Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on August 19, 2009, 10:29:02 AM

Title: Build 28
Post by: jitspoe on August 19, 2009, 10:29:02 AM
Didn't get everything done I wanted to, but I wanted to wrap this up for a LAN party, so here it is.  The main feature is surface-specific footstep sounds.  You can also use "s_nojump" to disable the jump sound.  I'd like some feedback as to whether jump sounds should be disabled by default or not.

As always, this is a pre-test release, so if there is some exploit or something found with this build, I reserve the right to disallow its use and ban people who refuse to stop using it.  (Shouldn't happen, but just in case...)

Full Install:
http://digitalpaint.epicfail.us/files/paintball2_build028_full_pretest1.exe

Update:
http://digitalpaint.epicfail.us/files/paintball2_build028_update_pretest1.exe
Title: Re: Build 28
Post by: b00nlander on August 19, 2009, 10:45:51 AM
release notes please :)
Title: Re: Build 28
Post by: _burnt on August 19, 2009, 10:53:00 AM
I like it a lot more without the jump sound. Also the grass sound is quieter than the others, so if my volume is down it's hard to hear. But when i turn it louder, the other sounds come annoyingly loud to me.
Title: Re: Build 28
Post by: Viper on August 19, 2009, 11:02:28 AM

build028 (2009-08-14):
- Feature: Surface specific footstep sounds.
- Cvar: s_nojump - disables jumping grunt sound and plays an extra footstep sound instead.  7:04 PM 7/19/2009
- Tweak: Switched all falling sounds to use the basic land sound (pain grunts got annoying and they didn't really fit since there is no falling damage).  Also mixed in a surface-specific foot step sound so landing sounds more natural.  7:05 PM 7/19/2009
- Tweak: Defaulted s_resamplevolume to 0.35 so old sounds aren't louder than new sounds.
Title: Re: Build 28
Post by: jitspoe on August 19, 2009, 11:05:56 AM
I like it a lot more without the jump sound. Also the grass sound is quieter than the others, so if my volume is down it's hard to hear. But when i turn it louder, the other sounds come annoyingly loud to me.
Well, grass is supposed to be quieter than other surfaces.  What sounds are annoyingly loud?  What's your s_resamplevolume set to?
Title: Re: Build 28
Post by: T3RR0R15T on August 19, 2009, 11:11:51 AM
Client:
Code: [Select]
build028 (2009-08-14):
- Feature: Surface specific footstep sounds.
- Cvar: s_nojump - disables jumping grunt sound and plays an extra footstep sound instead.  7:04 PM 7/19/2009
- Tweak: Switched all falling sounds to use the basic land sound (pain grunts got annoying and they didn't really fit since there is no falling damage).  Also mixed in a surface-specific foot step sound so landing sounds more natural.  7:05 PM 7/19/2009
- Tweak: Defaulted s_resamplevolume to 0.35 so old sounds aren't louder than new sounds.

Server:
Code: [Select]
*** 1.917 build 166 ***
- Mapinfo files defaulting to DM will no longer have TDM as a default to cycle to. 12:15 AM 7/2/2009
- mute/unmute commands. 12:07 PM 7/5/2009
- "nextmap" command. 1:18 PM 7/5/2009
- "g_autobalance" half implemented.  Setting it to 2 will disallow players from joining any team but "auto".



What means 'but "auto" ' ?
Title: Re: Build 28
Post by: _burnt on August 19, 2009, 11:12:46 AM
Well, grass is supposed to be quieter than other surfaces.  What sounds are annoyingly loud?  What's your s_resamplevolume set to?

s_resamplevolume is 0.35. I meant that, in my opinion the grass sound is so quiet that i need to turn volume to hear it well. After that the other sounds come too loud
Title: Re: Build 28
Post by: T3RR0R15T on August 19, 2009, 12:12:08 PM
nextmap: Please add Pong to the valid game modes list.

s_nojump: Let me test it a few days.

mute/unmute: I can mute and unmute client numbers, which are not on the server. ++ Maybe add "mute all" / "unmute all". ++ Maybe send the muted client a message, when he try to say something. (Like: "You are muted.") ++ Maybe check for reconnects and automute a muted player again.

