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My new password is secure as shit Mate, I am not sure Shit is even secured nowadays.
A fun and intuitive tutorial for newbies to learn the basics. Animations for loading LAW / Barrett / knife throw might help newbies realize you need to hold these weapons down. Newbies should realize throwing knife is the same button as dropping your weapon. Etc.GUI needs to be more intuitive for newbies. I remember when I first started I didn't even know there was multiplayer in this game. Trust me, newbies are really dumb. Single player should be off and to the side. No one plays that or wants to play that. I was so confused why this game was rates so highly by GameStop when I thought all the game had was the single player bots.Banners for the forums and Discord is imperative in order to keep a player base.I would offer some of the features for registered players to those who enter their email for a Transhuman Design account. Any marketer will tell you that getting a user's email is the #1 priority so that you can keep in touch and they can return as a player when they see new features released / new events happening. At least it will be optional which is more than can say for most free games.What else do you think?
@Dardar it would be preferred you don't fill the thread with bad mood but contribute to it instead.@miketh2005:Tutorial: A tutorial isn't a small task. Would be easier if clientserver could use scripting. I personally only enjoy tutorials if they are optional and fun and some tutorials feel like work. There is more discussion necessary if we want to make a good one. Not against it but are you sure for 1.7.2?GUI: In the next version the join game tab will be shown after you click on OK, the serverlist request starts automatically and will sort by player count. That should help a bit until there is a better GUI.I'm not sure i understand what you mean with "off and to the side" for the "Start game" tab and for the current GUI I'm not sure where I would even put it. Can you explain or is the go to Join Game tab after Profile Selection fixing this?Banners: If I get my hands on a good forums banner I'll add it. (BTW There is a link to the forums on the exit tab but probably too stealthy for anyone to notice)I'll add a discord link when it's official and I have a banner for it.Email: We already have email addresses from people who register on the forums but we rarely use it. I'll talk with the admins about it (I think we need a way for people to opt out for specific news/events things before we use it more). That said updates like discord shows them could be done without email Thanks for the feedback.Top priorities - Fix serve bugs (flood exploits, etc)- Make soldat work easier to work with full directory updates for steam updates-- Save non default install data (mods, personal settings, downloads etc) in %appdata% (or ./config for portable mode)-- Update the patch installer to migrate your settings (alternatively skip that and require clean install :/)-- Update the full installer to work with the new setup.-- Update config so save settings in the %appdata% or ./config folder- Add missing script core changes already in unofficial server releases- Implement chatmod (could be optional I guess)..and more optional things here.As for non code related things needed for Steam:BannersThumbnailsScreenshotsTrailer(s)!!Did I forget something?
function AddMediaObject(MediaPath:String; LayerType: byte; Layer: Smallint; PosX,PosY,ScaleX,ScaleY,Scale,Rotate,Opacity: single; Paint: boolean; Color: longint; FrameStart, FrameEnd, StrengthenFrames, DisappearanceFrames: Word; Duration, IfDurToStrengt, IfDurThenDisappearance: single; Loop: byte; IgnoreAudio:boolean): Word;MediaPath: String; - Allows formats (containers): .png .gif .bmp .jpeg .avi .mov .mp4 .mpg - Allows codec: PNG GIF BMP JPEG AVI WMV QUICKTIME Standard ISO/IEC and standard ITU-T - Allows audio codec: - Max resolution: 3840?2160 - Max frames per second: 960 - The maximum duration (frames): 0..65535 frames (variable limiter type Word)LayerType: Byte; - 1 = Back (Back how in polywork, but effects example, weather and all the news example: flares, lens, light it is above) - 2 = BackMid (Back how in polywork, weather and all the news example: flares, lens, light is behind this) - 3 = MiddleA (Middle how in polywork but all activities of light penetrates through transparent parts) - 4 = MiddleB (Middle how in polywork) - 5 = Front (It covers everything including polygun. Work how in polywork)Layer: Smallint; (In soldat scriptcore is integer) - The values smaller than 0 they will be lower than the layers in the game assigned to the layer type. - The values bigger than 0 they will be higher than the layers in the game assigned to the layer type. - If the image one will be on the same layer as the other one the overwrite will occur as in the case of bigtext.PosX, PosY: Single; - Position x and y on map.ScaleX: Single; - Scaling the size in the x axis.ScaleY: Single; - Scaling the size in the y axis.Scale: Single; - Scaling the size in percents. Work if ScaleX=0 and ScaleY=0.Rotate: Single; - How in poly works. Determining the rotation angle.Opacity: Single; - The value opacity is given in percent. - Value less than 0, will be treated as 0% - A value greater than 100 will be treated as 100%Paint: boolean; - If true variable Color is taken into account.Color: longint; - If Paint is true a color filter is added how in polywork.FrameStart: Word; - If the graphic file contains more than one frame. You can choose frame from which you want to start playing.FrameEnd: Word; - If the graphic file contains more than one frame. You can choose frame from which you want to end playing.StrengthenFrames: Word; - For how many initial frames to resume graphic object. Example 4 = first frame 100% opacity, two frame is 75% opacity and third is 50% opacity etc. etc. - 0 to off. - It works if the file has more than one frame.DisappearanceFrames: Word; - For how many initial frames to switching off graphic object. Example 4 = first frame 25% opacity, two frame is 50% opacity and third is 75% opacity etc. etc. - 0 to off. - It works if the file has more than one frame.Duration: Single; - Work if the file has only one frame.IfDurToStrengt: Single; (In soldat scriptcore is integer) - Time to resume. - Work if duration active.IfDurThenDisappearance: Single; (In soldat scriptcore is integer) - Time of disappearance. - Work if duration active.Loop: Byte; - How many times should it be looped. 0 to off.IgnoreAudio: boolean; - If true will not play music from the file. - Is auto ignore if it is not with music or low frame.
