Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on May 28, 2008, 01:31:12 AM

Title: Build 23
Post by: jitspoe on May 28, 2008, 01:31:12 AM
Well, this was meant to just be a quick bugfix release, but other things came up, and then I got carried away with some sound stuff.  Hopefully this will be a nice, stable build so I can start working on the next big feature.

Don't have time to put an installer together right now. I'll do that if everything is OK with the zip.

http://dplogin.com/files/clients/windows/paintball2_build023_update_pretest1.zip
Title: Re: Build 23
Post by: y00tz on May 28, 2008, 01:31:26 AM
:)

First impression, I like the new chat sound, but amongst all the background noises and guns, it feels a litttttle too quiet.
Title: Re: Build 23
Post by: Zorchenhimer on May 28, 2008, 01:34:44 AM
:D
Title: Re: Build 23
Post by: Eiii on May 28, 2008, 01:40:19 AM
Happy day!
Title: Re: Build 23
Post by: Garrett on May 28, 2008, 09:31:18 AM
Yippee, a new build.  I'll give it a try when I get home.  Hopefully its stable enough to release on fileradar.
Title: Re: Build 23
Post by: T3RR0R15T on May 28, 2008, 12:45:46 PM
- The paintball icon in the task bar doesn't work.
- ref_gl version: PB2GL 0.22
- hostname "Paintball 2.0 (build 22)"


Maybe make an own volume control for each group of sounds. (Connect/Disconnect, Chat, Weapons, Round/Map begins/ends, Other sounds).
Title: Re: Build 23
Post by: jitspoe on May 28, 2008, 03:48:44 PM
- The paintball icon in the task bar doesn't work.
- ref_gl version: PB2GL 0.22
- hostname "Paintball 2.0 (build 22)"


Maybe make an own volume control for each group of sounds. (Connect/Disconnect, Chat, Weapons, Round/Map begins/ends, Other sounds).

Thanks for the feedback.  Not sure what would have caused the icon to change (did it ever have one?).  I don't think I touched any rendering code, so I didn't bother changing that version.  Individual volume controls would need to go in the feature vote thread, as I don't think that's a trivial change.
Title: Re: Build 23
Post by: Apocalypse on May 28, 2008, 04:09:22 PM
Like the new walking sounds and chat sound T3rror15t's idea sounds good.
Edit: Saw Jits post
Title: Re: Build 23
Post by: ViciouZ on May 28, 2008, 04:12:22 PM
The falling sound seems cutoff too quickly.
Title: Re: Build 23
Post by: T3RR0R15T on May 28, 2008, 04:14:42 PM
Thanks for the feedback.  Not sure what would have caused the icon to change (did it ever have one?).  I don't think I touched any rendering code, so I didn't bother changing that version.  Individual volume controls would need to go in the feature vote thread, as I don't think that's a trivial change.

Yes, it has the splat? logo :D

Feature vote. Done.
Title: Re: Build 23
Post by: jitspoe on May 29, 2008, 01:25:40 AM
The taskbar icon and hostname are correct for me (the hostname was probably saved from a previous version - it's meant to be changed anyway).  I'm testing a server build on the EV1 servers.
Title: Re: Build 23
Post by: Rick on May 29, 2008, 01:51:16 AM
For me, i personally think the "chat" alert noise is a little to soft. But thats just my opinion, other then that, Nice Job.
Title: Re: Build 23
Post by: Zorchenhimer on May 29, 2008, 02:17:18 AM
You still didn't fix the menu variables, did you?  :P
Title: Re: Build 23
Post by: KalTorak on May 29, 2008, 03:11:45 AM
(http://img147.imageshack.us/img147/8295/sshot042gv1.th.jpg) (http://img147.imageshack.us/my.php?image=sshot042gv1.jpg)

Don't know whats up with the new pgp model...

Floods the console every time you shoot it though.
Title: Re: Build 23
Post by: Eiii on May 29, 2008, 04:12:35 AM
I'm not having that issue. The new animations work fine for me on EV1.
 And, uh, what's with the barrel?
Title: Re: Build 23
Post by: jitspoe on May 29, 2008, 11:23:52 AM
Don't know whats up with the new pgp model...

Looks like you don't have it.  The new model has more animation frames.  Looks like you just installed the EXE without copying the new media files over.  Make sure you extract everything.

You still didn't fix the menu variables, did you?  :P
They should be fixed.  I was able to use variables in file lists.  The catch is, you have to set the variable before the menu is loaded.
Title: Re: Build 23
Post by: Zorchenhimer on May 29, 2008, 02:12:30 PM
They should be fixed.  I was able to use variables in file lists.  The catch is, you have to set the variable before the menu is loaded.

