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Messages - 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
Paintball 2 Discussion / Re: Social Saturday - Every two weeks
« on: March 01, 2024, 11:44:53 PM »
Haven't posted in this thread in a while, but we're still doing the Social Saturdays!  Here's the 2024 schedule:

Jan 6
Jan 20
Feb 3
Feb 17
Mar 2
Mar 16
Mar 30
Apr 13
Apr 27
May 11
May 25
Jun 8
Jun 22
Jul 6
Jul 20
Aug 3
Aug 17
Aug 31
Sep 14
Sep 28
Oct 12
Oct 26
Nov 9
Nov 23
Dec 7
Dec 21

Starting at 2PM Eastern time, that's 6 or 7 PM UTC, depending on if daylight savings is active or not.

3
Other Stuff / Re: First post of 2024
« on: February 07, 2024, 01:49:31 AM »
Happy new year!

4
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

5
Bugs, Feature Requests, and Feedback / Re: New game modes
« on: December 08, 2023, 06:46:18 AM »
Somehow I missed this when you first posted it.  It seems like it'd be a challenge to implement a full blown game mode this way, but it might be possible.  Is there a specific game mode you'd like to implement that you think you could pull off with this?

6
Paintball 2 Discussion / Re: Good Memories
« on: November 30, 2023, 04:30:06 AM »
I'm glad you've enjoyed it!  Wish I had more time to dedicate to it, but I still do updates here and there.  Really need to get a new release out soon.

7
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.

8
The hardware should be sufficient to run a server, but most of those types of things run on the ARM architecture, and Paintball2 is built for x86.  Not sure if there's an emulator that would allow it to run.

9
Beta / In-Progress Maps / Re: Real Life Paintball by Twilight Sparkle
« on: February 24, 2023, 03:40:13 AM »
I think the map is playable enough as is to move it out of beta.  Just putting a comment here in case twilightsparkl comes back and wants to make some more changes.

10
Beta / In-Progress Maps / Re: Map - Suicide Pyramid
« on: February 24, 2023, 03:37:26 AM »
So I don't think there are any glaring issues with this one.  I'll probably just move it out of beta unless somebody has any issues to point out.

11
Beta / In-Progress Maps / Re: Tac base - (july 2011)
« on: February 24, 2023, 03:20:03 AM »
Just some more notes from more recent playtests, on the off chance you ever come back and work on this some more.

1) The message says "Tat'base" when the filename is "tac-base".  Also, you should avoid using -'s in filenames as they get interpreted as a parameter by the engine.
2) The fence post in the middle on the top is ramped toward the base on one side and away on the other side, meaning one team has a bit of a ramp jump advantage going to the mid.
3) The flag banner in the base could really use some clip brushes as you get hung up on them.

12
Paintball 2 Discussion / Re: Return of the living dude
« on: February 18, 2023, 12:48:23 PM »
Welcome back!  You should jump on today!  We've got a Social Saturday event that we do every other Saturday starting at 2PM Eastern time.  Also, you can join the discord server at https://discord.digitalpaint.org/

13
Beta / In-Progress Maps / Re: New Map: Streamline beta
« on: February 11, 2023, 03:24:55 AM »
Played it again last week -- can't remember if this was mentioned or not, but the ladder clip brush  for one team is offset, so you have to climb next to the ladder.

14
Other Stuff / Re: Back again, how about you?
« on: December 17, 2022, 03:40:37 AM »
Welcome back!  Yeah, forum activity mostly died off after people moved to Discord.  We still have decent turnouts for the Social Saturdays.  We'll be playing today starting at 2PM EST on the Social Saturday East server if you want to join in!

15
General Development / Re: WIP Blender 2.8x MD2 Importer
« on: October 17, 2022, 07:34:41 AM »
In case anybody needs an MD2 exporter, I've found this one seems to work with blender 3.3: https://kingpin.info/hosted/hypov8/dl_misc.htm

Note that you need to name the material the full path of the skin (it won't just use what's in the directory), like models/mymodel/myskin.pcx or whatever.

Edit: Just realized I should probably attach this file in case the site veer goes down in the future.

16
Beta / In-Progress Maps / Re: ub_cliff beta
« on: September 17, 2022, 04:34:53 AM »
Lots of interesting ideas in this one, but in a way it's kind of the opposite of the spirit of the original ub_cliff.  The first was very beginner friendly.  Very straightforward -- only one path and flag to worry about, and the jumps weren't too crazy.  This is going kind of bonkers with some of the paths, and while it is possible to reach the flags without trick jumps, it's not very intuitive, and puts newer players at a severe disadvantage.  The lava hazards might be a bit too extreme, too, for players just learning how to jump.

Maybe it's fine, though.  I'd just like to see more maps made to help bring new players into the game and not designed to be exclusive to people who have been playing for decades.

If you're ever on for Social Saturday and want to play it for more feedback, let me know.  We played it a while back.  Like I said, some interesting ideas, but I feel like there's too much going on all at once.

17
Beta / In-Progress Maps / Re: RoosTer Battleground 02
« on: September 17, 2022, 04:16:08 AM »
Got it uploaded to play for today's Social Saturday!  I think my main feedback is that it would be nice to have the ramps be a bit larger so there's more room to maneuver while running up them.

18
General Development / Re: WIP Blender 2.8x MD2 Importer
« on: August 06, 2022, 12:19:09 AM »
Neat!  Hopefully I can find time to play around with this.

19
General Development / Re: WIP Blender 2.8x MD2 Importer
« on: June 03, 2022, 03:27:05 PM »
Ooh, now I want to 3D print some PB2 maps. :)  You have a .bsp importer available somewhere?

20
Beta / In-Progress Maps / Re: RoosTer Battleground 01
« on: June 03, 2022, 03:25:29 PM »
Cool!  A couple things:

1) You should release a map as beta first, and give the filename an appropriate file extension (ex: mymap_b1.bsp).  That way we can test it and, if there are any issues, you can make a _b2, etc. until everything is good, and we don't have multiple versions of the same filename floating around causing confusion.
2) Linux is case sensitive when it comes to filenames, so to avoid trouble, files should have entirely lowercase filenames.

I've renamed the file and we can give it a try on Social Saturday tomorrow and see how it goes.  I will warn you that elim-only maps don't tend to be very popular, so it might be worth considering adding a center flag or something.

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