I am waiting for soldat soucre and f**k the devs
Quote from: soldat-game on December 28, 2017, 01:13:22 pmI am waiting for soldat soucre and f**k the devsCan't wait for your fork.
@miketh2005I think we have enough empty servers for it, I can host a few if necessary and I'll ask what furai and jrgp think about this.I don't remember that queuing was ever an option, maybe i forgot about it. Afaik it was only happening when two people tried to joined before the server knew it was full.There are already tooltips (more like texts) for movement for the first 3 startups of soldat next to the weapons menu.Tooltips might help but also might be annoying if you know those things and just want to play your gather after reinstall.Something I think we can work around with achivements for basic skill (you have to do all those things to get the achivement).A little "quest" with a info on the screen (f1 menu).One way to make sure people know they are joining non standard servers is to add a custom game mode filter and make it visible.But that doesn't help if admins don't use that mode for their server.Forcing custom game mode because you have scripts enabled isn't helpful either.What would be a requirement for a noobie friendly server?The naming "Start game" and "Join game" is correct as you can host a clientserver game or join an existing game.So the start game tab isn't only for playing against bots but rarely used to host games these days. Is that the same for KAG?I still have to talk to MM about the early access idea.@soldat-gameI don't think designing apis is helpful. First there has to be an agreement that these features are needed and which ones are actually needed. Throwing apis at me won't work as you made some assumptions without discussing them. So there is no validation if this is needed, secure and can be implemented in this way.I also don't think adding apis is necessary for the 1.7.2 release (besides the ones people already rely on due to unofficial releases).@CheeSeMan.Back in the day there where more positive people around. Thats how it feels. I'd love to see a more welcoming community. I always thought "thats how soldat is" but ignoring the issue won't help us. I'm sorry if the progress is disappointing but I try to not promise something and then not deliver.People join the dev team because they have a certain goal, i normally ask what they want to help with. If the idea fits I just let them work on it. Maybe also discuss how it could be added to soldat and what to do with the potential downsides. Telling someone what to work on doesn't seem to work in volunteer work, at least it never worked in the dev team.Atm there is only developing the game. There are some people doing art or the wm for example. Helloer wanted to join the dev team again. He wanted me to agree to all his ideas beforehand but I failed to finalize the discussion and he left. There was another person but after gaining access to the code left as well. Some people want to help but seem to not be able to show they are capable to do basic things, which means once they get hit by the code they either require intensive supervision or give up. That's from the dev side of things. There is the beta team which I need to clean up as well as there aren't really many people contributing. My idea was that the sub team leads would handle all their stuff and communicate with me regularly so I'm up to date. Not sure I see any place for someone managing this.
This is why the common filter option needs to be default (no empty, or full servers, sort servers by amount of players).
People join the dev team because they have a certain goal, i normally ask what they want to help with. If the idea fits I just let them work on it. Maybe also discuss how it could be added to soldat and what to do with the potential downsides. Telling someone what to work on doesn't seem to work in volunteer work, at least it never worked in the dev team.Atm there is only developing the game. There are some people doing art or the wm for example. Helloer wanted to join the dev team again. He wanted me to agree to all his ideas beforehand but I failed to finalize the discussion and he left. There was another person but after gaining access to the code left as well. Some people want to help but seem to not be able to show they are capable to do basic things, which means once they get hit by the code they either require intensive supervision or give up. That's from the dev side of things. There is the beta team which I need to clean up as well as there aren't really many people contributing. My idea was that the sub team leads would handle all their stuff and communicate with me regularly so I'm up to date. Not sure I see any place for someone managing this.