Define before.  Like, should this work?

Code: [Select]
command "set map_list a*.bsp; menu samelevel maps.txt"

Where it sets the variable, then reloads the menu.
Title: Re: Build 23
Post by: jitspoe on May 29, 2008, 03:01:19 PM
Define before.  Like, should this work?

Code: [Select]
command "set map_list a*.bsp; menu samelevel maps.txt"

Where it sets the variable, then reloads the menu.

Depends if maps.txt has been loaded or not.  I think that would work if it hadn't, otherwise you'd have to reload the menus.  File lists get set on load and don't automatically update.
Title: Re: Build 23
Post by: Zorchenhimer on May 29, 2008, 03:28:13 PM
Would I be able to load a menu, change the variable, then reload the menu (maps.txt in the example)?  If not, wouldn't that be defeating the purpose of the variables in the file lists?
Title: Re: Build 23
Post by: jitspoe on May 29, 2008, 03:31:18 PM
Would I be able to load a menu, change the variable, then reload the menu (maps.txt in the example)?  If not, wouldn't that be defeating the purpose of the variables in the file lists?
You'll have to actually reload the menus, not just open the maps menu again, as they are cached for speed purposes.
Title: Re: Build 23
Post by: Zorchenhimer on May 29, 2008, 03:32:30 PM
Is there a command to reload one particular menu?
Title: Re: Build 23
Post by: jitspoe on May 29, 2008, 03:48:44 PM
Is there a command to reload one particular menu?
I don't think there's currently a way to reload just one menu.
Title: Re: Build 23
Post by: Zorchenhimer on May 29, 2008, 11:15:49 PM
Can you PM me the code that you had working?  That way I would be able to see how you have it working allot better.  :P
Title: Re: Build 23
Post by: jitspoe on May 30, 2008, 12:53:52 AM
Code: [Select]
widget
yrel 78
type select
width 12
size 8
cvar menu_mapname
cvar_default "midnight2"
filedir "$menu_map$"
strip ".bsp"
strip "$menu_strip$"
doubleclick "set deathmatch 1; menu off; map $menu_mapname"

Then I set menu_map and menu_strip at the console before opening the menu.
Title: Re: Build 23
Post by: MrLuke on May 30, 2008, 01:39:04 AM
wow it is really really quiete now
Title: Re: Build 23
Post by: zimtstern on May 30, 2008, 02:50:08 AM
ye its quite now but the sounds are good, jump and say sounds
Title: Re: Build 23
Post by: T3RR0R15T on May 30, 2008, 10:11:02 AM
The taskbar icon works now. Idk why. Must be a temp. vista bug :P

Whats about the "ref_gl version: PB2GL 0.22"? The same "problem" like the hostname?


What did u tweaked at the weapon animation ? I looked at them in build 20 and build 23 homeservers. The only thing i saw is, the pgp animation is timed better now. But the ttracer is the same... ???


The new sounds are good (not the start8 and weapon sounds. i dont like them. i have posted the reason in another thread).
Maybe the chat/teamchat sound should be a little bit louder?
Is there a new sound, when i come out of the water? Or i never noticed it before?


Is the countspawns command interesting for serveradmins?
Title: Re: Build 23
Post by: jitspoe on May 30, 2008, 10:33:23 AM
Countspawns is just for debugging maps, really.  The gl version wasn't changed because I didn't modify the rendering code.  The animations were tweaked to be timed better and not reset halfway through the animation.  In the old version, if you didn't hold the trigger down, the animation would sometimes reset, and the trracer animation was too long, so it would reset halfway through, too.  I may have put in a new sound for exiting the water, too.
Title: Re: Build 23
Post by: T3RR0R15T on May 30, 2008, 12:24:01 PM
There is a bug with the warmup mode.

If i turn it off and start a new map, the counter goes from 25 to 11 and the round starts. Where are the other 11 secounds?
Title: Re: Build 23
Post by: i_am_a_pirate on May 30, 2008, 03:29:44 PM
That happened on b21 as well. I was gonna post it but I thought that maybe someon had noticed, PMed jits and that he would fix it and I would have only gotten flamed for wasting people's time

Please turn up the new chat sound!
Title: Re: Build 23
Post by: sk89q on May 30, 2008, 10:03:55 PM
Seems to work for me.

I like the new sounds. The chat ones needs to be turned up, as some have already said. The footsteps sound like really muddy boots... can't wait for surface-specific sounds! :D
Title: Re: Build 23
Post by: jitspoe on May 31, 2008, 03:21:20 AM
Seems to work for me.

