Author Topic: SOLDAT 1.7.0a1 alpha release ready for testing!  (Read 28652 times)

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Offline Shoozza

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SOLDAT 1.7.0a1 alpha release ready for testing!
« on: November 07, 2015, 02:27:01 pm »

Soldat in Full HD

Hello and welcome to our first Soldat alpha release!

In order to get more feedback and to show you our progress we decided to release an alpha version for you.
There is still a lot to do to get this ready for the final release but it should work well already.

The main change or, rather feature, in this version is a complete rewrite of our old Directx8 renderer in modern OpenGL.
There are some minor fixes too but the new renderer is the main attraction.

You should be able to enjoy smooth gameplay. We added some high resolution textures for default maps as well they but need some tiling work.
The rendering performance should be better than with Soldat 1.6.9.

Some notes on the new renderer:
  • The following options currently have no effect:
    • Gamma
    • Compatibility
    • Software
    • Adapter
    • BackBuffers
    • Antialiasing
    • Dithering (always enabled)
    • Color depth (will use current desktop config)
    • Refresh rate (will use current desktop config)
    • WindowResize (use Render_Width & Render_Height instead)
    • Texture/resize filter: only "point" and "linear" is supported.
       
  • Fonts are currently rendered differently from the old version.

  • It will not work in systems that don't support the OpenGL features we use (netbooks usually don't support them). This will be fixed later on.

  • Don't disable high resolution timer as it gives innacurate timing and degrades gameplay smoothness.

  • The new Render_Width and Render_Height options control the resolution that is used to render the game internally. By default they are both set to 0, which means same as Screen_Width and Screen_Height. This can only be changed in soldat.ini because soldat setup hasn't been updated.

Big thanks to everyone who helped especially urraka for his great renderer implementation.


Soldat 1.7.0a1 changelog:
- Added new OpenGL renderer that replaces old D3D8 one
- Added interpolation between frames for smooth rendering
- Added high resolution text rendering support
- Added high resolution textures for some maps
- Added blinking "cursor" for chat input
- Added support for windowed fullscreen (Fullscreen=2)
- Added Render_Width and Render_Height options to set internal render resolution
- Added setup.sif is missing error message #614
- Added link to credits for inactive developers
- Fixed frame timing code
- Fixed texture loading error on -dedicated mode
- Fixed incorrect health bar position when it's "vertical"
- Fixed position of vote menu when "scale interface" is disabled
- Fixed alignment of kill console text
- Fixed alignment of version text inside esc ingame menu
- Fixed big texts on bottom covered by bullet time wide screen cut
- Fixed bad flag initalization code
- Fixed invalid array index access
- Fixed animations initialized to wrong index
- Fixed alpha value outsite allowed value for sparks
- Fixed zero index access for bot ai


Soldatserver 2.8.0a1 changelog:
- Fixed bad flag initalization code
- Fixed invalid array index access
- Fixed animations initialized to wrong index
- Fixed zero index access for bot ai


Normal mode weapon changes:
 none 


Realistic mode weapon changes:
 none 


Map Changelog
- Added high resolution textures for default maps


Downloads:
Soldat 1.7.0a1 Full
Soldat 1.7.0a1 Patch (for 1.6.9 only)

Server 2.8.0a1 Full
Server 2.8.0a1 Patch (for 2.7.9 only)
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Offline Bistoufly

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #1 on: November 07, 2015, 02:28:02 pm »
2400~ fps at 2560x1440


GG urraka!
« Last Edit: November 07, 2015, 02:38:25 pm by Bistoufly »

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #2 on: November 07, 2015, 02:39:01 pm »
That is going to be awesome, wish olds were here, no matter, still have time to wake up.
But, I wonder, why it seems ugly when I clicked the ss?
Is there anybody can write script?
Good, go and play soldat ^^

Offline Fawkzy

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #3 on: November 07, 2015, 02:41:00 pm »
>Added new OpenGL renderer that replaces old D3D8 one

holy shit, YES

2400~ fps at 2560x1440

GG urraka!

holy shit shouldn't that like burn your GPU down

shoozza please consider implementing a max 144fps setting because from my and others' experience with the stalker series, the static main menu was rendered without fps cap and it was LOTS of frames per second, like thousands - which made lots of people's graphics cards fry themselves
« Last Edit: November 07, 2015, 02:54:15 pm by Fawkzy »

Offline Savage

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #4 on: November 07, 2015, 02:42:38 pm »
HOLY SHIT! It's freakin smooth!




« Last Edit: November 07, 2015, 03:41:33 pm by Savage »

Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #5 on: November 07, 2015, 02:44:53 pm »
That is going to be awesome, wish olds were here, no matter, still have time to wake up.
But, I wonder, why it seems ugly when I clicked the ss?
It's a joke ;)
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Offline Akinaro

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #6 on: November 07, 2015, 02:45:56 pm »
So its mean there is a small chance for dynamic lighting and bumping a bit polyworks?