I suggest we rename "Start Game" to "Create Server" and make it the 2nd tab.Also, why not clean up a bit the servers list and make it look more like what we have here: https://soldat.pl/en/lobby? And I'd suggest a couple of changes there aswell:1) Make password column the first one so you see the lock icon straight away.2) In the Mode column make it something like "CTF (R)" for when realistic is enabled.3) Perhaps it would be more clear if Players column was like "5/6 (+3 bots)". Or is it spectators? I don't even know.Quote from: miketh2005 on December 29, 2017, 09:23:09 amThis is why the common filter option needs to be default (no empty, or full servers, sort servers by amount of players).Sorting by players would be enough. Filtering out empty/full servers by default would make it harder to find the empty servers. And it's very often that I find myself clicking JOIN on a full server until it lets me in (I'm sure I'm not alone here), so I defenitely don't want those filtered out.
Quote from: Shoozza on December 28, 2017, 10:29:29 amPeople join the dev team because they have a certain goal, i normally ask what they want to help with. If the idea fits I just let them work on it. Maybe also discuss how it could be added to soldat and what to do with the potential downsides. Telling someone what to work on doesn't seem to work in volunteer work, at least it never worked in the dev team.Atm there is only developing the game. There are some people doing art or the wm for example. Helloer wanted to join the dev team again. He wanted me to agree to all his ideas beforehand but I failed to finalize the discussion and he left. There was another person but after gaining access to the code left as well. Some people want to help but seem to not be able to show they are capable to do basic things, which means once they get hit by the code they either require intensive supervision or give up. That's from the dev side of things. There is the beta team which I need to clean up as well as there aren't really many people contributing. My idea was that the sub team leads would handle all their stuff and communicate with me regularly so I'm up to date. Not sure I see any place for someone managing this.No shit, someone left again..I really believe people simply don't want to work in that kind of environment, they want something in return .. some type authority / ownership of the project at least. No one wants to do something they dont agree with, soldat dev team is not a job.Unless you are hardcore soldat fan you will leave sooner or later.Why do you think why i left.. surely not because i was lazy .. and wouldn't even want to join back. Also, comunity is fucking annoying. hahahhahahahThis is your MAIN problem whit soldat and not the saphhettigh code or whatever.
How about a Quick Play button which joins one of the "default" servers automatically? For newbs who just want to hop right into a game, like a .io game. Some don't even know what "servers" are.
Yes, queuing was an option in 1.5 or 1.6 I believe, when Enesce took over development, I believe he added it.
Adding quests/achievements for simple movement controls is useless. The goal is to teach new players how to play, not incentivize them. We assume they want to play if they downloaded the game. So now we need to make it obvious to them how to play before they give up. Providing a quest won't help if they don't understand how to play.Removing the tooltips can be an option on first start-up for experienced players. There can also be a button on the tooltips that says, "Don't show again." Which uncheck the aforementioned option. These tooltips can additionally be turned on from the same menu as above if needed.You don't understand the lowest common denominator you need to develop for if you want to reach a wider audience. They can't be assed to use filters. Heck, there's a very experienced coder and long time Soldat player who didn't even know about filters when he complained on the forums about there being too many servers (back when we had 300+).This is why the common filter option needs to be default (no empty, or full servers, sort servers by amount of players).I would consider newbie friendly servers to be anything newbies can understand by looking at it. All the normal servers, HTF, INF, DM, TM, etc. One Shots, Saw and Law, Survival/Realistic, even TrenchWars is simple enough. Weapon Mods are not automatically newb unfriendly, whereas mode with no WM can be newb unfriendly like Climb, Last Stand, and Hide n Seek. Anything that requires you to input a command to play or anything with a high barrier to entry would be newb unfriendly.A tooltip on first startup:"We recommend the highlighted servers for newer players. Some servers are for experienced players and can be quite confusing if you're just starting out."As for Start Game/Join Game, I've never hosted a KAG server so I don't know where that option is. All I know is that I press "Multiplayer" and it quickly loads the servers. Automatically starting on this tab is even better than KAG, but I think "Join Game" and "Start Game" will be confusing for new players. Think about it. A new player will think, "Okay I want to start playing this game...."Start Game"?...what is this? How do I get out of this? Is this the game? What the hell is going on? I'm done with this shit." *Rage Quit* I would give a tooltip if they start a bot game as well, explaining what they got themselves into. I don't even think it should have its own tab, it's useless. It's more for advanced players. Maybe Start Game should just be the Join Game tab and put the Start Game Menu off into the options.