I like the new sounds. The chat ones needs to be turned up, as some have already said. The footsteps sound like really muddy boots... can't wait for surface-specific sounds! :D
Those footsteps would be for dirt surfaces (not sure why you think they sound muddy - do they sound squishy?).

Does everybody really have a difficult time hearing the chat sound?  I the new one a lot quieter so it's not annoying when people are chattering away, but that can certainly be adjusted.  Chat really almost doesn't need sounds (though it would be helpful if chat messages were separated from the rest of the game messages... is there already a feature vote for that?).  They're just a  notification to look up.  Maybe it's just me, but things like AIM that play obnoxious sounds every time somebody says something drive me nuts.  I'm trying to remove as many potential annoyances from the game as possible.
Title: Re: Build 23
Post by: Eiii on May 31, 2008, 03:22:34 AM
I, for one, like the new volume. And the new steps sound squishy in that they don't seem to have much definition, if that makes any sense. They're kinda fuzzy.
Title: Re: Build 23
Post by: jitspoe on May 31, 2008, 03:23:38 AM
Well, true, they're on softer ground, but they don't "splortch" like mud.
Title: Re: Build 23
Post by: i_am_a_pirate on June 01, 2008, 02:00:39 PM
I liked the chat sound before how it was. It was the right volume as usually in a match,/pub, when people are talking.. I kinda wanna know about it.

It also helps in recon eg. If a recon skill for one clan is the amount of chat noises you hear is how many people there are left, then you might want to hear the chat sound. Or if you miss a vital bit of recon because you didnt hear the tone. That happens to me sometimes because of my 1600x1000ish screen resolution.. which I like so no telling me to change it!
I'm liking the new spyder, PGP and auto sounds. Can't remember what other ones are changed. You may want to be careful that you don't change them too regularly - I was only just getting used to the b21 sounds!

Good work on this one, though.
Title: Re: Build 23
Post by: Eiii on June 01, 2008, 03:45:06 PM
Lol, 'recon skill'. Maybe now you'll pay more attention to the game and less to your human wallhacks. :D

Anyway, I don't think the chat sound is checked for modification. You should be able to stick the old one back in.

EDIT: Yep, it's not there. And anyway, now there's a separate sound for teamchat now, so this change is actually good for you. :P
Title: Re: Build 23
Post by: i_am_a_pirate on June 02, 2008, 03:41:41 AM
Lol, 'recon skill'. Maybe now you'll pay more attention to the game and less to your human wallhacks. :D

Anyway, I don't think the chat sound is checked for modification. You should be able to stick the old one back in.

EDIT: Yep, it's not there. And anyway, now there's a separate sound for teamchat now, so this change is actually good for you. :P
lol, I like the team-chat and normal chat sounds, I just think that they need to be turned up. I'm usually the one doing all the recon!

EDIT

probably cos i suck
Title: Re: Build 23
Post by: Zorchenhimer on June 02, 2008, 02:43:28 PM
I like the new sounds.  Especially the chat sounds.  I like them low.
Title: Re: Build 23
Post by: i_am_a_pirate on June 03, 2008, 02:19:06 AM
When someone caps grabs the flag, I can't hear them at all, though.
The new guns sound sexy.. i always wondered why the PGP did that animation - I thought that it was hand powered!
Title: Re: Build 23
Post by: jitspoe on June 03, 2008, 10:34:10 AM
You can't hear the grab sounds, or you can't hear the chat while people are grabbing the flag?  The grab/cap sounds probably need to be adjusted/replaced as well.
Title: Re: Build 23
Post by: i_am_a_pirate on June 03, 2008, 03:28:54 PM
I can't hear the chat while people are grabbing the flag.

ty for turning down the LEEERRROOY JENKINS!!!
Title: Re: Build 23
Post by: Davy Jones on June 04, 2008, 01:33:06 AM
I downloaded the pretest and saved it where all my builds are, and I extracted the file whole folder and I open folder and go to the Dp2 Icon and double click it and I get some kind of error.

paintball2.exe Unable To Locate Component

X   This Application has failed to start because pthreadVC.dll was not found. Re-installing the application may fix this problem.

I re-installed it like 100 times and yet I get the same error.