Title: Re: Build 28
Post by: Kyuuchi on August 19, 2009, 12:43:39 PM
Been waiting for this build too come out. So far, it's very nice. Good work jitspoe and ViciouZ
Title: Re: Build 28
Post by: T3RR0R15T on August 19, 2009, 01:16:53 PM
So far, it's very nice. Good work jitspoe.
and ViciouZ :)


EDIT:
The overflow bug (http://dplogin.com/forums/index.php?topic=17600.0) is in this build too.
Title: Re: Build 28
Post by: jitspoe on August 19, 2009, 02:07:35 PM
If you type "join auto", it joins the team with the fewest players, or keeps you on your team if the teams are balanced.

Is pong not on the "newmap" command?  Nextmap is basically the same thing, except it doesn't change instantly.  It uses most of the same code.
Title: Re: Build 28
Post by: T3RR0R15T on August 19, 2009, 02:13:04 PM
If i type in "nextmap" without a map and gamemode it shows me a list of the gamemodes. That is, what i mean. Pong works, but it is not in the list.
Title: Re: Build 28
Post by: Kyuuchi on August 19, 2009, 04:43:10 PM
and ViciouZ :)

:D Edited just for you.
Title: Re: Build 28
Post by: UDead on August 20, 2009, 09:17:21 AM
the metal footsteps get a little load when going over a lot of metal. also might be offtopic but, i got some hr4 env and now im laging some in the game, does that slow me down?
Title: Re: Build 28
Post by: RiMiNi on August 20, 2009, 11:26:24 AM
Is the 'lag script' fixed in this build? (Binding cl_cmdrate lower and higher to 'lag' through shots at certain times, ie. grabbing & capping.)
Title: Re: Build 28
Post by: idias on August 20, 2009, 03:09:31 PM
the metal footsteps get a little load when going over a lot of metal. also might be offtopic but, i got some hr4 env and now im laging some in the game, does that slow me down?
I have to agree with udead, when you're going over metal you ear it better than shooting, and it gets really annoying, besides that good job on this build.
Title: Re: Build 28
Post by: jitspoe on August 20, 2009, 05:30:04 PM
Which metal is too loud?  The thin metal (barrels, sheets, etc) or thick metal (solid brown/grey/colored metal), or both?
Title: Re: Build 28
Post by: idias on August 20, 2009, 05:33:24 PM
Thick metal is louder I think
Title: Re: Build 28
Post by: UDead on August 21, 2009, 04:11:50 AM
I love the barrel sounds, the tread plate is fine I think it’s the metal5_8 and that category. Also when I walk on it I hear more than four footsteps like I have more than four feet, Idk.
Title: Re: Build 28
Post by: musickid999 on August 21, 2009, 10:38:14 AM
Also when I walk on it I hear more than four footsteps like I have more than four feet, Idk.

That makes it sound like you have four feet.
Title: Re: Build 28
Post by: jitspoe on August 21, 2009, 11:55:55 AM
I love the barrel sounds, the tread plate is fine I think it’s the metal5_8 and that category. Also when I walk on it I hear more than four footsteps like I have more than four feet, Idk.
That's odd.  The thick metal sound is much quieter than the thin metal sound.  It's barely louder than the asphalt sound, which is probably the quietest footstep sound.  Maybe your speakers or whatever your sound setup is has really loud high-frequency noises?  The thick metal is certainly a higher pitch.  Open paintball\pball\sound\player\step_metalt0.wav in another program and see if that's the footstep sound you're thinking of.
Title: Re: Build 28
Post by: ic3y on August 21, 2009, 12:51:51 PM
Maybe u can release a b28 Update Server Version, so we can try Mute Functions on the Server side.
Title: Re: Build 28
Post by: T3RR0R15T on August 21, 2009, 03:42:28 PM
s_nojump: Let me test it a few days.

Enable it by default.
Title: Re: Build 28
Post by: UDead on August 21, 2009, 07:43:38 PM
wow it sounds much louder in the game, well idk.
Title: Re: Build 28
Post by: T3RR0R15T on August 22, 2009, 05:06:16 AM
U can remove the gamespy url from the website page.
Title: Re: Build 28
Post by: joonas on August 22, 2009, 09:33:56 AM
In my opinion, it wasn't a good idea to create sounds that represent walking on thin/hollow metal when there is no way for the game to know what is thin or not. For metal to sound hollow, it needs to be thin enough to vibrate properly -from a humans weight- and above the ground so that nothing's stopping the vibration. Mostly that's not the case in the maps we have now.
Title: Re: Build 28
Post by: T3RR0R15T on August 22, 2009, 11:03:09 AM
Do u have some sounds for (stone/sand under) water and ice?
Title: Re: Build 28
Post by: jitspoe on August 22, 2009, 03:35:04 PM
Do u have some sounds for (stone/sand under) water and ice?
In the readme?

