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Topics - jitspoe

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1
Paintball 2 Discussion / Paintball 2 Video Devlog
« on: March 01, 2024, 11:47:20 PM »
Just posted a new devlog about bots, latency compensation, and some other things here:

https://www.youtube.com/watch?v=P9oN-UqTMDk

2
Bugs, Feature Requests, and Feedback / Build 46
« on: December 08, 2023, 07:02:34 AM »
It's been a while, but I've finally put together a new Paintball 2 build!

This build has a large focus on bots and, in addition to improving their behavior makes it easy to add/remove bots from the admin menu.  Also has a crude implementation of a new game mode: item hunt.

Update: http://digitalpaint.org/files/temp/paintball2_build046_update_pretest1a.exe
Full: http://digitalpaint.org/files/temp/paintball2_build046_full_pretest1a.exe


build 46 (2023-12-08):
- Media: Added bot options to menu to make it easier for players to create servers with bots.
- Bugfix: Executable is now "DPI aware" in windows, so it doesn't get scaled weird and go off-center if you have your scaling set to something other than 100% (ex: 4k monitor).
- Cvar: Maximized status of the window is now remembered (stored in "vid_maximized" cvar).
- Tweak: Disabled launching the tutorial every time you play the game until it's completed (can still launch it from the menu).
- Bots: Cvar: "bot_use_player_input" - if set, bots will mimic player input from a spawn point, resulting in realistic human round-start behavior.

Server:
*** 1.935 build 193-204 ***
- "bot_min_players" cvar specifies how many "players" will be on the server.  Will fill in AI players if there are not enough human players to reach the specified number.  Only spawns bots if there are players on the server. 4:05 PM 12/1/2021
- "bot_min_bots" cvar specifies the minimum number of bots that will be on the server when players are present. 6:59 AM 4/27/2022
- "bots_vs_humans" cvar determines how many bots to spawn for each human in the server (ex 2 will spawn 2 bots per player).
- Made bots aware of game modes and go after or defend objectives appropriately.
- Added item hunt mode.  Will attempt to work on existing maps by randomly spawning items at bot waypoints or other equipment spawns and allowing players to cap at base or the king of the hill zone.
- "itemhunt_elim" sets elim time in item hunt mode
- "itemhunt_model" sets the model to be shown.
- "itemhunt_itemname" sets the name displayed in messages when players pick up / capture the item.
- "itemhunt_numitems" sets the number of items that will be simultaneously active in the match.
- Hopefully fixed the occasional issue where you'd spawn facing the ground. 10:03 PM 1/14/2023
- "g_spawnprotect" sets the time, in seconds, that players are invulnerable after spawning.  Default 0.5. 10:46 PM 1/14/2023
- "autojoin" cvar now updates the autojoin setting when set mid-game (before you had to use the autojoin command). 7:42 PM 6/17/2023

3
Other Stuff / Really bizarre forum issue.
« on: November 30, 2023, 04:28:32 AM »
So the forum was down for a bit -- sorry for the delay getting it fixed with all the holidays and such, but I figured I'd mention the issue because it was just weird.

SMF has a Settings.php file (likely so people don't accidentally make the settings readable to anybody), and that file somehow got cut off at 4096 bytes.  I'm guessing there was a write failure or something?  I restored the rest of the file and things appear to be working, now, but that's a little concerning.  I'll likely be moving off this host soon, though, as Hostgator jacked the prices way up.  Like 2x what I was originally paying without warning.

4
Cheater Reports and Bans / Cheat/Mod Detected: Remorse
« on: January 30, 2022, 09:59:05 PM »
Names used: Remorse, Remorse_bot, Hank_bot, noname3721, Nobility?, Catlover
DPLogin ID: 230241

5
Bugs, Feature Requests, and Feedback / Build 45
« on: November 07, 2021, 10:13:31 PM »
Build 44 was never officially released, so if you want to see what was new there, check here: https://forums.digitalpaint.org/index.php?topic=28765.0

Build 45 has some additional stability fixes and minor updates:

build 45 (2020-11-07):
- Media: New 68 carbine sound (was supposed to be in build 39, but somehow got missed).
- Media: New high-res rock5_2 texture.
- Media: High-res pbsky1 (thanks, CombineS!)
- Bugfix: Fixed crash that happened when opening the server list while the tutorial was open. (Thanks, richar:D)
- Bots: Improved behavior around ladders, so they actually climb instead of spinning in circles around them.