And if you working on engine how close we are for native linux version?
Because i still think that if Soldat would work on linux without wine, you could talk with some of linux distribution devs and put Soldat as a build in game. It would take some discussion, but it would be nice boost. Both sides would get users from that. Not that much but still better than now.

Offline Fawkzy

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #7 on: November 07, 2015, 02:50:01 pm »
- font rendering in-game has forced anti-aliasing
- gostek renders full black regardless of settings (excepts during normal ctf games and it doesn't occur on bots)
- FavouriteWeapon issue still persists on bot files which don't have it defined in them
- can't man the M2 MG
« Last Edit: November 07, 2015, 03:14:01 pm by Fawkzy »

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #8 on: November 07, 2015, 03:07:46 pm »
2400~ fps at 2560x1440


GG urraka!

Lemme learn your system, tell us :)
Is there anybody can write script?
Good, go and play soldat ^^

Offline Bistoufly

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #9 on: November 07, 2015, 03:11:06 pm »
2400~ fps at 2560x1440


GG urraka!

Lemme learn your system, tell us :)


OS: Microsoft Windows 10 Pro ** CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3.00 GHz) ** RAM: 16322 MB Total (12178 MB Free) ** VGA: NVIDIA GeForce GTX 780 Ti

Offline Moroes

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #10 on: November 07, 2015, 03:15:33 pm »
It's happening, it's happening, it's happening!

EDIT: Works like a charm. Never been so smooth. Over 2200fps here in fullHD. My specs are similar to the ones Bistoufly posted, but I've got just i5 and no g-sync here :D.



« Last Edit: November 07, 2015, 03:28:21 pm by Moroes »

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #11 on: November 07, 2015, 03:51:30 pm »
I guess Shoozza keeps the big secret, is 3D support with version 2 :)
Is there anybody can write script?
Good, go and play soldat ^^

Offline Furai

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #12 on: November 07, 2015, 04:06:25 pm »
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #13 on: November 07, 2015, 04:24:26 pm »
>Added new OpenGL renderer that replaces old D3D8 one

holy shit, YES

2400~ fps at 2560x1440

GG urraka!

holy shit shouldn't that like burn your GPU down

shoozza please consider implementing a max 144fps setting because from my and others' experience with the stalker series, the static main menu was rendered without fps cap and it was LOTS of frames per second, like thousands - which made lots of people's graphics cards fry themselves
In setting is frame limit
WOW 2400fps i download this !

Offline m11chu

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #14 on: November 07, 2015, 04:28:19 pm »
Hi, I have "black screen" or "white screen" when I try join the server. I tried all settings but no changes  :'(

My netbook:

Acer D270
Intel Atom N2600 1.6 GHz
Intel Graphics Media Accelerator (GMA) 3600
2048 MB  DDR3 SDRAM - PC3-8500 - 1066 MHz

Offline Fawkzy

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #15 on: November 07, 2015, 04:31:36 pm »
In setting is frame limit
shit i haven't noticed this until now, sorry mates, i must be a patented retard

Offline urraka

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #16 on: November 07, 2015, 04:37:09 pm »
Hi, I have "black screen" or "white screen" when I try join the server. I tried all settings but no changes  :'(

My netbook:

Acer D270
Intel Atom N2600 1.6 GHz
Intel Graphics Media Accelerator (GMA) 3600
2048 MB  DDR3 SDRAM - PC3-8500 - 1066 MHz


"It will not work in systems that don't support the OpenGL features we use (netbooks usually don't support them). This will be fixed later on."

I believe that's your problem here :P
urraka

Offline DorkeyDear

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #17 on: November 07, 2015, 04:42:46 pm »
This is quite awesome!

Taking a screenshot using F4 results in "Access violation at address 6933CFA1 in module 'stb.dll'. Read of address 1009F007." when in multiplayer, but not in singleplayer.

Edit: This was on Windows 7, 64 bit.
« Last Edit: November 07, 2015, 04:51:20 pm by DorkeyDear »

Offline Puure

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #18 on: November 07, 2015, 04:53:39 pm »
"Access violation at address 00000000. Read of address 00000000" When open game. Can't do anything..

Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #19 on: November 07, 2015, 05:13:33 pm »
"Access violation at address 00000000. Read of address 00000000" When open game. Can't do anything..
Yeah your graphics card doesn't support the opengl version we use. If you already have the latest drivers the only thing you can do is wait for us to port it for old graphics cards...
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Offline brefoda

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #20 on: November 07, 2015, 05:17:21 pm »

Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #21 on: November 07, 2015, 05:36:24 pm »
Hi, I have "black screen" or "white screen" when I try join the server. I tried all settings but no changes  :'(

My netbook:

Acer D270
Intel Atom N2600 1.6 GHz
Intel Graphics Media Accelerator (GMA) 3600
2048 MB  DDR3 SDRAM - PC3-8500 - 1066 MHz
CTR+ALT+DEL and back for game, sometimes it helps, the problem with the white screen appears when the map needs to be taken. Then wait a moment and Restart your game and join again
I have 4GB, 4x3.86, Readon 6750, win 8 x64. I see such transparent bars, when moving or moves the mouse, they migrate mainly from top to bottom or vice versa it is rather a problem of refresh

