.9. was released.

For now I suggest minor changes to the normal weapon mod:
1) Barret: Increase MovementAcc (+2), increase Bink (+5) increase FireInterval (+5)
2) Minigun: Decrease Damage (-7)
3) Ruger: Decrease MovementAcc (-1), Increase Push (+10)
4) AK-74: Decrease FireInterval (-1)
5) Chainsaw: Do something about it! Maybe increase ReloadTime and maybe add StartUpTime?

This is a summary of the posts: a) in here b) in 1.6.8 WM Balance Thread [both should be considered imho]
+ specific suggestions in brackets (some coming from me, some from other users)

Offline %%%%%%%

  • Soldier
  • **
  • Posts: 205
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #15 on: October 28, 2015, 11:04:08 am »
%%%%%%%: I cannot agree with everything you said. Especially points 1) and 2) deserve to be discussed thoroughly
1a is basically saying "fix bink", so I can only assume you have issue with 1b and, to that, I say read the quote above #1, i.e. being hit by larger shells should incapacitate you more, ergo bink should be affected by the attacking weapon/shell. You can't expect someone to take just as long to recover after being hit by a LAW or M79 shell as it takes after being hit by an MP5 or SOCOM shell.
If you "cannot agree" with that, then you're just not being logical.

(Realistically, if you're holding a smaller weapon when you get hit, you should be able to lift it up and target a bit faster than a larger weapon, but that would require separately categorizing each weapon's bink into 'bink on damage given' and 'bink on damage taken' and then calculating the overall bink between the weapon dealing and the weapon taking the damage, which is quite technical and probabaly not worth the hassle.)

Actually, the same goes for #2; once again, see the quote.

I'd really love to hear an argument attempting to justify why one weapon should have a bink while all others don't or why one weapon should have a delay upon pulling the triger while all others don't.
It's an absolutely ridiculous notion and whoever made it that way a long time ago is a complete dunce.

Then after those changes are made, we can worry about tweaking the individual stats of a weapon if that weapon is deemed OP. First, fix the fundamentals.


Offline Ussocom

  • Major(1)
  • Posts: 31
  • Dat Usso
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #16 on: October 28, 2015, 11:10:11 am »
Sorry, but you guys all sound pretty stupid talking about the weapon mod as if Barret is OP.  If you don't know how to bink a barret by now, you might want to try a different game.  Barret in serious matches is never used.  Must be OP right?  It sounds like you guys just want to change the guns that you find annoying.  Also keep in mind there are a lot of hackers in public games, ie. no delay, no movement acc, no bink etc.  Because believe me using Barret in a serious match vs autos is very challenging.

The current WM is good, but change is good as well.  I always like trying out the new guns and feeling the difference, it was the fun part of new release-  because lets face it; they all look the same.. lol. 

This current WM has received some criticism for being too easy; making killing too fast.  Opinions?

The weapons I would change would be; Ruger for sure, this is definitely a bad version see how easy the other guns are to master.  There's a few ways you could change it.  Less movement acc, leave it the same and add a bullet, leave it the same +1 dmg?  It would take some testing.

I would change the mp5 back to the solid spray in prone position- I really like the old mp5, it gave some variety, it was hard to master.  All the autos are kind of the same and boring now, lets go back to this.

Ak..  I'm interested to hear opinions on it.  I personally don't like the new 'slow fire, hard hitting' AK.  In a competitive match the fire rate is just too slow to keep up with the other autos (Unless you are camping, or playing super defensive).  Now, I get that this makes it a bit different than the other autos, but lets face it.  AK has always been shadowed by the Minmi for years.

Anywhooooooo just my $.02 


 

Offline %%%%%%%

  • Soldier
  • **
  • Posts: 205
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #17 on: October 28, 2015, 01:10:32 pm »
Sorry, but you guys all sound pretty stupid talking about the weapon mod as if Barret is OP.  If you don't know how to bink a barret by now, you might want to try a different game.  Barret in serious matches is never used.  Must be OP right?  It sounds like you guys just want to change the guns that you find annoying.  Also keep in mind there are a lot of hackers in public games, ie. no delay, no movement acc, no bink etc.  Because believe me using Barret in a serious match vs autos is very challenging.

The current WM is good, but change is good as well.  I always like trying out the new guns and feeling the difference, it was the fun part of new release-  because lets face it; they all look the same.. lol. 

This current WM has received some criticism for being too easy; making killing too fast.  Opinions?

The weapons I would change would be; Ruger for sure, this is definitely a bad version see how easy the other guns are to master.  There's a few ways you could change it.  Less movement acc, leave it the same and add a bullet, leave it the same +1 dmg?  It would take some testing.

I would change the mp5 back to the solid spray in prone position- I really like the old mp5, it gave some variety, it was hard to master.  All the autos are kind of the same and boring now, lets go back to this.

Ak..  I'm interested to hear opinions on it.  I personally don't like the new 'slow fire, hard hitting' AK.  In a competitive match the fire rate is just too slow to keep up with the other autos (Unless you are camping, or playing super defensive).  Now, I get that this makes it a bit different than the other autos, but lets face it.  AK has always been shadowed by the Minmi for years.

Anywhooooooo just my $.02
Agree with the whole post. Who knew Ussocom could be so insightful, hah.

Offline Hubiq

  • Soldier
  • **
  • Posts: 119
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #18 on: October 29, 2015, 02:57:50 am »
I have bad news for you %%%%%%%, I want to release 1.6.9 asap, your proposed fixes will not make it in, but if you want I could do some changes for 1.6.10.
Reason why I don't want to wait is because we really need a new version... it has been a while.

It is good that the new version will be released asap. But you can not change even bink or anything in barrett? Although little change, please.

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
Re: SOLDAT 1.6.9rc1 release candidate ready for testing!
« Reply #19 on: October 29, 2015, 05:36:28 pm »
Sorry Hubiq I don't have the time to figure out how to do weapon mod changes (it requires some internal checksum update).
Rules
Tools: ARSSE - SARS - SRB - chatMod