Please Help!!!
Title: Re: Build 23
Post by: Zorchenhimer on June 04, 2008, 02:07:11 AM
It's an update, not full install.  Copy/paste your build 22 folder (or next lowest) and rename it "paintball2b23" or something clever.  Then extract the files on top of that.  It will replace a bunch of files.
Title: Re: Build 23
Post by: Davy Jones on June 04, 2008, 02:56:51 AM
I didn't get the Build 22 Pack, I only got the update.
Title: Re: Build 23
Post by: KnacK on June 04, 2008, 08:02:42 AM
It's an update, not full install.  Copy/paste your build 22 folder (or next lowest) and rename it "paintball2b23" or something clever.  Then extract the files on top of that.  It will replace a bunch of files.
Title: Re: Build 23
Post by: Davy Jones on June 04, 2008, 01:23:32 PM
Quote
Re: Build 23
« Reply #44 on: Today at 07:02:42 AM » Quote 

--------------------------------------------------------------------------------

Quote from: Zorchenhimer on Today at 01:07:11 AM
It's an update, not full install.  Copy/paste your build 22 folder (or next lowest) and rename it "paintball2b23" or something clever.  Then extract the files on top of that.  It will replace a bunch of files.

I still don't know what you mean by copying and pasting my Build 22 folder, when I don't have one. I only have a folder that has my build updates and a paintball folder in my C:Drive that has pball, maps, textures and everything else. And the updates and fulls have a paintball splat and a red big arrwo facing downwards. So a little detal?
Title: Re: Build 23
Post by: i_am_a_pirate on June 04, 2008, 02:59:46 PM
it's ok, he thought that you had a seperate folder for b21, b22, etc. Did you extract it to the right place? did you extract it to C:\games\ AND NOT C:\games\paintball2 ?
Do you have zorch's menus?
Do you have any custom add-ons?
Can you find a file called pthreadVC.dll ?
If you did, then post it here...
Title: Re: Build 23
Post by: Davy Jones on June 04, 2008, 05:15:13 PM
Quote
Re: Build 23
« Reply #46 on: Today at 01:59:46 PM » Quote 

--------------------------------------------------------------------------------

it's ok, he thought that you had a seperate folder for b21, b22, etc. Did you extract it to the right place? did you extract it to C:\games\ AND NOT C:\games\paintball2 ?
Do you have zorch's menus?
Do you have any custom add-ons?
Can you find a file called pthreadVC.dll ?
If you did, then post it here...

I extracted it to C:\games\paintball2.
Don't know what a Zorchs Menu is, don't know where to get one.
Don't know what a custom add-ons is, don't know where to get one.
I found a file calling pthreadVC.dll, but I don't know how to post it here.
Title: Re: Build 23
Post by: wade on June 04, 2008, 09:53:44 PM
sounds are much better.
Title: Re: Build 23
Post by: i_am_a_pirate on June 05, 2008, 11:11:50 AM
I extracted it to C:\games\paintball2.
Good

Don't know what a Zorchs Menu is,
Good

I extracted it to C:\games\paintball2.
Don't know what a custom add-ons is,
Good

I found a file calling pthreadVC.dll, but I don't know how to post it here.
Click reply under this message and click 'additional options...'
Click browse
select pthreadVC.dll and press enter
Click submit
Title: Re: Build 23
Post by: KnacK on June 05, 2008, 01:15:09 PM
files of type dll cant be attached unless they are zipped up.
Title: Re: Build 23
Post by: b00nlander on June 05, 2008, 01:18:53 PM
Davy Jones, do you have a full install of paintball anywhere at all?

If not, install a full version first, then the update
Title: Re: Build 23
Post by: Davy Jones on June 05, 2008, 02:16:06 PM
I have a full alpha build 016 version, the rest are updates
Title: Re: Build 23
Post by: Davy Jones on June 05, 2008, 02:19:06 PM
Nevermind I got help from Eiii, its working thanks Eiii, and thanks for your other options guys :P :D ;D

But whats with the low chat sound, and the autococker sound change, Good Job on the pgp Jitspoe I like it :D
Title: Re: Build 23
Post by: getrdone on June 09, 2008, 11:30:49 AM
is there a standalone build 23 file or can someone tell me in depth how to update my previous build (21)
Title: Re: Build 23
Post by: i_am_a_pirate on June 09, 2008, 02:03:35 PM
http://digitalpaint.planetquake.gamespy.com/files/
Title: Re: Build 23
Post by: jitspoe on June 16, 2008, 11:44:25 PM
Finally got an installer put together for the update:

http://dplogin.com/files/clients/windows/paintball2_build023_update_pretest1.exe
Title: Re: Build 23
Post by: jitspoe on June 19, 2008, 01:53:57 AM
Full install: http://dplogin.com/files/clients/windows/paintball2_build023_full_pretest1.exe - still uploading, so it may be incomplete if you download shortly after I make this post.
Title: Re: Build 23
Post by: EdG Y on June 22, 2008, 12:28:00 PM
Nice, I like the new PGP sound, it sounds quite comical. :)
Title: Re: Build 23
Post by: Foxhound on June 23, 2008, 10:28:54 PM
I'm just waiting for it to be put under the Files/Downloads section. The sooner the better ;)
Title: Re: Build 23
Post by: yossarianuk on June 25, 2008, 12:57:43 PM
Is there a 0.23 pretest for linux ?
Title: Re: Build 23
Post by: jitspoe on June 25, 2008, 01:51:07 PM
There will be soon.  I've been pretty busy with real life stuff, so I haven't had time to put it together.
Title: Re: Build 23
Post by: yossarianuk on June 30, 2008, 09:21:05 AM
thanks for the response Jitspoe, I'll look out for it when you release it, I take it any bug reports should be posted on this forum?