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #22 on: November 07, 2015, 06:32:32 pm »
Some Turkish words are not original, they are like just meaningless symbols, not characters as original Ş,İ,Ğ,Ç
And noticed that some Turkish sentences are wrong (I mean translate). It would be good if they change.
« Last Edit: November 07, 2015, 06:36:38 pm by MrHamsTR »
Is there anybody can write script?
Good, go and play soldat ^^

Offline urraka

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #23 on: November 07, 2015, 07:30:01 pm »
Some Turkish words are not original, they are like just meaningless symbols, not characters as original Ş,İ,Ğ,Ç
And noticed that some Turkish sentences are wrong (I mean translate). It would be good if they change.

Looks like turkish translation file doesn't have unicode encoding like the other ones. Can you try if it works fine with the attached file? (replace txt/default.txt).

Hard to tell the difference for me because I don't understand this language :P
urraka

Offline -Bendarr-

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #24 on: November 07, 2015, 08:30:29 pm »
I seriously doubt 4000 FPS is good for my video card.

Offline L[0ne]R

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #25 on: November 07, 2015, 08:50:34 pm »
Well... wow. This was much sooner than I expected. I'll need time to digest this.
I guess we'll need another new graphics mod in full HD soon.

EDIT: This looks absolutely fantastic. It looks and feels much smoother and crisper. On some of the better-looking maps it looks on par with many of the modern indie games.

Some bugs I've encountered so far:
- It doesn't like fullscreen. Crashes without any error messages. Windowed works fine though.
- Skin color is pitch-black for my soldier, no matter what I set it in the player settings. Bots' skin color looks fine. EDIT: only seems to happen in single player. Skin color displayed fine in multiplayer.
- When I quit current game and try to start a new one - I get a white screen with sound in the background. I have to restart the game every time I change maps or servers.
« Last Edit: November 07, 2015, 10:15:17 pm by L[0ne]R »

Offline Dusty

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #26 on: November 07, 2015, 09:21:42 pm »
promising but too late

Offline urraka

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #27 on: November 07, 2015, 09:31:26 pm »
Holy crap how could I not notice the black skin xD

Loner: what system do you have btw? You can also try windowed fullscreen (set Fullscreen=2 in soldat.ini)
urraka

Offline L[0ne]R

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #28 on: November 07, 2015, 09:41:36 pm »
Holy crap how could I not notice the black skin xD

Loner: what system do you have btw? You can also try windowed fullscreen (set Fullscreen=2 in soldat.ini)
I tried windowed fullscreen and it worked fine, no crashes.

The black skin bug only seems to happen in single-player. I joined an online server and it displayed fine. Actually it's not just skin color, but all player colors - pants, shirt, hat too (but not in team modes, since they get replaced by team colors).

I have Windows 8.1 Enterprise Edition 64-bit
« Last Edit: November 07, 2015, 09:45:31 pm by L[0ne]R »

Offline duz

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #29 on: November 08, 2015, 02:14:31 am »
Amazing. Not being disrespectful, but now you did a step. This is something that changes the Soldat status.
Nice job. No input lag or something like that.

I would like to keep helping the game if it's status is "alive", but there's one important question to be answered:
There's a business plan here? Any market strategy? Or you dont have bigger plans for the game?
Because, if I'm preparing to post tons of lines of feedback, I would like to know if the team is aiming something to keep the game growing or just doing things on an almost dead game.


I guess we'll need another new graphics mod in full HD soon.
Ya. Everything is stretched now.

promising but too late
I'm not gonna play Soldat like a crack addict anymore, spending a lot of my time practicing and competing, but it still fun to play.
« Last Edit: November 08, 2015, 02:16:14 am by duz »
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Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #30 on: November 08, 2015, 02:33:58 am »
The short term plan is to release 1.7.0 at the end of this year.
With weekly test versions.

I'd like to hear your feedback on what your idea of a business plan is for soldat before I pick something.
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Offline Puure

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #31 on: November 08, 2015, 03:08:13 am »
Yeah your graphics card doesn't support the opengl version we use. If you already have the latest drivers the only thing you can do is wait for us to port it for old graphics cards...
Lol. I have Radeon HD4850 OpgenGL ver. 6.14.10.7660

Offline jrgp

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #32 on: November 08, 2015, 03:50:21 am »
The main change or, rather feature, in this version is a complete rewrite of our old Directx8 renderer in modern OpenGL.
There are some minor fixes too but the new renderer is the main attraction.

Shoozza, does this mean we're closer to a native mac or linux release? At this point aren't the only changes needed changing the sound, input, and window toolkit library? I think those would be a piece of cake compared to changing the actual render code.
There are other worlds than these

Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #33 on: November 08, 2015, 04:08:30 am »
Yeah your graphics card doesn't support the opengl version we use. If you already have the latest drivers the only thing you can do is wait for us to port it for old graphics cards...
Lol. I have Radeon HD4850 OpgenGL ver. 6.14.10.7660
I have another pc with a Radeon HD3850 and I had issues as well. My solution was to uninstall the driver via the ATI driver installation program, then in the Device Manager uninstall the driver completely (asked me for that) then reboot. Windows installed another driver which worked.

