Author Topic: SOLDAT 1.7.1b1 beta release ready for testing!  (Read 20185 times)

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Offline Falcon`

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SOLDAT 1.7.1b1 beta release ready for testing!
« on: June 22, 2016, 01:28:37 pm »

Dear soldiers,

Some months have passed since the major release 1.7,
and we have used the time to keep improving your favorite action shooter:
Proudly presenting you Soldat 1.7.1 b1.

Please help us testing this beta release as we want to release 1.7.1 next week already.

Soldat 1.7.1 will be an important stepping stone towards the next major release 1.8,
which will be released in a few months. You may look forward to it!







Smoother performance!

Since Soldat 1.7 you experience the smoothest gaming experience we have ever delivered to you,
yet it has still been a bit laggy when there were many players on a server. This is gone now!
Even with 20 players (or more), there'll be no stuttering - just purely fluid gaming!



Even more HD!

Soldat 1.7 introduced HD graphics to most parts of the game.
We have continued working on the graphical elements,
now including more sceneries and all player models in 4K HD quality.

Note: As Soldat features hundreds of scenery files, we are still working on remaking the remaining files.


Goodbye, splash screen!

No need to wait, rush into the battle even faster!
Even if you don't have a registered version of Soldat, you won't have to bear with a splash screen anymore when starting the game.



New weapon mod!

We have not only tweaked the weapon mod (WM) in order to improve the weapon balance further,
but also changed the syntax of the WM file.
Important: If you use a custom WM, you will have to convert the file to use it with Soldat 1.7.1+.
For that purpose a converter tool is provided, which can be found attached to this post.
The tool is open-source. The source code is available here.



Bleed, soldier, bleed!

We have changed the way health and damage values are handled: Unlike before, these values are not rounded anymore.
That allows for much more precise damage calculation when you hit a soldier in the battle.








Soldat 1.7.1b1
Soldat 1.7.1b1 Patch (for 1.7.0 only)

Server 2.8.1b1
Server 2.8.1b1 Patch (for 2.8.0 only)







Provided that nothing major gets reported, Soldat 1.7.1 final will be released next week.
This is the last release compiled with delphi7. Future versions of Soldat will use Free Pascal Compiler.

Credits:
Code commitment

Falcon
Urraka
Shoozza
Helloer


Graphics commitment:
Monster
L[one]R


Weapon mod:
darDar

Release post:
calp






Soldat 1.7.1b1

- Modified optimized bullet collisions
- Modified optimized object collisions
- Modified removed infinite saw ammo
- Modified disabled client-side taunt anti-flood protection if taunt is a command
-  Modified damage calculations to use hitbox modifiers now provided by WM  file (previously it was dividing some values to give more precision in a quirky and artificial way)
- Modified WM file values are now not altered by soldat in any way
- Modified WM file now supports decimal values
- Modified stop rendering when soldat window isn't active
- Modified Health and Vest are now stored as decimal values
- Modified default control keys, Prone is now F, throw flag is now LCTRL, grenade is now SPACE, drop weapon/throw knife is now SHIFT
- Modified Bullet time is now disabled by default
- Fixed bots using kill taunt on selfkill
- Fixed console showing less lines than actually fit on screen while open
- Fixed off by one bug in radio menu
- Removed splashscreen