I'm always amazed at how quick (and to the point) responses are from from you, compare that to  commercial games developers i.e -  Epic...

Cheers
Title: Re: Build 23
Post by: T3RR0R15T on June 30, 2008, 09:39:23 AM
Is the next release the pretest2 or the final b23 ?
Title: Re: Build 23
Post by: jitspoe on June 30, 2008, 10:22:30 AM
Is the next release the pretest2 or the final b23 ?
Final, unless somebody points out something blatantly wrong.
Title: Re: Build 23
Post by: T3RR0R15T on June 30, 2008, 10:54:04 AM
Ok :)

U fixed the warmup mode bug?
U fixed some new bugs from the feature vote list?
The other new features were "Implemented" or "In progress" now?


And pls release a "b23 linuxserver full" to make it complete. The last full release is from build 18 (19, 20b, 21 are updates only).
Title: Re: Build 23
Post by: jitspoe on July 11, 2008, 11:26:48 AM
Full linux install: http://dplogin.com/files/clients/linux/paintball2_build023_linux_full_pretest1.tar.gz
Title: Re: Build 23
Post by: Zorchenhimer on July 11, 2008, 02:37:45 PM
Schweetness!
Title: Re: Build 23
Post by: Apocalypse on July 12, 2008, 09:18:37 AM
Full linux install: http://dplogin.com/files/clients/linux/paintball2_build023_linux_full_pretest1.tar.gz
w00t!
Title: Re: Build 23
Post by: w3b5t3r on July 14, 2008, 09:27:25 AM
I think you should change the sound of jumping, cuz it's a bit irritating at the end

When you jump in real life, do you make a noise like this ? No.

A correct noise would be an expiration, or something like when you carry dumbbells
Title: Re: Build 23
Post by: jitspoe on July 14, 2008, 10:20:55 AM
I think you should change the sound of jumping, cuz it's a bit irritating at the end

When you jump in real life, do you make a noise like this ? No.

A correct noise would be an expiration, or something like when you carry dumbbells
I was actually going to change the jump sound in this build, but it sounded so weird after hearing the old one for so long that I figured a lot of people wouldn't like it.  I think, ultimately, I'll make an option to just shut off the jump sound and make it play a loud footstep sound so people can play with what they prefer.
Title: Re: Build 23
Post by: w3b5t3r on July 15, 2008, 03:53:09 AM
kk, thx :)

In fact, I'm not irritated of the actual sound, but my parents are :p
Title: Re: Build 23
Post by: Zorchenhimer on July 15, 2008, 02:15:21 PM
Headphones?
Title: Re: Build 23
Post by: w3b5t3r on July 15, 2008, 04:04:55 PM
No, only speakers
Title: Re: Build 23
Post by: i_am_a_pirate on July 15, 2008, 04:35:53 PM
bah, buy headphones - gives you a better sense of direction...
Title: Re: Build 23
Post by: w3b5t3r on July 16, 2008, 04:12:26 AM
I have hpnes but I use it for my other computer.
Title: Re: Build 23
Post by: Cameron on July 16, 2008, 04:29:04 AM
Me playing paintball alone drives my mum mad :P let alone the sounds. 
Title: Re: Build 23
Post by: T3RR0R15T on July 16, 2008, 12:42:49 PM
OTB Servers are updated :)
Title: Re: Build 23
Post by: iEATnoobs on July 16, 2008, 10:01:26 PM
Like the new sounds +1 JITSPOE!!!
Title: Re: Build 23
Post by: w3b5t3r on July 17, 2008, 05:00:56 AM
Well, for the gun sounds, you still got VM and it will be perfect.

May should we improve the graphics of the guns, the Automag is a bit inestetic isn't it ?

All guns need to be changed except the carbine.
Title: Re: Build 23
Post by: T3RR0R15T on July 17, 2008, 09:20:56 AM
So many peoples said it, why u dont changed the chat sound? It is too quiet.

Another bug:
There is a bug with the warmup mode.