@jrgp, yes we are closer to that. It isn't a piece of cake exactly though as is everything interleaved especially the window toolkit library.
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Offline homerofgods

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #34 on: November 08, 2015, 04:33:00 am »
Some Turkish words are not original, they are like just meaningless symbols, not characters as original Ş,İ,Ğ,Ç
And noticed that some Turkish sentences are wrong (I mean translate). It would be good if they change.

Looks like turkish translation file doesn't have unicode encoding like the other ones. Can you try if it works fine with the attached file? (replace txt/default.txt).

Hard to tell the difference for me because I don't understand this language :P
MrHamsTR Did it work? Maybe you can show us on a screenshot where the non-original symbols are?

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #35 on: November 08, 2015, 06:25:59 am »
@homerofgods,
Here you are, didn't work.


EDIT: I missed "ö" and "Ö". They both are normal.
« Last Edit: November 08, 2015, 06:33:50 am by MrHamsTR »
Is there anybody can write script?
Good, go and play soldat ^^

Offline m11chu

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #36 on: November 08, 2015, 07:06:04 am »
I unfortunately can not test the new version yet (Intel Graphics Media Accelerator (GMA) 3600 in my netbook) but I hope that lags in new version disappear.

Weapons changelog will be changed in 1.7.0 version? It would be cool  ;)

Offline mtk

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #37 on: November 08, 2015, 09:55:49 pm »
so yup, it didn't work on my laptop so i had to force my nvidia card to be used by soldat, after that it worked fine, but when i was changing the map - the screen was turning all white

Offline urraka

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #38 on: November 08, 2015, 11:15:16 pm »
so yup, it didn't work on my laptop so i had to force my nvidia card to be used by soldat, after that it worked fine, but when i was changing the map - the screen was turning all white

We found the "white screen" issue happens when you quit the game by clicking on the exit menu option, so as a workaround you can exit by pressing esc + 1 or alt+f9 (instead of using mouse).
urraka

Offline mtk

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #39 on: November 09, 2015, 02:53:11 am »
so yup, it didn't work on my laptop so i had to force my nvidia card to be used by soldat, after that it worked fine, but when i was changing the map - the screen was turning all white

We found the "white screen" issue happens when you quit the game by clicking on the exit menu option, so as a workaround you can exit by pressing esc + 1 or alt+f9 (instead of using mouse).
true

Offline homerofgods

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #40 on: November 09, 2015, 03:56:13 am »
- can't man the M2 MG
Works fine in singleplayer, Airpirates.

Offline Viral

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #41 on: November 09, 2015, 07:35:50 am »
Looks cool. But why aren't the textures seamless :C Makes me sad :c

Offline aint`bazz

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #42 on: November 09, 2015, 07:42:34 am »
Looks cool. But why aren't the textures seamless :C Makes me sad :c

Cheer up, they are not seamless only because it didnt made in time.

Offline CCalp

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #43 on: November 09, 2015, 07:50:10 am »
BUGS:
- (a1) Starts minimized: Start screen [profile selection] is displayed for ~2 sec and then disappears, Soldat is being minimized to tray. I click on the tray icon and Soldat is running properly

- (a2) If I start a game or join a server, exit it and start another game/join another server, I get a whitescreen. If I do Esc + 1 and start a game/join a server again, it works normally again. However, if I then rejoin, I get whitescreen again. (so basically almost every 2nd time)

- (a3) Graphics bug: I cannot describe this properly. It's as if there were lines cutting the polygons (and probably more graphical elements) when I move around the screen. I can remember having had this problem some time ago, too, but it seems like it does not happen with my current 1.6.8/1.6.9 setup anymore. I uploaded a short example video, so you can have a look: https://sendvid.com/qf9cx82o

- (a4) Player look: No matter what colours I choose, my player is always completely black (except of team elements like Alpha's red shirt).

- (a5) Access violation: Just happened on Soldat Dev Server, we were 4 guys, changing from Ash to Divi (per votemap) one guy left and I got the following error. Game kept running, and I was able to continue after closing the error message ~3 times: [Update: this issue is related to auto screenshot when map changes; deactivate to fix it]

- (a6) Error: When I want to change any colour in the [PLAYER] options and choose one of the not defined custom colours at the bottom (so basically black) and apply it, I get "List index out of bounds (17)" which can't be closed.

- (a7) Background colour: I always used to have "$0042382F" as Map_Background_Color1 & 2 in Soldat.ini. If I set this, however, the bg colour doesn't get forced, instead the usual bg is displayed. Must have to do something with the colour code: If I choose the colour within Soldat it works like a charme.