Soldat Server 2.8.1b1

- Added TActvieBullet.Owner property (Read only)
- Added Script.OnUnhandledException
- Modified optimized bullet collisions
- Modified optimized object collisions
- Modified TPlayer.Alive, Admin, Human and Dummy properties to also check if player is active and return accordingly.
- Modified TActivePlayer.Deaths is now Read-Write
- Modified Script.OnHandledException to be a procedure instead of function
- Modified SC3 exception handler now unloads the script if exception is thrown
- Modifeid SC3 exception handler should output more meaningful messages, even with debug mode off
- Modified removed the infamous explosive weapon hardcoded damage
- Modified removed infinite saw ammo
- Modified TPlayer.Kick, added Reason parameter
- Modified TPlayers.Add, added JoinType parameter
- Modified damage calculations to use hitbox modifiers now provided by WM file
- Modified WM file values are now not altered by soldat in any way
- Modified WM file now supports decimal values
- Modified Health and Vest are now stored as decimal values
- Modified TPlayer.Health type is now Single
- Modified TPlayer.OnDamage event now accepts Damage parameter as Single instead of Integer, return type changed accordingly
- Fixed adminport was not synchronized with main thread
- Fixed issues with SC3 FileAPI sometimes not working properly
- Fixed Script.Unload() and Script.Recompile() either not working or crashing
- Fixed SC3 OnException message sometimes being empty
- Fixed SC3 OnKill provided WeaponID value instead of BulletID
- Fixed ForceWeapon sometimes didn't apply ammo
- Fixed PascalCompiler clearing defines defined by pascalscript (MSWINDOWS, LINUX)
- Fixed TPlayer.OnVoteKickStart crashing when vote started by the server due to cheat detection
- Fixed bots using kill taunt on selfkill


Graphics:

- New versions of medkit and vest graphics
- 4K UHD blood particles.
- 4K UHD sceneries: bushes, rubble, some grass & jungle bushes, other
- New arrow, bow, flamer, missle and statgun gfx



Weapon mod:

Shared:
-  Damage values are now divided by 100 compared to all weapons.ini files before 1.7.1. (Example: 1.7.0 and earlier: "Damage=181" Now: "Damage=1.81")
- Speed values are now divided by 10
- BulletSpread values are now divided by 100
- Inherited Velocity values are now divided by 100
- MovementAcc values are now divided by 200
- Push values are now divided by 2500
- Added HitboxModifiers for all weapons
- Added option to set ReloadTime and Ammo for the Chainsaw

Normal:
-  Reduced overall damage by 5% for: Desert Eagles, HK MP5, AK47,  Steyr-AUG, Spas-12, FN-Minimi, XM214 Minigun, Ussocom and StatGun via the HitboxModifiers
- Desert Eagles: Movement Acc: 0 -> 1.8 = 0.009
- Steyr Aug: BulletSpread: 7 -> 7.5 = 0,075
- Ruger: 10% more leg damage, 5% more torso damage and 5% more headshot damage
- Barret 15% less headshot damage and 10% more leg damage
- Barret: MovementAcc: 11 -> 10 = 0.05
- FN-Minimi: BulletSpread: 6 -> 6.4 = 0.064
- FN-Minimi: MovementAcc: 3 -> 2.6 = 0.013
- Minigun: Damage: 49 -> 46.8 = 0.468
- Minigun: Reloadtime: 260 -> 480 = 480
- Minigun: Push: 29 -> 26 = 0.0104
- Minigun: MovementAcc: 0 -> 12.5 = 0.065
- Ussocom: Ammo: 12 -> 14 = 14
- Ussocom: ReloadTime: 52 -> 60 = 60
- Chainsaw: Ammo: 0 -> 200 = 200
- Chainsaw: ReloadTime: 0 -> 110 = 110
- Chainsaw: Fireinterval: 1 -> 2 = 2

Realistic:
- Chainsaw: Ammo: 0 -> 200 = 200
- Chainsaw: ReloadTime: 0 -> 110 = 110
- Chainsaw: Fireinterval: 1 -> 2 = 2


Maps:

None

« Last Edit: June 24, 2016, 07:15:25 pm by Falcon` »
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Offline darDar

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #1 on: June 22, 2016, 02:54:33 pm »
Good release, now let's look forward for the big 1.8!
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Offline nosejj

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #2 on: June 22, 2016, 03:15:36 pm »
Lookin' forward to test it in #soldat!