No shit, someone left again..I really believe people simply don't want to work in that kind of environment, they want something in return .. some type authority / ownership of the project at least. No one wants to do something they dont agree with, soldat dev team is not a job.Unless you are hardcore soldat fan you will leave sooner or later.Why do you think why i left.. surely not because i was lazy .. and wouldn't even want to join back. Also, comunity is fucking annoying. hahahhahahahThis is your MAIN problem whit soldat and not the saphhettigh code or whatever.
How about a Quick Play button which joins one of the "default" servers automatically? For newbs who just want to hop right into a game, like a .io game. Some don't even know what "servers" are.Speaking of .io, anyone else think this game would be crazy populated if you could play it in a browser? With the popularity of .io games which are 1/1000 of the game Soldat is. Maybe you'd have to rewrite the whole code though?
As I've said many times.One of the top priority has to be med/nade kit respawning, it needs to be restored to how it was before.Copy the code from say 1.4.2 (I don't remember what version it got changed), and then rework to to still do it's thing, but with neater coding.Skoskav or somebody "fixed" how they spawned. What he said was that the nade/med kit "would spawn on players" etc. I don't think he understood what was happening, but the spawn/mid kit too into account of the players team when spawning.After the fix, a blue team player picking up a nade/mid kit from the blue team side will transfer it to the next "spawn node", even if that means the spawn node is at the opponents side.The effects of this is quite drastically affecting strategy in the game, since there's no way of hoarding nades/meds to make opponents attacks weaker. There's also no point in stealing nade/med kits, because they'll just go over to opponents side anyway.Maps like Division, it was especially important for the low player to throw a nade when going low, to pick up 2x nade packs to transfer them to the base for the up players to grab once they respawn. It was also important to steal the opponents low nades for your own, since that drastically decreased the opponents attacking power.Now on Division? If you try to transfer the nades from low they'll simply go over to the opponents side.Fixing the gameplay should be a top priority. If the game does not play well then nobody will play it. Old players will continue to leave, and not look back. In the case a new player wants to get "serious" with soldat (gathers, and improving their skill), they'll find there's practically no depth to soldat other than "aiming" with terrible aiming RNG.
Skoskav or somebody "fixed" how they spawned. What he said was that the nade/med kit "would spawn on players" etc. I don't think he understood what was happening, but the spawn/mid kit too into account of the players team when spawning.After the fix, a blue team player picking up a nade/mid kit from the blue team side will transfer it to the next "spawn node", even if that means the spawn node is at the opponents side.
One of the top priority has to be med/nade kit respawning, it needs to be restored to how it was before.Copy the code from say 1.4.2 (I don't remember what version it got changed), and then rework to to still do it's thing, but with neater coding.Skoskav or somebody "fixed" how they spawned. What he said was that the nade/med kit "would spawn on players" etc. I don't think he understood what was happening, but the spawn/mid kit too into account of the players team when spawning.After the fix, a blue team player picking up a nade/mid kit from the blue team side will transfer it to the next "spawn node", even if that means the spawn node is at the opponents side.The effects of this is quite drastically affecting strategy in the game, since there's no way of hoarding nades/meds to make opponents attacks weaker. There's also no point in stealing nade/med kits, because they'll just go over to opponents side anyway.Maps like Division, it was especially important for the low player to throw a nade when going low, to pick up 2x nade packs to transfer them to the base for the up players to grab once they respawn. It was also important to steal the opponents low nades for your own, since that drastically decreased the opponents attacking power.Now on Division? If you try to transfer the nades from low they'll simply go over to the opponents side.