- (a8) Start screen: "Profile" not fully shown ->


WISHES:
- (b1) Polygons: Try to make polygon edges less visible. (Maybe it has always been like that but I've never noticed how hard the edges are). Here are some examples:


- (b2) Start-up video: Replace it with more skilled scenes. I think it's a shame that a game like Soldat is presented in such a way, where a guy bashes some bots with minigun. Let's put some more exciting (CTF) scenes in there with a bit more variety and skill.

- (b3) Weapon mod (normal): Improve Ruger, weaken barret & minigun (as discussed in some others posts already)

- (b4) GUI menu: Use the whole screen for [START GAME], [OPTIONS] and [PLAYER] menus, right now it's like that: http://imgur.com/a/JYIlO | only "JOIN GAME" window uses the space properly

- (b5) Unscaled interface: If you disable "Scale interface" in Soldat Setup and choose a high resolution, both weapon menu and team menu are too small imho -> http://imgur.com/a/kQ6lB (this is at only 1600x900). Maybe scale them anyway even if "Scale interface" is disabled?

- (b6) I would like to see both ping and fps in numbers but I don't need the received and send bytes display (http://abload.de/img/workspace1_068dzafn.jpg) -> make it possible to choose what is displayed with alt + f3 or add another shortcut for only displaying fps/ping.

- (b7) Start screen: Switch the size of the "OK" and "EXIT" buttons (i.e. make the "OK" button as big as "EXIT" button is right now, and vice versa)
----------------------------------------------------------------------------------------------------------------------
My Setup:
- Machine: Lenovo Laptop with
Processor       : 4x Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz
Memory       : 3990MB (2353MB used)
Operating System: Linux Mint 17.1 Rebecca
Kernel                : Linux 3.13.0-66-generic (x86_64)
- Graphics: Integrated Intel HD 3000 & dedicated graphics card AMD Radeon HD 6650M
Display Resolution: 1600x900 pixels
OpenGL Renderer: Mesa DRI Intel(R) Sandybridge Mobile 3.0 Mesa 10.1.3
X11 Vendor    : The X.Org Foundation
- Wine: Wine 1.7.54 (64bit) via PlayOnLinux 4.2.2, Windows version: XP
- Soldat: fresh install (not patched), my config @ http://imgur.com/a/p0ya2
« Last Edit: November 13, 2015, 10:53:35 am by CCalp »

Offline Viral

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #44 on: November 09, 2015, 08:11:00 am »
Cheer up, they are not seamless only because it didnt made in time.

Weeee, ah btw. the smoothness is way more noticable than i thought, looks sick^2

Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #45 on: November 09, 2015, 08:24:52 am »
- Does the minimize bug happen with default install? - Maybe a linux wine issue?
- The white screen bug will be fixed in next version
- The "line" is probably just tearing, try with enabled vsync.
- Color bug was fixed already for alpha 2
- MrBungle could take a look at the polygon whishes
- start up video: if someone makes a demo ~3min we could include it (use Major and bot names for players, only taunts as chat messages)
- im not sure if i will touch the WM for the release
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Offline CCalp

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #46 on: November 09, 2015, 08:47:15 am »
- Does the minimize bug happen with default install? - Maybe a linux wine issue?
No. However, it happens when I tick "Fullscreen" in Soldat Setup (and leave everything else default).

- The "line" is probably just tearing, try with enabled vsync.
This does not fix it. It looks differently but seems even worse to me now. Here's a demo: https://sendvid.com/hhmviyb1

- start up video: if someone makes a demo ~3min we could include it (use Major and bot names for players, only taunts as chat messages)
Would anyone want to do this with me? I think it's best if we are at least 6 ppl. We could do this quite quickly I suppose.

- im not sure if i will touch the WM for the release
It's about time IMHO.

Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #47 on: November 09, 2015, 09:57:37 am »
Plese and in weaponmod "PlayerRecoil=" I want to change the recoil minigun or spas. Because when the bullets have big speed, player fly all over the map :(

And please optimize server when the bullets are flying at high speed, a long way are lags :/
Example ak Speed=900 in map tw :( I create nice mode but server lag if  players spray shoot :(
---
Quote
This does not fix it. It looks differently but seems even worse to me now. Here's a demo: https://sendvid.com/hhmviyb1
It is impossible to record and create screen u'd have to record it outside the camera
---
I also have this graphic glith line :( if have 60 fps :( but if I off limit fps I dont have this problem :) but sound I hear squeak headphones :/
besides it makes no sense cook gpu 60 frames is perfect
« Last Edit: November 09, 2015, 10:22:39 am by soldat-game »

Offline urraka

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #48 on: November 09, 2015, 10:02:16 am »
CCalp:

I noticed the minimize bug when the splash screen shows at startup and fullscreen is enabled. Haven't figured out how to fix that yet. For now setting Fullscreen=2 in soldat.ini may help with fullscreen related problems.