Offline soldat-game

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #3 on: June 22, 2016, 03:51:32 pm »
wtf bye bye normal soldat :<

Offline Viral

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #4 on: June 22, 2016, 04:03:03 pm »
Gotta test this new beta, good job! Nice to some new names in the Credits section!
The chainsaw change catches an eye, interesting how it will turn out ^.-

Offline verbeia

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #5 on: June 22, 2016, 04:34:22 pm »
Shame on weapon mode. This weapon mode definetly kills steyr from competitive soldat.Buffing ruger is really silly think to do. You asked us on topic and many guys talked about AK and all you did is nerfing whole weapons except Ruger. I've never seen this thing in any game. Changing weapon mode all updates and killing weapons every wm... Just work on your anti-cheat progress instead of bringing weapon modes from your empty mind about competitive soldat.

Offline duz

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #6 on: June 22, 2016, 04:37:49 pm »
Good job. My faith on Soldat is now restored.
Downloading and testing soon.
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Offline CheeSeMan.

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #7 on: June 22, 2016, 04:39:26 pm »
Nice to see an update! Can't wait=)

Edit: okay the rugar is bit too easy I think & I am not sure what the socom change is for? I would suggest getting 2-3 more active players on the WM team. I am sure you can find volunteers on #soldat
« Last Edit: June 22, 2016, 05:29:33 pm by CheeSeMan. »
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Offline soldat-game

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #8 on: June 22, 2016, 04:51:33 pm »
And it and so can easily by eliminating changes of address to locate the address to create adress, why dont nerf barrett? what even easier ... why changes keys...

Offline TheOne

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #9 on: June 22, 2016, 06:09:09 pm »
Great work on the release post also Calp! Looks good.
As a small suggestion, the changelog is hard to read in this format - not sure tho how it could be displayed in a better way without appearing in conflict with the rest of the post.

Offline Raged`

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #10 on: June 23, 2016, 04:17:46 am »
Shame on weapon mode. This weapon mode definetly kills steyr from competitive soldat.Buffing ruger is really silly think to do. You asked us on topic and many guys talked about AK and all you did is nerfing whole weapons except Ruger. I've never seen this thing in any game. Changing weapon mode all updates and killing weapons every wm... Just work on your anti-cheat progress instead of bringing weapon modes from your empty mind about competitive soldat.
Totally agreed.The worst wm i've ever seen.There is also so many things that hey have to fix but they are working on wm and some graphic shits again.Nades doesnt kill, there is so much eats than before.Flag psychics is such a joke, it randomly boost somewhere.Spass doesnt works perfectly, instead of killing it boost people.There is still so many pollybugs and stuff and everyone happy for this version.Such a retards.There is no anti-cheat still.And you expect to increase the popularity? I just lol'd when i saw this beta it looks more shit than before.
Good release, now let's look forward for the big 1.8!
HAHAHAHAHAHAH
« Last Edit: June 23, 2016, 05:58:58 am by Raged` »

Offline Petterkowski

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #11 on: June 23, 2016, 04:36:05 am »
Take it easy, guys. They're doing a good job. It's just beta so its a time to give some feedback and constructive criticism on the upcoming wm so its polished to the max in the final release.

I agree on ruger being too powerfull. I do know that you can't just pickup Ruger and expect to be good with it cause of the thing called 'experience', but I often compare this gun towards deagles, and it feels far more powerful than deagles in the current version(and we know this gun was a problem), and the experience does not have any impact in this case. It's like when you're going against two good rugerers while they are approaching an icebeam hill or any other place. It's a really difficult task to best them, especially because of the high rate of fire. My suggestion is making it like it was intended in 1.3: slow the fire rate to around 40. It was still a tool of mass destruction that way, but it had a steeper learning curve and it took more challange fighting with it. A decrease in moving accuracy (by only 1 or 2 points) might also help to put it on par with the other weapons. Or maybe the damage should be tweaked so that you have to make at least one headshot to kill with two shots, or increasing more time inbetween shots could do the trick. There are few options. Elsewise it seems like a pair of ruger users could be nigh invincible like it used to be during minimi era on 1.5 - its just bad for the plays. I guess you wanted to make it more usefull but sometimes less is more. I also believe the ruger should have 2-3 more seconds off reload. Slightly less then m79.