Game dll changes:

*** 1.934 build 192 ***
- Fixed grenades sometimes not spawning.  Rewrote logic so paint grenade spawners actually work as designed (if count is set to 1, new grenades will spawn, otherwise grenades will spawn at the spawners instead of around the player spawners).  Also fixed angle -1 not always working to stop the randomness. 8:42 AM 10/19/2020
- Fixed bots spinning in circles by ladders. 4:17 AM 11/8/2020
- "nokill" can be set in a map's worldspawn (in case you want the default pong behavior in a non-pong map). 6:02 AM 1/18/2021
- fixed elim_inc incorrectly increasing time when players connect or join observer.
- Fixed single point flags from not ending the round when flagcapendsround is set.
- "rotation scramble" command to randomize maplist order.
- Reduced "koth_hilltime" default time from 5 to 3.

Edit: Files are officially available on the downloads page: https://digitalpaint.org/files/

6
Some really cool features in this build, namely lighting and mirroring!  That's right, you can get a rough estimation of your light settings and you only have to worry about building half of the map!

Grab it on the files page: https://digitalpaint.org/files/

Direct link, but be sure to check the files page for the latest version as this post may be outdated in the future:
http://digitalpaint.org/files/filestore/bsp_pb2_build044b.zip

I've included an additional sample map, sample_mirrored.map, which has everything set up for mirroring with red and blue teams.  Note that you will need to use the team textures at the bottom for the colors to mirror, and there's a bit of a bug where the textures will disappear when scroll past all the normal textures, so you may have to make the texture window taller to select all the textures.

7
Beta / In-Progress Maps / Beta map: Rejected
« on: June 27, 2021, 10:35:13 PM »
I couldn't find a topic for this map, and I'm not sure if flow will ever check the forums, but I figured it would be good to start a thread for feedback.  People seem to like the map, and it would be nice to move it out of beta.

I believe rejected_b2 is the latest beta: https://dplogin.com/files/maps/beta/rejected_b2.bsp

Screenshots:

8
Bugs, Feature Requests, and Feedback / Build 44
« on: September 18, 2020, 06:08:57 AM »
Yep, still doing updates, though I don't have much time to dedicate to this.  This build should fix a few of the major bugs, such as players getting kicked for exceeding max FPS or hardware check failures plus a handful of other stuff.

Here's the full changelist:

build 44 (2020-09-18):
- Cvar: "mapname" now set on the client when connected to a server.
- Tweak: Increased memory allocation for maps so larger levels can be loaded. 3:19 AM 2/19/2020
- Tweak: Tweaked scoreboard sorting a little (grabs aren't worth as much now).  Now it's sorted by caps * 8 + grabs * 2 + kills.  You can use cl_scoreboard_sorting 4 for the previous behavior (grabs * 4). 11:45 AM 3/1/2020
- Tweak: Made missing texture grid texture less harsh.
- Tweak: Made snd_mixahead 0.08 instead of 0.2 by default.  This should reduce latency in sound effects and be stable as long as > 20fps in maintained.
- Media: Fixed names of maps overlapping edge of loading screen. 2:36 AM 3/14/2020
- Media: Several new or tweaked HR4 textures.
- Media: Jail bars now have alpha transparency channel (can be used by mappers with trans33+trans66 surface setting). 5:38 AM 9/18/2020
- Bugfix: If you spun in circles enough, you could mess up your aim and crash the game.  Angle now wraps at 360 degrees to prevent large, problematic values. 3:15 AM 5/25/2020
- Bugfix: 320x240 resolution works again and doesn't go to 640x480. 6:43 PM 7/7/2020
- Bugfix: Fixed some faulty kicks due to a buffer being too large. 7:49 AM 9/17/2020
- Bugfix: Fixed external server browser not loading server list with new server. (Thanks, richar:D)
- Bugfix: Disable caustic effects on doors and other dynamic objects underwater as this causes a crash when changing levels (notibly after 5p_school.bsp).

