Author Topic: SOLDAT 1.7.1 RELEASED!  (Read 33194 times)

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Offline Falcon`

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SOLDAT 1.7.1 RELEASED!
« on: July 01, 2016, 04:28:50 am »

Dear soldiers,

Thanks to your help testing the two beta releases,
we have been able to spot and fix all remaining issues in a short time.
Now it's time for the launch of the first final release since 5 months:
Proudly presenting you Soldat 1.7.1.

This is 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 1.7.1 Mirror 1 Mirror 2 Mirror 3
Soldat 1.7.1 Patch (for 1.7.0 and above) Mirror 1 Mirror 2 Mirror 3

Server 2.8.1 Mirror 1 Mirror 2 Mirror 3
Server 2.8.1 Patch (for 2.8.0 and above) Mirror 1 Mirror 2 Mirror 3






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:
Monsteri
L[one]R


Weapon mod:
darDar

Map fixes:
Viral


Release post:
calp






Soldat 1.7.1

- 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 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
- Fixed client WM checksum checks
- Removed splashscreen


Soldat Server 2.8.1

- 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.OnException 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
- Fixed hitbox modifier values were not synchronized over the network
- Fixed SC3 script recompilation crashed the server when the new version had compile time errors.


Graphics:

- New versions of medkit and vest graphics
- 4K UHD blood particles
- 4K UHD sceneries: bushes, rubble, grass & jungle sceneries, other
- Added a few brand new sceneries
- 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
- AK-74: Damage: 111 -> 100.4 = 1.004
- AK-74: FireInterval: 11 -> 10 = 10
- AK-74: ReloadTime:  150 -> 165 = 165
- AK-74: Ammo: 40 -> 35 = 35
- AK-74: Speed 240 -> 246 = 2.46
- AK-74: Bink: 0 -> -12 = -12
- AK-74: MovementAcc: 0 -> 2.2 = 0.011
- AK-74: BulletSpread: 9 -> 2.5 = 0.025
- AK-74: Push: 35 -> 34.4 = 0.01376
- Steyr Aug: BulletSpread: 7 -> 7.5 = 0,075
- Ruger: 10% more leg damage, 5% more torso damage and 5% more headshot damage
- Ruger: FireInterval: 39 -> 45 = 45
- Ruger: ReloadTime: 84 -> 78 = 78
- 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:
- Fixed unmirrored colliders on ctf_Dropdown and ctf_Steel

« Last Edit: July 02, 2016, 05:25:32 am by Falcon` »
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Offline CCalp

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #1 on: July 01, 2016, 05:18:57 am »
:-) !

Thanks for your work, everyone!!

Offline darDar

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #2 on: July 01, 2016, 11:00:31 am »
Gather Servers updated to 1.7.1
#soldatladder NA servers updated too, eu servers soon.

Good to see everything works well since the dev changes.


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Offline BKT

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Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline Viral

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #4 on: July 01, 2016, 06:10:52 pm »
There is one problem with Steel and Dropdown ... ^.- The HD sceneries got fuked up, probably because i overwrote them or sth and got upscaled to the original size in game. I believe it was all fine on my PC when i tested it, but now its messed up.. (and i forgot to set the colliders to "middle/front", but thats another story..). I guess uploading older versions on servers will fix it temporary(pms in download). I'm sorry! :C
I blame it on no HD support in PW :C

On the sidenote - I guess to make it click i have to save the map with SD sceneries and then overwrite them with HD in sceneries folder, but what if I don't have the SD sceneries anymore?
« Last Edit: July 01, 2016, 06:29:05 pm by Viral »

Offline nosejj

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #5 on: July 01, 2016, 06:15:46 pm »
Good job guys!

A few notes however:
• ctf_Steel has weird scenery glitches, just load it to see it.
• ctf_Dropdown - the collider addition to alpha base does not enhances boosting because some polygon is interrupting - DEMO. In bravo the boost is flawless.
• Ruger is still severely overpowered, I can not be more specific unfortunately, but even though fireinterval was increased, it didn't help all that much.

Offline Petterkowski

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #6 on: July 02, 2016, 03:35:33 am »
yeah, like nosejj said - the Ruger has become a click to kill weapon. It was already too strong in the previous version but not to that extreme point. It's absurd that you can hit players foot twice and kill him in a blink of an eye. The Ruger is not supposed to do this, otherwise it's much too overpowered, both from range and up close where it should justifiably be getting it's ass handed to it. Unfortunately, fire interval didn't change much too.

I know that Soldat is being dominated by spreys(this game's always been the autos era) but ruger isn't the proper counter simply because the autos themselves literally counter each other or spas with deagles do it too! Thats the purpose of this game and this balance should not be disturbed cause this can lead to irreversible consequences for both competitive and public plays. ruger should be considered as a barret's-like category with ruger being a barret-bis with no delay that does less damage, fires more bullets and doesn't require reload after each one of them, and excels at a range. Spreys have to be above these weapons in soldat's hierarchy and have to counter these two weapons because if not - ruger will rule every play and situations and simply replace the autos, which would be the worst scenario.