If i turn it off and start a new map, the counter goes from 25 to 11 and the round starts. Where are the other 11 secounds?
Title: Re: Build 23
Post by: jitspoe on July 17, 2008, 11:11:29 AM
Post that in the feature vote forum, if you haven't, so I don't forget about it.  As for the sounds -- they're kind of down to personal preference.  I, and others, don't like annoying, loud, beeps whenever somebody says something.  I can make them louder, but I don't think there's a way to please everybody on this one.
Title: Re: Build 23
Post by: T3RR0R15T on July 17, 2008, 11:14:29 AM
How can i make them louder?

U know a free programm to do it?
Title: Re: Build 23
Post by: jitspoe on July 17, 2008, 03:55:18 PM
sndrec32, Wavosaur, Audacity... there are probably hundreds.
Title: Re: Build 23
Post by: i_am_a_pirate on July 17, 2008, 05:40:29 PM
I have found something blatantly wrong that MAY be due to b23. I have a screen (on my other comp), but basically, I dropped a gun and immediately picked up an automag. When I shot, it made the sound of a VM-68 and I got eliminated and when I looked @ the eliminattion message in the console, it said:

kill (autococker) eliminated >>AERO<<iamapirate (500 round Hopper).

?!?!?
Title: Re: Build 23
Post by: yossarianuk on July 19, 2008, 12:36:43 PM
Thanks - the 0.23 prebuild linux client is working fine on all distros i've tried.

The changes to chat sound are a really wise decision

cheers  :P
Title: Re: Build 23
Post by: jitspoe on July 21, 2008, 12:47:50 PM
I have found something blatantly wrong that MAY be due to b23. I have a screen (on my other comp), but basically, I dropped a gun and immediately picked up an automag. When I shot, it made the sound of a VM-68 and I got eliminated and when I looked @ the eliminattion message in the console, it said:

kill (autococker) eliminated >>AERO<<iamapirate (500 round Hopper).

?!?!?
Strange - sounds like something got screwed up in memory.  Were you playing on a server or just testing locally?
Title: Re: Build 23
Post by: i_am_a_pirate on July 21, 2008, 01:00:25 PM
server. I does sound like a server error considering it probably appeared on everyone's comp. However, I don't know what server it was on!
Title: Re: Build 23
Post by: Laged on July 21, 2008, 01:01:42 PM
And you don't have/can't find the demo, right?
Title: Re: Build 23
Post by: i_am_a_pirate on July 21, 2008, 01:13:31 PM
I can try later. My bros on that comp. I need to go and do homework, now, lol.
I'm pretty sure I'll have the demo, but it's just a case of finding it..
Title: Re: Build 23
Post by: Laged on July 21, 2008, 01:15:37 PM
That would help pretty much, good luck finding it :P I delete all my (useless) demos every week, easier to find demos when needed.
Title: Re: Build 23
Post by: i_am_a_pirate on July 22, 2008, 11:59:56 AM
whaa? My demo seems not to have recorded... I know this sounds really suspicious, but i really can't find any from since i got my internet back - looks like it hasn't been recording..
Title: Re: Build 23
Post by: Laged on July 22, 2008, 12:11:56 PM
Some servers don't autorecord. Once I was in a pub, the map was arm, I think I killed 2 guys with 1 PGP shot. Of course it didn't record it and no proof. Might as well be something weird but yeah, don't know.
Title: Re: Build 23
Post by: T3RR0R15T on July 22, 2008, 12:54:34 PM
Cant find anything in the OTB pub serverlogs.
Title: Re: Build 23
Post by: jitspoe on July 22, 2008, 03:29:49 PM
Cant find anything in the OTB pub serverlogs.
Probably won't show up in the server logs.  Sounds like something with the indexing got screwed up on the client side.  When a player connects, he syncs up with all the server ID's for different sounds and whatnot.  Like sound # 100 could be the pgp, 101 the trracer, etc.  I added something similar for elimination messages to cut down on bandwidth.  If this somehow got out of sync during a map change/connection, it could play all kinds of wrong sound effects / display wrong messages.  This is the first time I've heard of that happening, though.  I don't know what would have caused it.
Title: Re: Build 23
Post by: T3RR0R15T on July 22, 2008, 04:08:08 PM
I added something similar for elimination messages to cut down on bandwidth.
In this build?
Title: Re: Build 23
Post by: jitspoe on July 22, 2008, 04:35:36 PM
In this build?
No, it's been in there for a long time - build 17, maybe?
Title: Re: Build 23
Post by: i_am_a_pirate on July 23, 2008, 07:29:38 AM
it might be that my computer can't physically load some maps because they are too big - the game just crashes. My internet connection is amazingly slow. My best ping is usually around 80.
Title: Re: Build 23
Post by: eradicator on August 06, 2008, 07:22:36 PM
I have Build 23 but is there a way I can get the old chat sound back? I can barely hear the new one.
Title: Re: Build 23
Post by: T3RR0R15T on August 07, 2008, 10:24:58 AM
ftp://www.otb-server.de/pub/Game/paintball2_build023_update_oldsounds.zip

