0 Members and 1 Guest are viewing this topic.
- Modified map isn't reloaded when restarting same map- Modified spin direction of knife and cluster grenade when facing leftcan someone explain these 2 changes in more detail?
Lets bring back those arms
Quote from: darDar on January 13, 2016, 05:56:47 pm- Modified map isn't reloaded when restarting same map- Modified spin direction of knife and cluster grenade when facing leftcan someone explain these 2 changes in more detail?If you are, let's say, in a gather and do a !restart, the map graphics were reloaded causing a freeze for the amount of time it takes to load. This varies from player to player and lets some players start playing before others. Now the map won't be reloaded again so there won't be any freeze during a restart. The problem still remains for the map change situation though.The knife and nade spin is just a small visual thing that made it look weird when you throw to the left.
Hey!Is it fix for what we talked about and I showed you on some map?
Where recode server files? Plese add in script core 3: player.vest and containstring If weaponactive is used and player have lags, he can choose from all weapons.
/loadconf
Hello,I think I found an error, maybe this issue could only affects me, idk, sooooWhen change the settings in soldat.ini and then trying make these changes to in game cmd Code: [Select]/loadconfI get the words "Loading" and grey screen wtf? nothing can be done, only re-open soldat help.I was not on a server, everything was offline.
BLACK SCREEN
-Deagles needs some work. The first gun doesn't look like a gun while the second gun doesn't look like it's being held at all.
do custom install for the patch, seems like there is an issue
Soldatserver again doesn't start for the first time, when soldat running in the background.
- Added basic conversion functions to SC3: weap2obj, menu2obj, obj2weap, obj2menu, weap2menu, menu2weap- Fixed OnWeaponChanged was sometimes called too late- Fixed added missing vest property to SC3 TPlayer- Fixed ScriptName in SC3 Legacy mode contained full path instead of just folder name- Fixed unpredictable OnWeaponChange behavior when calling ForceWeapon from within- Fixed wrong player coordinates in OnAfterPlayerRespawn (SC3 only)- Fixed OnWeaponChange event sometimes called with weird weapon parameters
Quote from: soldat-game on January 14, 2016, 05:17:26 pmSoldatserver again doesn't start for the first time, when soldat running in the background.Make sure you have different ports set in client's and server's configs (if you are running them on the same PC).
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:Quote from: %%%%%%% on December 14, 2014, 09:07:15 amHow 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:Quote from: %%%%%%% on December 14, 2014, 09:07:15 amAs 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:Quote from: %%%%%%% on November 11, 2014, 05:44:42 amAfter 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.)
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.
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.
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).
What resolution you on?
Great to see new beta keep up the good work boys!Any chance you have a mod.ini file with the default values of last version?
Patching to prediscovered 1.7.0b2 directory, error while installing:
Choose custom path
Patched to custom directory, trying to open config.exe after installing:And same error when trying to open soldat.exe, along with a couple others:
I heard that when you choose custom path it adds a subdirectory inside your chosen path. You might want to double check on that.
Oh, I get it. So it's not a truly custom directory, but a custom subdirectory in Soldat's directory.
Patch is defenitely messed up, no question there. You can still make it work, though. After you select your custom soldat170b2 directory you will end up with something like "C:\soldat-beta\soldat170b2\Soldat", which is wrong because it doesn't make sense to patch an empty subdirectory inside soldat directory. However, you can manually remove the "\Soldat" part after browsing and selecting the directory. It's stupid, but that worked for me at least.
But how is that any different from the first option?And why doesn't the first option work, haha
Will it be possible (in the settings?) to stay with the old graphics?
Quote from: Mokkun on January 24, 2016, 07:01:58 amWill it be possible (in the settings?) to stay with the old graphics?Why would you want to do that?it's possible by just replacing everything with the old files
There won't be a setting for that but you can always use a mod with the old graphics. It will probably require a different mod.ini for gostek alignment. Maybe I'll make one after 1.7 for old mods and graphics compatibility.
But even when she stand, she look... ok, when she move... Oh my god its hilarious bad xD
Even if you rewrite graphic engine, It would be possible to remove mirror images of eg graphic of head, hair etc and just use one? It would speed up and make modding easier... Its not must-have, but you know... there is just no reason to have two graphic for face if both are the same.
If, for example, I would like to make hair longer and graphic is 54x54 If I would use 54x120 it would set arrangement point at in corner or in middle of image? I would try to play with it now by my self to check it, but I cant right now. :/
That was just made for fun, but maybe later when I fix her a bit I'll upload it. I could even replace sound to some anime screams xDPS. last off-topic small gif
PS. last off-topic small gif
Why focus on graphics and not code. Recode entire server lest they created a lag during shooting.