*** 1.933 build 189 ***
- Fixed broken roll angles at the end screen of some maps. 4:12 AM 9/1/2019
- Made deathmatch have warmup like the other modes. 5:27 AM 9/23/2019
- Entities can be given these targetnames which will automatically trigger: warmup_start, game_start, round_start (round_start_<color> for siege), round_end, game_end, overtime
- "timelimit_empty" cvar specifies a time, in minutes, a map will stay loaded in warmup mode with nobody playing.  This is to fix floating point issues (lag and framerate limit kicks) that happen if a map is loaded too long. 6:09 AM 11/19/2019
- Made "flagcapendsround" setting not end the round on "holdit" map (or other maps where flag cap = 0 points). 6:33 AM 11/19/2019
- Changed pong scoring message to "X team scored!" (Note: won't work properly if a map has more than 2 teams). 3:23 AM 1/17/2020
- fixed sv_votemapenabled 2 not actually stopping players from voting maps into rotation temporarily 7:08 AM 2/3/2020
- Normalized the map votes each map change, so maps that don't meet the proper player count don't accumulate massive numbers of auto-votes, forcing them to be played even when nobody voted for them. 7:11 AM 2/3/2020
- Changed default overtime from 2 minutes to 1 minute. 3:02 AM 2/16/2020
- Reduced bots walking into walls if they can't pathfind. 3:33 AM 2/17/2020
- Bots now have latency, so the player positions they have to aim with are now 400ms behind the current position, and they have to lead, so no instant reaction when you walk around a corner.  They'll also commit to shooting for a period of time instead of popping off single shots.
- Added a built-in delay to enemy player positions for bots so it's impossible for them to have instant reaction time.  They have to lead and predict like real online players. 7:23 AM 2/17/2020
- Bots go for objectives more, especially if they have a flag. 8:20 AM 2/18/2020
- added "trigger_teleport" entity.  Same as misc_teleporter, except you can use a brush to cover a larger area. 3:49 AM 2/19/2020
- elim_inc cvar.  Increases the respawn time for a team every time a player on that team is eliminated. 7:28 AM 3/11/2020
- Possible fix for paint grenate not killing players on direct hit. 6:43 AM 5/25/2020
- Possible fix for paint grenade priming and detonating in hands after throwing another grenade. 9:53 AM 7/10/2020
- Relaxed startsolid spawn checks for equipment and tried to better spawn things taking inverted gravity into account. 8/29/2020
- Fix for live players spawning in jails on maps that used -1 for the teamnumber, such as extreme.bsp and alaska.bsp. 3:23 AM 9/1/2020


Here are some Windows test builds.  Still need to do a Linux build.
Patch: http://digitalpaint.org/files/temp/paintball2_build044_update_pretest1a.exe
Full install: http://digitalpaint.org/files/temp/paintball2_build044_full_pretest1a.exe

Edit: Linux files:
Patch: http://digitalpaint.org/files/temp/paintball2_build044_linux_patch_pretest1.tar.gz
Full: http://digitalpaint.org/files/temp/paintball2_build044_linux_full_pretest1.tar.gz

9
Other Stuff / Created a new search index for the forums
« on: September 02, 2020, 04:13:49 AM »
Hopefully now things will show up when searched for.

10
http://digitalpaint.org/files/filestore/serverbrowser_20200429.zip

Something to hold people over until the next Paintball 2 release.

11
Other Stuff / Just testing something.
« on: April 16, 2020, 04:52:44 AM »
Curious how the new forum handles these things.

Also, what happened to all the bbcode things at the top?

testing url
is ftp supported? ftp://www.otb-server.de/pub/
test@test.com email

test@test.com

12
Mapping / New BSP pack: .97h / b44
« on: February 23, 2020, 07:32:23 PM »
BSP is still getting updates!  I've put together a new package.  Lots of new features, including better camera controls (shift + middle click to pan), lighting preview for light entities (click on the little lightbulb), skybox preview, fgd support for easier entity editing, and a bunch of other tweaks and improvements.  You can grab it on the downloads page or the direct link here: http://digitalpaint.org/files/filestore/bsp_pb2_build044a.zip

The fgd includes a couple new features that will be coming in b44, such as brush-based teleporters and round/game start/end triggers.