Unzip it and copy the pball/sound/misc/talk.wav and the pball/sound/misc/talk_team.wav over ur sounds.
Title: Re: Build 23
Post by: ViciouZ on August 07, 2008, 11:08:57 AM
Everything seems to be working fine on Vista Basic 64, even on an ATi card! :D
Title: Re: Build 23
Post by: T3RR0R15T on August 07, 2008, 11:56:03 AM
Vista Ultimate 64 with Nvidia, too.
Title: Re: Build 23
Post by: eradicator on August 07, 2008, 08:17:37 PM
Thanks T3RR0015T.

Another thing, I cant seem to find my demos folder now that I have build 23? direct default location please.
Title: Re: Build 23
Post by: Zorchenhimer on August 08, 2008, 01:34:31 AM
The folder isn't in the clean install.  It gets created when a demo is made.  Either way, its "paintball2\pball\demos".
Title: Re: Build 23
Post by: eradicator on August 08, 2008, 05:26:58 PM
how do you start recording a demo, I know it sometimes does it automatically but what do I do if I wanna manually start recording?

Oh and I think I had the worst instalation ever, first some of the sky textures were missing(all the ones for ub_rooftop), second I'm missing some sounds I think because when I play I keep hearing a static noise for some sound, I'm not sure which one, and in maps like shock and blitz I can barely see the clear barriers, which I still dont know how to fix.
Title: Re: Build 23
Post by: jitspoe on August 08, 2008, 05:38:16 PM
record <demoname>

Or, if you want to automatically add the map and time stamp to the demo filename,

arecord <demoname>
Title: Re: Build 23
Post by: eradicator on August 08, 2008, 06:03:39 PM
Ok thank you, but how do I fix my other problems?
Title: Re: Build 23
Post by: jitspoe on August 08, 2008, 06:12:15 PM
You'll have to track down the missing media.  The ub_rooftop sky isn't included.  You couldn't just install the update?
Title: Re: Build 23
Post by: eradicator on August 08, 2008, 08:22:12 PM
Well first I updated then I hated all the new sounds(still do) so I went back to build 19, but then remembered that some servers require a more recent build so I went back to 23. I'm gonna try to reinstall it to see if the missing media is back, should I completely uninstall and reinstall or just update?
Title: Re: Build 23
Post by: coLa on August 09, 2008, 02:58:49 PM
does anyone have an unedited sound folder that i can have? the new sounds actually make it feel weird for me. i'd like to replace them. so..... please!?!?!?!?!? ;D
Title: Re: Build 23
Post by: i_am_a_pirate on August 10, 2008, 01:25:22 PM
check the otb ftp server. Getting link....

it'll be somewhere in here: ftp://www.otb-server.de/pub/
Title: Re: Build 23
Post by: eradicator on August 11, 2008, 12:38:13 AM
ftp://www.otb-server.de/pub/Game/paintball2_build023_update_oldsounds.zip

Unzip it and copy the pball/sound/misc/talk.wav and the pball/sound/misc/talk_team.wav over ur sounds.

Is it that?
Title: Re: Build 23
Post by: i_am_a_pirate on August 11, 2008, 12:59:44 PM
ftp://www.otb-server.de/pub/Game/paintball2_build023_update_oldsounds.zip

Unzip it and copy the pball/sound/misc/talk.wav and the pball/sound/misc/talk_team.wav over ur sounds.
Is it that?
yarr, my bad. That's the one.
Title: Re: Build 23
Post by: mewa on August 27, 2008, 01:33:18 AM
:)

First impression, I like the new chat sound, but amongst all the background noises and guns, it feels a litttttle too quiet.

yootz is correct.

I think I've mentioned this before, but here it is again:

1.)  The recordings need help. All of the gun sounds have  clipping issues (recorded at too high a level so the loudest parts of the scale), many recordings are mainly clipped waves. Clipping digital audio only results in incredible levels of distortion, which means most the guns sound like "kuchsshshshhhshshsh".

2.) The final sounds all need to be relative to eachother. They are fairly close right now, but a few are stray.