If you enabled vsync make sure FPS limit is disabled. Or you can also try with no vsync and a higher FPS limit (or no limit at all) which helps reduce the tearing usually.
urraka

Offline CCalp

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #49 on: November 09, 2015, 10:27:22 am »
If you enabled vsync make sure FPS limit is disabled. Or you can also try with no vsync and a higher FPS limit (or no limit at all) which helps reduce the tearing usually.
I tried out all options: vsync on & fps limit off => still very bad; vsyng off & fps limit at 120 = better; vsync off & fps limit off = not 100% fixed but best result by far

Offline Petterkowski

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #50 on: November 09, 2015, 12:36:24 pm »
Thank you for this and the previous release. Seems like a nice job! I'm glad that finally something is moving in here. The only thing I had a problem with was server crash when trying to join full Zabijaka, but it's all gone now so i guess someone repaired it. HD perspective looks cool :]

- im not sure if i will touch the WM for the release

I would leave it as it is right now, or leave it to skoskav or anyone else who's been responsible for the past wm releases. If he's not active, wake him up! Despite some recent criticism on his updates, now looking through the prism of years and in the terms of how the game has evolved as a whole, i believe he was doing extremely decent job always being neutral and staying objective with his wm fixes. Most of the people tend to be prejudiced and want to favor their fav weapons and weaken the ones who beat them flat out. Soldat is not only one mod, but few different ones and each one of them requires other skills. Each one of the community will want their rights to be better and wiser over different. Obviously it's impossible to make a flawless balance for every game mode, but truly thoughtless changes based on collective impulse can kill some community.

I completely and utterly disagree with some of the opinions regarding weakening barret and improving spreys, and furthermore find it very dangerous for what some of the people suggest. Barret doesn't exist in competitive ctf play because when you're getting sprayed then its much harder due to the increased bink, but it does exist in DM and TDM mod. It's always been like that and this is exactly the purpose of this weapon. You can't really balance weapons according to special modes, like brt only. We can't balance weapons thinking only in CTF or any other special mode. Barret must be balanced for all modes and one of these modes is TM for instance. There are still ton of brazilians who prefer TM over CTF, but it's not the point. I've been playing since a long time already and i've witnessed many updates of this weapon starting from the first version when brt didn't even have the delay and you could shoot just by clicking like in ruger right now. The current rendition of barret is probably the hardest of all. Increased bink when being sprayed, delay, reload wait and some other features. It's good like that. The only one thing i would change is piercing barret multikills. The damage should definitely fall off a lot more when multikilling. When after piercing and killing someone, as the bullet continues in its path it should lose damage. Increase the rate if it pierces more people because it actually damages CTF. I find it ridiculous that you can kill someone close to you and then another person on the other side of the map. I think something can be done about this because it wouldn't really affect the other modes. But that's all!

The only one weapon that basically needs a slight tweak is minigun as it is too powerfull in every mod. If it was up to me i'd also add a spread to all sprey weapons because imo they're too easy to use now, but it's only me!
« Last Edit: November 09, 2015, 01:25:07 pm by Petterkowski »


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Offline Akinaro

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #51 on: November 09, 2015, 01:32:36 pm »
But you realize that its not only few people, that complain about it?

Its really so hard to play some random servers for few days and check what people THAT ACTUALLY PLAY THIS GAME, think of it?

Because what is the point of waiting for person(skoskav) who doesnt play at all, or play "sometimes" and probably for most of time on gather, to make something on game?
Of course Im a bad guy here, I get it, but I think its time to get in to the account what people who play it have to say.

And I dont mean this forum, because more than half of current players on public actually dont give a poo about this forum.
Just go there and read what people say, its not that hard, its maybe 100 people who play it now more often than once per week.

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #52 on: November 09, 2015, 02:03:11 pm »
Did anyone expect Minigun to be overpowered, like ever? ;D

Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #53 on: November 10, 2015, 05:56:27 am »
Minigun is OK!, Barrett is op, bink is small hackers salways he speaks of could aim

Offline CheeSeMan.

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #54 on: November 10, 2015, 07:33:27 am »
Woah this sounds amazing... cant wait to try it out :D Great jobs devs!

@Shoozza you wait until I am moving house and have no internet to start releasing the good stuff eh?


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Offline duz

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #55 on: November 10, 2015, 10:17:52 am »
I completely and utterly disagree with some of the opinions regarding weakening barret and improving spreys, and furthermore find it very dangerous for what some of the people suggest. Barret doesn't exist in competitive ctf play because when you're getting sprayed then its much harder due to the increased bink, but it does exist in DM and TDM mod. It's always been like that and this is exactly the purpose of this weapon. You can't really balance weapons according to special modes, like brt only. We can't balance weapons thinking only in CTF or any other special mode. Barret must be balanced for all modes and one of these modes is TM for instance. There are still ton of brazilians who prefer TM over CTF, but it's not the point.

Nice post Petter. To be honest, I never knew why they added this W.E.I.R.D delay to the Barret. We (brazilians) had the biggest community ever and they slammed us so hard that our TM+Survival gameplay was changed from the wine to water and they not even asked us for feedback. This was very bad at that time because Barret wasn't popular and an overpower weapon in CTF (I was playing TNL and other CTF leagues) even without delay and that's why I don't know why they added this thing. We are in 2015 and it still seem wrong to me.