13
Beta / In-Progress Maps / Lasagna
« on: February 23, 2020, 05:57:08 AM »
Just a simple, fast map with 3 layered paths.

Beta 1: http://dplogin.com/files/maps/beta/lasagna_b1.bsp

I want to see how it plays before I add more detail.  Tried to make something that works with small player counts but is still fairly tactical with pros/cons to each path.

Also added some experimental anti-spawn-camping measures.

14
Paintball 2 Discussion / I put Paintball 2 up on GameJolt
« on: December 13, 2019, 04:11:42 AM »
Not sure if this will help any, but maybe give it some love over there so its visibility increases: https://gamejolt.com/games/paintball2/427469

15
Beta / In-Progress Maps / KOTTH - King of the Tree House
« on: December 12, 2019, 12:51:23 AM »
Didn't see this anywhere on the forums, but it's a map by JopeZz & thx2Laged.  Unfortunately, the beta was unvised and unlit, so I made a lit version of it here:

http://dplogin.com/files/maps/beta/kotth_b1_lit.bsp

As I was doing that, I found out ic3y made an altered version as well: ftp://ic3y.de/pball/maps/beta/kotth_b2.bsp

Not sure about the visual direction change there.

Pretty fun defending the treehouse:
https://clips.twitch.tv/DaintyBrainyGoshawkCurseLit

Biggest problem I see with the map is the spawn camping.  I think it would work better if the spawns were spread out more.  Getting on the walls seems to be an intentional design, but I'm not sure if it offers anything in the way of objective gameplay.  Seemed like it was mostly just frustrating new players who spawned and got shot in the back over and over.

Not sure if the original authors visit the forums or plan to make any future changes, but it would be nice to push this a little further and get it out of beta.

16
Bugs, Feature Requests, and Feedback / Build 43
« on: August 30, 2019, 03:28:22 AM »
Build 42 had some stability issues, so I skipped an "official" (on the downloads page) release.  Here's hoping Build 43 is solid!

Build 43 engine changelist:
- Bugfix: Fixed crash when viewing the server list while a level is loaded locally.
- Bugfix: Fixed sound falloff on left and right channels being slightly different.  Also tweaked to be slightly more physically accurate. 7:21 AM 6/24/2019
- Bugfix: Fixed serverlist connecting to the worng IP's when using the listview widgets (Thanks, xrichardx)
- Bugfix: Fixed crash when using SDL sound driver on Linux. (Thanks, your teammate) 10:10 PM 7/7/2019
- Tweak: Reduced buffer size for Linux SDL driver from 4096 to 1024 to reduce latency. 5:53 AM 8/18/2019
- Tweak: Reduced "s_mixahead" default cvar value from 0.2 to 0.08.  You may need to increase this if you get stuttery sound. 5:53 AM 8/18/2019
- Cvar: "vid_resolution" now replaces "gl_mode", "vid_resx", and "vid_resy".  You can simply set "vid_resolution" to "1920x1080" or whatever you would like. (Thanks, xrichardx).  Should automatically set to whatever you had before using the previous cvars.


Build 42 engine changelist:
- Feature: Native IRC support to join the #paintball channel on GlobalGamers. "irc_connect", "irc_say", "irc_quit" commands.
- Feature: Listview support for UI (Thanks, xrichardx)
- Cvar: "cl_scoreboard_sorting" - 1: sort by kills only, 2: sort algorithm with priority of grabs and caps, 3: sort with priority of grabs and caps
- Bugfix: "GL_Upload8: too large" error from corrupted texture files no longer stops the level from loading.


Game 1.932 build 188 changelist:
- Fixed escaped from jail message having an extra newline. 4:57 AM 6/17/2019
- Adjusted ball arc to account for gravity setting, so low gravity doesn't cause the ball to shoot above the crosshair. 4:57 AM 6/17/2019
- Fixed minplayers setting on mapinfo files not working properly if set to values less than 2. 7:02 AM 6/25/2019
- Made "botcmd" work with the new bots. 1:06 AM 6/30/2019
- Fixed match not going into overtime if "nextmap" was set. 3:13 AM 7/1/2019
- Made "nextmap" and "rotation add" automatically prefix "inprogress/" and "beta/" before maps that are in those directories like "newmap" and "map" do. 1:56 AM 7/7/2019

Game 1.931 build 187 changelest:
- "sv_votemapenabled 2" only allows voting on maps that are in the maplist. 11:20 PM 2/23/2018
- "timelimit" default changed from 20 to 10.
- "addloginop" / "removeloginop" commands store players with a given DPLogin ID to an auto-op list.
- Bug fix to keep players logged in if they change the colors in their name.
- Fixed spelling of "possession"


NOTE TO SERVER ADMINS: If you have a custom commands.txt file, be sure to update it to add addloginop and removeloginop at the highest login levels.