3.) Various coding (?) issues. One that stands out is when a play grabs/caps/releases two flags at once, the same sound is somehow layered. The result is a sound effect that is twice (6db) as loud as it should be. Through speakers its very noticeable, through headphones its painful. Another one is when switching between the OS and game, some remnant sounds from the absent period are played back upon rejoining. I'm thinking this is a directsound buffer issue, but I really have no idea.

I would like to assist with the audio but my initial offer of aid quickly got turned into a request for me to record new sounds. This I cant do, mainly because of equipment. I don't have field recording capabilities nor the guns or any other paintball items.

What I am able to do is to take original recordings and master them into a final comprehensive set of gaming sounds. The only limitation is that the sounds must not be in a irrecoverable state. Clipping is highly destructive to the waveform as any signal that outside of the recording window is absent except for the artifacts left behind. This means that the clipped set of recordings we currently use cannot be manipulated to any substantial improvement.

The solutions are either the original set of these recordings before any type of amplification sent them into a clipped state, or a new set of recordings which simply aren't clipped. Whoever is doing the recording must have someway to monitor and adjust the input. If you have a meter on your recording software/device (I don't know of any that don't), use it. The signal should never hit 0db, and should stay below -3db. Even if you record what seems to be a very soft signal, it's much more workable than recorded hot or clipped. Feel free to contact me about recording techniques.

Lastly, I'm more than willing to record sounds if people will send me the guns on loan.

I can help with getting sound effects together, and any kind of mastering work. If you truly want to go to releasable state there are plenty of cheesy free sound effects out there. Personally, I wouldn't do an overhaul until the RIAA came with a subpoena.


mewa.rules
Title: Re: Build 23
Post by: jitspoe on September 02, 2008, 02:08:05 AM
This probably needs to be a new topic, but:

1) Yeah, clipping is a problem.  Unfortunately the only decent mic I have is dynamic, so when a weapon fires, it picks up way too much.  The other problem is that the weapons are just loud in general.  Not as loud as real firearms, but still probably 10x's louder than anything else in the game.  I'd like to invest in some better recording equipment at some point, but even with the clipping issues, the new sounds sound a lot better than the old ones and pretty much exactly like what they sound like in real life.  The sounds are only like 1/10th of a second long, so I'm not sure how you're hearing anything past "k" with your "kuchsshshshhhshshsh".  Plus most of the sound generated is from ~800 PSI of air rapidly escaping from a valve.  You've pretty much described what high pressure air escaping sounds like. ;)  Also, make sure you've set the sound in-game to 48khz - the sound resampling code is pretty bad (I need to make a feature vote for that).

2) Trying to make that happen with the new sounds, but there are still a lot of old ones that are unbalanced.

3) 2 of the same sound should be twice the volume of 1 sound, no?  Not always the best thing, but maybe you have your volume too high if it's painful?  The alt-tab cutting off sound then playing them all back at once I think was a design choice in the quake2 engine.  You can put up a feature vote for an option to change that, maybe.  Not sure how difficult it would be.

I could send you some raw recordings.  Is there a weapon you think sounds particularly bad?  I've got like half a gig of audio files, so I'm not going to send them all.  Also, do you have access to ANY paintball guns you could record?  I'd be curious to see how your recordings differ.
Title: Re: Build 23
Post by: webhead on September 02, 2008, 04:55:02 AM
jits - Samson makes some good mics that hook straight up with a USB cable.
Look for the C01U, C03U, and Q1U in the links to the right side of this page (http://www.samsontech.com/products/brandpage.cfm?brandID=2).
I actually own a Q1U and have been thoroughly impressed with its sound quality and high-SPL handling. I paid about $50 or 60-something, i think.

on amazon: [Q1U (http://www.amazon.com/Q1U-USB-Dynamic-Recording-Mic/dp/B000EZMYRS)] [C01U (http://www.amazon.com/Samson-CO1U-USB-Condenser-Mic/dp/B000AP1RE8)] [C01U + shock mount bundle (http://www.amazon.com/Samson-C01U-Shock-Mount-Bundle/dp/B000BR0U1Q)]

alternatively, there are the Snowball (http://www.amazon.com/Blue-Microphones-Snowball-Microphone-Bundle/dp/B000EOPQ7E) and Snowflake (http://www.amazon.com/Blue-Microphones-Snowflake-USB-Microphone/dp/B0012AUHXW), made by Blue - both USB mics as well.
Title: Re: Build 23
Post by: jitspoe on September 05, 2008, 10:59:46 AM
Found the problem wasn't with my mic - it was the input settings.  I'll be recording some new sounds the next time I get the chance.
Title: Re: Build 23
Post by: mewa on September 07, 2008, 06:25:36 PM
Do you wanna just make it a new topic somewhere referring to general sound issues? Let me know where it goes.