On this moment, you need only a ruger shot and a grenade to kill one player within a second, multiple by 2 and we arrive at triple kill with still one bullet left in the magazine and then you may waste your last bullet on a fourth guy and finish him with soccom, or whatever cause your mate that is near you will close the work for you. Not to mention that you can easily have 5 and more kills against the worst odds. yeah it's pretty extreme situation that's not gonna happen on a daily basis but its still definitely not an exaggeration. and now multiply that by 2 because in a competitive world you have your team-mates supporting you. doesn't this sound like a receipt for a massacre?

i already suggested to tweak the ruger to an ultimate 3 hit kill on this moment so it's a fair and conventional damage distribution system for each mode until hitbox registration code is re-worked and will allow us to split the ruger shots into head and torso/leg in a way it guarantees 2 and 3 hit kill depending on the body part. but there r many other options you can use. a reduction in speed + an increase in bink would work well maybe. there's also this idea of putting a slight delay there before you shoot a bullet. there's really like a whole soldat book with rational changes that you can use to not make this weapon overpowered.


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Offline Falcon`

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #7 on: July 02, 2016, 05:24:00 am »
I've updated first two mirrors with installers and zips with reverted map changes. Please redownload if you want those two maps fixed.
To speed up the process, I recommend downloading only the patch. It should work with full 1.7.1 installation correctly.
Also the servers require updating and also only the patch is required in this case.
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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 Raged`

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #8 on: July 02, 2016, 08:32:40 am »
Well i see no changes on wm it looks so shit.Good job everyone, good job little nazi.Im done with soldat, i wish good luck to develop! this shit.ggs

Offline BKT

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #9 on: July 02, 2016, 10:38:32 am »
2 shot at the crotch with ruger from certain angle :: OOO HEADSHOT YEAHH!!11!  [retard]

Joke aside... It will be interesting to see how those guns that get the -5% dmg reduction thing applied (which I think is a bad idea and whoever think it's good should feel bad) plays out after the hitbox is fixed; currently it muddy the waters so much to see anything clearly.



PS. Although I do not agree with the reasons people said why ruger is OP right now, however it is, indeed, without any doubt, OP— I would cut the leg dmg back to 90% and see how it go from there; can't test it right now though with hitbox the way it is.
« Last Edit: July 02, 2016, 02:04:30 pm by BKT »
Owned by player with high ping = Blame the ping.
Keep getting owned when playing on the other side of the world and got high ping = Blame the ping.

Make sense...

Offline SOoly

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #10 on: July 02, 2016, 05:37:48 pm »
Sweet <3
Yes,I`m

Offline duz

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #11 on: July 05, 2016, 04:10:23 am »
Guys, are you sure about the F key for prone? lol
You have to release the D key (moving to the right side) to press the F.
Don't make sense. Weird asfck.
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Offline darDar

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #12 on: July 05, 2016, 05:17:57 am »
Guys, are you sure about the F key for prone? lol
You have to release the D key (moving to the right side) to press the F.
Don't make sense. Weird asfck.

The default control changes were reverted for now and will be remade once the next version is there. About f for prone: You don't usually ever press D+F at the same time. You usually always start with a direction key (d +w) for a kickjump, and go into prone position then. Sliding back or to D should work like a charm and way better than X did.
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Offline Bistoufly

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #13 on: July 05, 2016, 05:30:31 am »
Guys, are you sure about the F key for prone? lol
You have to release the D key (moving to the right side) to press the F.
Don't make sense. Weird asfck.

The default control changes were reverted for now and will be remade once the next version is there. About f for prone: You don't usually ever press D+F at the same time. You usually always start with a direction key (d +w) for a kickjump, and go into prone position then. Sliding back or to D should work like a charm and way better than X did.


The time it takes to move your finger form d to f results in a loss of momentum.

Offline duz

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #14 on: July 05, 2016, 05:51:58 pm »
About f for prone: You don't usually ever press D+F at the same time. You usually always start with a direction key (d +w) for a kickjump, and go into prone position then. Sliding back or to D should work like a charm and way better than X did.
I usually press the direction keys + prone. You don't?  ??? :o
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Offline Viral

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #15 on: July 05, 2016, 06:40:00 pm »
I hold the direction key aswell - probably to minimalize the chance to get stopped by the poly when landing on the polygons and prone-canceling. Also i don't know whats wrong with X-prone :b I just hit X with my middle finger each time and it works like a charm ^.-

Offline %%%%%%%

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #16 on: July 05, 2016, 08:58:07 pm »
I use 'x' for prone, I use my middle finger when moving right and my index finger when moving left.
I assume most of those of you who use 'x' do the same

I have no intention of changing my set up, but I can see how that finger-switching-depending-on-direction might be difficult for new players and why it would benefit from the default keys being changed.


Speaking of prone, what's the current status on supine?
« Last Edit: July 05, 2016, 09:01:06 pm by %%%%%%% »

Offline CheeSeMan.

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #17 on: July 06, 2016, 10:15:19 am »
Good job guys happy to see another version! Cant wait to test it.

The default prone should be spacebar!
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Offline Hubiq

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #18 on: July 06, 2016, 02:44:23 pm »
Why is there no information about the new version of soldat when I turn Soldat 1.7.0? Many players do not know absolutely nothing about 1.7.1 and still play on 1.7.0.

Offline Falcon`

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Re: SOLDAT 1.7.1 RELEASED!
« Reply #19 on: July 06, 2016, 05:24:01 pm »
I set it right after publishing the release post but apparently it broke. Fixed, thanks for noticing.
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.