Quote from: ginn on January 02, 2018, 11:33:37 pmOne of the top priority has to be med/nade kit respawning, it needs to be restored to how it was before.Copy the code from say 1.4.2 (I don't remember what version it got changed), and then rework to to still do it's thing, but with neater coding.Skoskav or somebody "fixed" how they spawned. What he said was that the nade/med kit "would spawn on players" etc. I don't think he understood what was happening, but the spawn/mid kit too into account of the players team when spawning.After the fix, a blue team player picking up a nade/mid kit from the blue team side will transfer it to the next "spawn node", even if that means the spawn node is at the opponents side.The effects of this is quite drastically affecting strategy in the game, since there's no way of hoarding nades/meds to make opponents attacks weaker. There's also no point in stealing nade/med kits, because they'll just go over to opponents side anyway.Maps like Division, it was especially important for the low player to throw a nade when going low, to pick up 2x nade packs to transfer them to the base for the up players to grab once they respawn. It was also important to steal the opponents low nades for your own, since that drastically decreased the opponents attacking power.Now on Division? If you try to transfer the nades from low they'll simply go over to the opponents side.You had me confused when you mentioned 1.4.2, as the kits' spawn logic has been changed two times from what I recall. I think the change you dislike is from 1.6.9. This is how the nade/medkits have spawned throughout time, and generally how that affected competitive CTF:Before ~1.4.2 (I don't remember the exact version either)You consuming a kit would re-spawn the kit anywhere randomly among your team's designated nade/medkit spawn points. There were some points of contention due to this:1. Kits would over time pile up in the back of each team's base on many maps, as the kits nearer the middle of the map were easier/faster to grab.2. Flaggers would park themselves on the pile of medkits in the back of their base to make themselves harder to kill.3. Shooting at someone defending a pile of their team's medkits (often the flagger) would create a frustrating rain of medkits falling down on them. This (along with point 2) made 1-hit kill weapons better than usual for hunting flaggers.4. Someone entering an enemy base could quickly "steal" a lot of the enemy's kits by re-spawning them into their own base.5. Defending teams (especially when they were leading with a few minutes to go) would bog down the game by camping at their kits' spawn points, continuously spamming nades along the alt. route and healing themselves.Not all of these issues were equally frustrating though, and stealing from the enemy could partially combat the other points.~1.4.2 to 1.6.8Same as before, except that the kits' spawn would never be the same twice in a row. This meant that:3. Issue solved (unless the kit spawns were heavily clumped).5. Somewhat mitigated as defenders more often had to move around, and sometimes outside their base.Since 1.6.9 (I think ExHunter made this change)Consumed kits can now re-spawn anywhere, except that the kits' spawn would never be the same twice in a row. This is around the time I became an inactive fart, so I don't have much of an opinion how this works. I can only speculate:4. Issue solved.5. Issue solved.6. A new issue would be that there's not much of a meta-game with the kit spawning any more.One idea I'm throwing out here is to go back to the behavior before 1.6.9, then tweaking some maps to possibly move a few med and nade spawns from the back of the bases towards the middle of the map, or just adding extra ones in the middle.
Fix the demo recorder, I can't believe it's been broken for this long.When you have auto demo on it saves EVERY SINGLE MAP. It should only save the replay up to the point if you press F8, otherwise it should purge the recording.I want 2 clips, from the same map... But I have 216 demos, 317mb. I've only pressed F8 twice during that time.
Autodemo off. press f8. what happens?
Quote from: homerofgods on January 09, 2018, 01:12:50 pmAutodemo off. press f8. what happens?You've just started recording after the epic moment ended?
Quote from: ginn on January 07, 2018, 06:56:37 pmFix the demo recorder, I can't believe it's been broken for this long.When you have auto demo on it saves EVERY SINGLE MAP. It should only save the replay up to the point if you press F8, otherwise it should purge the recording.I want 2 clips, from the same map... But I have 216 demos, 317mb. I've only pressed F8 twice during that time.https://forums.soldat.pl/index.php?topic=43363.0agreed on that, demo recording & play is really bad currently..
Dead game
True 68 servers / 20 players. 1.7+ version server and soldat client have virus. Hidden dev functions for tracking :>
Quote from: soldat-game on April 09, 2018, 09:39:00 amTrue 68 servers / 20 players. 1.7+ version server and soldat client have virus. Hidden dev functions for tracking :>The soldat client does not report back statistics to the soldat lobby. Every few seconds (unless turned off in soldat.ini) the soldat server will report its current status to the lobby, including player count, which is how that stat is calculated. This is the way Soldat has always worked since day one so many years ago. There is no virus or surprise tracking functionality.
Quote from: jrgp on April 12, 2018, 12:37:02 pmQuote from: soldat-game on April 09, 2018, 09:39:00 amTrue 68 servers / 20 players. 1.7+ version server and soldat client have virus. Hidden dev functions for tracking :>The soldat client does not report back statistics to the soldat lobby. Every few seconds (unless turned off in soldat.ini) the soldat server will report its current status to the lobby, including player count, which is how that stat is calculated. This is the way Soldat has always worked since day one so many years ago. There is no virus or surprise tracking functionality.Client soldat send to server metadata what player using software.Soldat uses illegall libraries Soldat server have virus type idp.generic.Soldat server exceeds the disk usage rights, install trojan, try kill disc or what? (I do not allow config.ini)Devs and the previous devs use illegal non-public versions of the software.Soldat make up old hackers is enough proof.