I was really trying to understand why you modified default control keys but after a while i made a final conclusion i have no idea why did you do this :D at first i thought it might have been to troll everyone because 99% will switch back to previous settings so why making it harder for them? If someone wants to use different keys he just changes it by himself. Let the keys be, geez..

Im also not sure about reducing the overall damage as it makes the game more static. We shall see.
« Last Edit: June 23, 2016, 05:05:07 am by Petterkowski »


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Offline TheOne

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #12 on: June 23, 2016, 05:00:00 am »
You seem to have missed darDar's suggestion post about ergonomic default controls.
Believe that was the intention for this change: Make the controls more easily accessible for new players.

Offline CheeSeMan.

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #13 on: June 23, 2016, 06:01:01 am »
Changing the default keys is good it definitely needed to be done, oldies will surely keep there own setup because it is now a habit but for new players having controls that resemble current games is good.

However, prone should not be "F" this is really going to limit your ability to learn more advanced Soldat movement. If i'm moving right for example I need to take my finger off "D" to prone? I prone with Spacebar myself so I use my thumb, then LSHIFT for nade with my little finger.

I know that without using a key like middlemouse then one of these 3 actions will require taking a finger off your movement, but I think that it should not be prone. I would suggest throw knife being mapped to F and middlemouse.
« Last Edit: June 23, 2016, 06:40:47 am by CheeSeMan. »
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Offline Petterkowski

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #14 on: June 23, 2016, 06:18:02 am »
You seem to have missed darDar's suggestion post about ergonomic default controls.
Believe that was the intention for this change: Make the controls more easily accessible for new players.
Yeah i missed it. Now it makes sense. This game is incredibly hard to get into for newcomers so it's a good idea. And for the oldies, as long as you can still modify the keys on your own its all good.


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Into the last good fight I'll ever know.
Live and die on this day...
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Offline Falcon`

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #15 on: June 23, 2016, 08:28:34 am »
The patch shouldn't touch your keys. If it did, let me know.
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Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.

Offline soldat-game

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #16 on: June 23, 2016, 10:36:21 am »
FIX ALT+TAB, lock gl engine but not move to desktop.. Reported by many for a long time.
Remove (WM) from server name and new section here

Increase the maximum length of the server name..

And:
Non work... im dont see updates in wiki, i dont know how use..
Code: [Select]
Players[1].Kick;And non work: (bug here dec(high, 1);)
Code: [Select]
function RandomizeFile(fname: string): array of string;
var len, high, i, rand: integer; fl: array of string;
begin
fl := Explode(readfile(fname),chr(13)+chr(10));
len := GetArrayLength(fl)-1;
SetArrayLength(result, len);
high := len-1;
for i := 0 to len-1 do begin   
rand := Random(0, high);
result[i] := fl[rand];
fl[rand] := fl[high];
dec(high, 1);
end;
WriteFile(fname,xjoin(result,chr(13)+chr(10)));
end;
And this not work (Bug in chealth := Player.Health;   cvest := Player.Vest;)
Code: [Select]
procedure SetPlayerHealth(Player: TActivePlayer; Health, Vest: integer);
var chealth, cvest, delta: integer;
begin
chealth := Player.Health; cvest := Player.Vest;
if ((chealth=health) and (cvest=vest)) then exit;
if (chealth = 0) then Player.Damage(Player.ID,1000);
if (vest = 0) then begin
while (cvest > 0) do begin
Player.Damage(Player.ID,2);
cvest := (cvest - 1);
end;
Player.Damage(Player.ID,(chealth-health));
exit;
end else
begin
if (cvest = 0) then begin
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
end;
while (chealth <> health) do begin
if (chealth < health) then delta := -1 else delta := 1;
Player.Damage(Player.ID,3*delta);
chealth := (chealth - delta);
cvest := (cvest - delta);
if (cvest < 0) then cvest := 0;
if (cvest > 100) then cvest := 100;
if (cvest = 0) then begin
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
end;
if (cvest <> vest) then begin
if (cvest < vest) then delta := -1 else delta := 1;
Player.Damage(Player.ID,2*delta);
cvest := (cvest - delta);
end;
end;
while (cvest <> vest) do begin
if (cvest < vest) then delta := -1 else delta := 1;
Player.Damage(Player.ID,2*delta);
cvest := (cvest - delta);
end;
exit;
end;
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
while (cvest > vest) do begin
Player.Damage(Player.ID,2);
cvest := (cvest-1);
end;
end;
« Last Edit: June 23, 2016, 10:48:29 am by soldat-game »