17
Bugs, Feature Requests, and Feedback / Build 42
« on: June 12, 2019, 02:42:42 AM »
A lot of things have happened since the last release.  I was kind of pouring my heart and soul into LawBreakers hoping it would usher in a new era of fast paced first person shooters, but it didn't. :(  Now it's gone, and Paintball2 is still here, so I'm trying to get back in the swing of putting out releases.

Sadly there's not a whole lot new here.  A long time ago, I started adding native IRC support to try to build a more active community, but now everybody has migrated to Discord, so that's kind of pointless.  You can still access it using the console with "irc_connect" and "irc_say", if you want to chat with somebody on another game server, I guess?  Didn't do the UI or have it auto-connect since I doubt most people will use it.

There are also some contributions from T3RR0R15T and xrichardx for scoreboard sorting and multi-column list widgets (don't have the menus set up to use that, yet, though).

NOTE TO SERVER ADMINS: If you have a custom commands.txt file, be sure to update it to add addloginop and removeloginop at the highest login levels.

I've made it so you can add logins to servers based on global login id's, and you won't have to worry about passwords getting leaked out.

Build 42 engine changelist:
- Feature: Native IRC support to join the #paintball channel on GlobalGamers. "irc_connect", "irc_say", "irc_quit" commands.
- Feature: Listview support for UI (Thanks, xrichardx)
- Cvar: "cl_scoreboard_sorting" - 1: sort by kills only, 2: sort algorithm with priority of grabs and caps, 3: sort with priority of grabs and caps
- Bugfix: "GL_Upload8: too large" error from corrupted texture files no longer stops the level from loading.


Game changelest 1.931 build 187:
- "sv_votemapenabled 2" only allows voting on maps that are in the maplist. 11:20 PM 2/23/2018
- "timelimit" default changed from 20 to 10.
- "addloginop" / "removeloginop" commands store players with a given DPLogin ID to an auto-op list.
- Bug fix to keep players logged in if they change the colors in their name.
- Fixed spelling of "possession"


Just need some people to test the windows installers before updating the downloads page.  I'll work on getting a Linux build later:
Full: http://digitalpaint.org/files/temp/paintball2_build042_full_pretest1b.exe
Build 41 -> 42 update: http://digitalpaint.org/files/temp/paintball2_build042_update_pretest1c.exe

18
Names used:
LuKeLineWalk3r
D3PRESSED
FEAR
.dG>FEAR

IP's:
93.254.115.133 = p5DFE7385.dip0.t-ipconnect.de
93.255.216.58 = p5DFFD83A.dip0.t-ipconnect.de
93.254.219.121 = p5DFEDB79.dip0.t-ipconnect.de
93.255.17.245 = p5DFF11F5.dip0.t-ipconnect.de
93.254.173.213 = p5DFEADD5.dip0.t-ipconnect.de
93.254.201.253 = p5DFEC9FD.dip0.t-ipconnect.de
93.255.49.180 = p5DFF31B4.dip0.t-ipconnect.de

DPLogin ID: 179078

19
Cheater Reports and Bans / Cheat/mod detected: comeback
« on: April 02, 2019, 02:40:25 AM »
Name used: comeback

IP: 90.176.133.14 = 14.133.broadband9.iol.cz

DPLogin ID: 58698

20
Beta / In-Progress Maps / New map: Castle in the Highlands (hicastle)
« on: March 02, 2019, 02:56:56 AM »





Still a work in progress.  This version is for JMR's manhunt mode, so it's not really playable with anything else, but if you want to run around in it before the social Saturday thing, you can grab it here:

http://digitalpaint.org/devel/hicastle_mh_b1.zip

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