But, everything is different now. The brazilian community (soldat.com.br & soldatx.com) is gone and in my opinion there's a gap that mean they could do whatever they want (ofc, eyes on SCTFL). It's time to keep the game alive, right?
« Last Edit: November 10, 2015, 10:19:27 am by duz »
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Offline CCalp

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #56 on: November 10, 2015, 10:38:27 am »
Barret doesn't exist in competitive ctf play [...]

I wonder why there is at least one brt player in almost every gather I play then. Let's be honest. It's just fucking easy to play competitive ctf with brt. Even I have begun to choose it once any other weapon fails. I think there shouldn't exist such a safe haven like that. Tell me if it's just me, but I really cannot imagine that my brt skill is above average...

Offline Petterkowski

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #57 on: November 10, 2015, 11:44:51 am »
I meant that barret doesn't mean anything in competitive play. You have to keep up with the times better, Calp. These days gathers basically do look like public games to begin with. It's a walking disaster and the ashes of what it used to be so i wouldn't compare them to competitive play anymore. Most of the rounds consist of players who have been just taken alive from public servers, or the players who came back after 20 years of inactivity, or just bad players. It's good because something is still going on, but you can't call it competitive place anymore. Games between lower skilled players, or in publics have always been and still are the only place where that kind of flag-camping-with-barret tactic would work anyway. In real CTF campers or players who are using barret are the easiest people to kill once you know where they are and how to handle them. Of course it can get annoying when people continiously camp, but any good player can get rid of them soon enough instead of whining "u camper, u ****!!!". Anyone with any sence knows that you can use a machine gun and it messes up the barrets aim in a blink of an eye and you'll be no more able to shoot straight with it because that's how barret works nowodays. It's impossible to kill when you're getting sprayed. Weapons like m79 and barret just can't work when you're surrounded in competitive ctf environment, or require some very clever maneuvering. In SCTFL Playoffs history there was no one who used brt as a main weapon because he simply would have been smashed and it would have weakened his team. These are the real facts. It's always been like that. It sucks in competitive play, it's op in deathmatch and tdm battles. And that's exactly the purpose of this weapon. It's definitely not like the barret became a strong weapon out of sudden. Comparing to previous versions, barret has never been so hard to use and making it even harder can't be consider a wise move. It's just the overall level of competition has decreased. Most of the skilled players or the ones who have been playing this game for some time already left. There's no quality anymore that's why it's hard to see Soldat's reality. Also skills gap is too far apart between high and low skilled players but it's the topic for different discussion.
« Last Edit: November 10, 2015, 12:17:54 pm by Petterkowski »


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Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #58 on: November 10, 2015, 12:20:09 pm »
so in the server name was not visible (WM) only in the command /info add weaponmod: YES|NO,  and everyone will be customized as a weapon mod thinks is right barret must get additional bink and remove nomovement if players prone and move or flying

Offline duz

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #59 on: November 10, 2015, 04:55:55 pm »
@CCalp and @Petter:

I never saw a decent player with Barrett in SCTFL or SWC with ONE EXCEPTION: Chaky from the Chilean national team(chaky, zeus, f4ll - they were SWC champions or 2nd place, nah?). He was sick with Barrett, but it's a totally different game style. You can't play with autos then pick Barrett and play in the same way or the guy who dies for the Barrett enemy start using Barrett and thinks it gonna be easy. It's very fucking hard at a high level scene. You can't also use this weapon in all maps or in lanes that has 2 players coming.

I doubt that Barrett is OP in TDM and DM (ofc that in 1v1 it is) too because without survival mode you're always surrounded and you can't do that much. Talking about my TM+Survival experience: Yes, almost OP and is hard to explain, it's like the good CTF Barrett player, but you have no objectives to do, so it's easier to hold the position and kill an enemy with auto again, only very good players can do something, with fake movements, teamplay etc. It's not OP, TDM without an objective has no fix, it's like CS without c4, only kills and large maps, you wont add a 10 seconds delay to fix it.

For any purpose, here's a TM+Survival match. Demo recorded in 2011. https://youtu.be/j84Hjpi6MFE

Oh, I remember another thing: They also fucked the USSOCOM changing A LOT the gameplay on TM+Survival. hehe Always not asking for feedback.
« Last Edit: November 10, 2015, 05:36:55 pm by duz »
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Offline ginn

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #60 on: November 10, 2015, 05:14:09 pm »
Muh mod pack... It's not gonna work anymore.

Barret doesn't exist in competitive ctf play [...]

I wonder why there is at least one brt player in almost every gather I play then. Let's be honest. It's just fucking easy to play competitive ctf with brt. Even I have begun to choose it once any other weapon fails. I think there shouldn't exist such a safe haven like that. Tell me if it's just me, but I really cannot imagine that my brt skill is above average...
Gathers are "fun" play, always has been too. It's of course where people try to get better too, but a lot of people will try to have fun in gathers.
It's not acceptable to fool around if you plain suck at the game (you should be trying), but because of the big skill difference people can play with barrett and still play well above the level of other players.