Offline TheOne

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #17 on: June 23, 2016, 11:12:36 am »
- using the shift key for throwing weapon is maybe not ideal. On my keyboard, I need shift to increase or decrease the volume (maybe that's different for others?). Alternatively change the default sound level keys.
- Alt+Tab and F9 both don't work properly in the beta version for me. I tested all three Fullscreen/Windowed options on Windows 8.1, and with both methods Soldat graphics don't minimize; my input signals are sent to the application behind it.

I also think F is very unintuitive for proning, but that might be cause I'm so used to different keys.
« Last Edit: June 23, 2016, 11:14:14 am by TheOne »

Offline darDar

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #18 on: June 23, 2016, 11:32:44 am »
Quote
FIX ALT+TAB, lock gl engine but not move to desktop.. Reported by many for a long time.

soldat starts in windowed fullscreen by default. Try 'Fullscreen'. That should work.
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Offline Falcon`

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Re: SOLDAT 1.7.1b1 beta release ready for testing!
« Reply #19 on: June 23, 2016, 03:02:33 pm »
Non work... im dont see updates in wiki, i dont know how use..
Code: [Select]
Players[1].Kick;And non work: (bug here dec(high, 1);)
Updated the docs

Code: [Select]
function RandomizeFile(fname: string): array of string;
var len, high, i, rand: integer; fl: array of string;
begin
fl := Explode(readfile(fname),chr(13)+chr(10));
len := GetArrayLength(fl)-1;
SetArrayLength(result, len);
high := len-1;
for i := 0 to len-1 do begin   
rand := Random(0, high);
result[i] := fl[rand];
fl[rand] := fl[high];
dec(high, 1);
end;
WriteFile(fname,xjoin(result,chr(13)+chr(10)));
end;
Fixed dec and inc for b2

And this not work (Bug in chealth := Player.Health;   cvest := Player.Vest;)
Code: [Select]
procedure SetPlayerHealth(Player: TActivePlayer; Health, Vest: integer);
var chealth, cvest, delta: integer;
begin
chealth := Player.Health; cvest := Player.Vest;
if ((chealth=health) and (cvest=vest)) then exit;
if (chealth = 0) then Player.Damage(Player.ID,1000);
if (vest = 0) then begin
while (cvest > 0) do begin
Player.Damage(Player.ID,2);
cvest := (cvest - 1);
end;
Player.Damage(Player.ID,(chealth-health));
exit;
end else
begin
if (cvest = 0) then begin
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
end;
while (chealth <> health) do begin
if (chealth < health) then delta := -1 else delta := 1;
Player.Damage(Player.ID,3*delta);
chealth := (chealth - delta);
cvest := (cvest - delta);
if (cvest < 0) then cvest := 0;
if (cvest > 100) then cvest := 100;
if (cvest = 0) then begin
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
end;
if (cvest <> vest) then begin
if (cvest < vest) then delta := -1 else delta := 1;
Player.Damage(Player.ID,2*delta);
cvest := (cvest - delta);
end;
end;
while (cvest <> vest) do begin
if (cvest < vest) then delta := -1 else delta := 1;
Player.Damage(Player.ID,2*delta);
cvest := (cvest - delta);
end;
exit;
end;
Player.GiveBonus(3); Player.BigText(HK,'',1,$D0D21D,0.112,20,360);
cvest := 100;
while (cvest > vest) do begin
Player.Damage(Player.ID,2);
cvest := (cvest-1);
end;
end;
Change cvest, chealth and delta to from Integer to Single, and you'll be fine
If you're not paying for something, you're not the customer; you're the product being sold.
- Andrew Lewis

Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.