Offline Bistoufly

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #61 on: November 10, 2015, 06:15:59 pm »
Muh mod pack... It's not gonna work anymore.


Your mod will still work fine. just try it.


All mods are compatible with 1.7.

Offline %%%%%%%

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #62 on: November 10, 2015, 06:21:03 pm »
Is this alpha version compatible with servers for online play or just for offline testing

Offline Bistoufly

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #63 on: November 10, 2015, 06:53:37 pm »
Is this alpha version compatible with servers for online play or just for offline testing
compatible with any server running 2.8.0a1.

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #64 on: November 11, 2015, 08:39:56 am »
Sorry, could somebody pat attention to our national letter problem?
Is there anybody can write script?
Good, go and play soldat ^^

Offline homerofgods

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #65 on: November 11, 2015, 11:05:46 am »
Sorry, could somebody pat attention to our national letter problem?
I will have a look. Urraka do you think it could be due to render code? Or do I need to find a new font for turkish?
I'm not sure yet, but I think I can write turkish ingame without problems, but I get other symbols in menus and stuff
« Last Edit: November 11, 2015, 11:07:45 am by homerofgods »

Offline Shoozza

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #66 on: November 11, 2015, 11:20:13 am »
Please wait for the next test version, the font renderer will change.
This might fix the national letter issue, let us know if it helped or not (release  of the test version is Saturday)
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Offline CheeSeMan.

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #67 on: November 13, 2015, 09:47:41 am »
Hey tested a bit, felt really smooth and my fps was 396(in 168/169 it doesnt go above 66.) If I left the game and started new one though I would get a white screen, also seems there was some issue with mods? My gosteks shoes seemed invisible but these mods all worked fine in 168 & 169.

System:
1920x1080
Windows 8.1 Pro 64-bit (6.3, Build 9600)
AMD Athlon(tm) X4 860K Quad Core Processor
NVIDIA GeForce GTX 750 Ti

Screens:





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Offline Furai

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #68 on: November 13, 2015, 10:14:16 am »
To avoid white screen issue press esc and choose number from keyboard while leaving the server instead of choosing the option with a mouse.
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Offline homerofgods

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #69 on: November 13, 2015, 10:26:16 am »
To avoid white screen issue press esc and choose number from keyboard while leaving the server instead of choosing the option with a mouse.
Also, it is fixed for next release. I think the ghostek thing is fixed aswell, happens only in singleplayer.

@CheSeMan It should be possible to get higher fps :p Have you tried setting 1920x1080 resolution, Windowed, 0% resize, high resolution timer on, fps limit (500), Render smooth polygons off, vertical sync off  in config.exe?
You don't have a 144hz monitor do you? that's maybe why you can't go higher.

and you have forgot to put Scale interface on I see.  Enjoy the sharpness bro!
« Last Edit: November 13, 2015, 10:30:39 am by homerofgods »

Offline CheeSeMan.

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #70 on: November 13, 2015, 10:54:48 am »
Yes, sorry forgot to mention I had fps limit on 400 and I do use 1920x1080 resolution. I just use the fullscreen setting always worked fine for me, I turned off the fps limit & it went up to 2800 haha but dont have 144hz monitor no. Well I have modded my interface for 1920x1080 resolution & have all my fonts on custom sizes so I don't like using the scale interface it just makes everything balloon x10 the cursor becomes HUGE also.

Also maybe to do with the mod/gostek issue, soldat is telling me my graphics are too big but never had that message in 168/169 before(screen below).

heres some more screens:

(with scale interface)

mad fps yo

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Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #71 on: November 13, 2015, 11:17:30 am »
To avoid white screen issue press esc and choose number from keyboard while leaving the server instead of choosing the option with a mouse.
NOT WORK!

Offline Moroes

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #72 on: November 13, 2015, 12:10:02 pm »
 ^alt+f9

Offline Ussocom

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #73 on: November 13, 2015, 01:19:41 pm »
Lol cheeseman I love the names of your guns :D.  Yea most of the mods I tried will have to be redone for hd, the cell shaded/qb gostek pants and shoes are now kind of translucent.

Are there any mod makers left!? Here's your time to shine ;D

Offline MrHamsTR

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #74 on: November 13, 2015, 07:46:49 pm »
Please wait for the next test version, the font renderer will change.
This might fix the national letter issue, let us know if it helped or not (release  of the test version is Saturday)

Okay thank you.
@hommerofgods; you too
Is there anybody can write script?
Good, go and play soldat ^^

Offline deguix

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #75 on: November 14, 2015, 12:27:19 am »
Yesyesyesyesyesyesyesyesyesyesyesyes! I need to test this right away on linux (linux loves opengl more than anything else).
« Last Edit: November 14, 2015, 12:30:19 am by deguix »

Offline soldat-game

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Re: SOLDAT 1.7.0a1 alpha release ready for testing!
« Reply #76 on: November 14, 2015, 01:39:22 pm »
Add a new alpha version