As for the thin metal sound, it's applied, based on texture, to barrels, tread, and rivited sheet metal.  The sound could certainly stand to be toned down, but do you have an example of a case where that doesn't make sense?
Title: Re: Build 28
Post by: joonas on August 22, 2009, 03:51:18 PM
do you have an example of a case where that doesn't make sense?

1. In dome, the floor is making me feel uncomfortable with the new sounds.
2. In airtime3, there's some metal placed on the outer edges in certain places. Impossible to make a hollow sound, since the metal is placed on top of something (a light in this case).
3. In nhb, the floor in the middle switches between 2 metal textures. Kinda weird to have different sounds there.
4. In hca_fort, there's tread everywhere. Sometimes the hollow sound fits, sometimes it doesn't.

The sound's not bad, it's just that you hear it from wrong places.
Title: Re: Build 28
Post by: UDead on August 22, 2009, 04:34:48 PM
also i have been hering more than one footstep on some maps with the metal sounds.
Title: Re: Build 28
Post by: jitspoe on August 22, 2009, 07:40:38 PM
also i have been hering more than one footstep on some maps with the metal sounds.
Do you have 3d sound enabled or something?  I haven't heard that at all.  What are your audio settings.  Is there any way you can record it?

joonas: I see your point about dome (though that seems like a weird texture to use on the floor to begin with).  I disagree with the lights;  lights are just a hollow metal box with a light bulb, so how is it impossible to make a hollow sound? :)

In any case, for next release, perhaps I need to work on a non-hollow thin metal sound, and just leave the hollow thin metal on the barrels?
Title: Re: Build 28
Post by: joonas on August 23, 2009, 03:36:13 AM
I disagree with the lights;  lights are just a hollow metal box with a light bulb, so how is it impossible to make a hollow sound? :)
I said something stupid there ><

But anyway, I have started to grow fond of the hollow sounds. Probably been thinking about them too much and lost my newcomer point of view on them.
I renamed the sounds so that the hollow sounds were replaced by the thick ones. After a little running around I felt the need to change them back o.O

Edit: I sometimes hear 2 footsteps when i jump. That's what UDead is talking about, i think.
I don't mind it myself.
Title: Re: Build 28
Post by: UDead on August 23, 2009, 05:31:08 AM
is ther a glass footstep sound?
Title: Re: Build 28
Post by: T3RR0R15T on August 23, 2009, 06:11:19 AM
In the readme?

What do u mean with that question?
The readme has only the text "Feature: Surface specific footstep sounds.", but not which sounds.

Maybe, can u make some water sounds with different undergrounds and in the winter some ice sounds?



There is a (new?) bug:
TDM: My team wins 50:00. When now someone die (through a paintgren) after the last round ends, it shows the scoreboard and the points are 49:01.
Title: Re: Build 28
Post by: jitspoe on August 23, 2009, 02:01:27 PM
What do u mean with that question?
Sorry, quoted the wrong post.  I meant to quote this one:

U can remove the gamespy url from the website page.
Is that just in the readme, or somewhere else?

Edit: I sometimes hear 2 footsteps when i jump. That's what UDead is talking about, i think.
It plays an extra footstep sound instead of a jump grunt when you jump and s_nojump is set.  I could make it only play one, but I kind of wanted it to be more audible.

is ther a glass footstep sound?
It just uses the asphalt sound.

Quote
There is a (new?) bug:
TDM: My team wins 50:00. When now someone die (through a paintgren) after the last round ends, it shows the scoreboard and the points are 49:01.
Not new, but it's pretty rare.
Title: Re: Build 28
Post by: T3RR0R15T on August 23, 2009, 02:19:42 PM
Is that just in the readme, or somewhere else?
Ingame: website menu.
Title: Re: Build 28
Post by: MyeRs on August 23, 2009, 06:21:42 PM
Shockwave just got the build and told me he's getting modified content warning. So can he play with it? Or does he have to go back to 27?
Title: Re: Build 28
Post by: jitspoe on August 23, 2009, 08:47:49 PM
Shockwave just got the build and told me he's getting modified content warning. So can he play with it? Or does he have to go back to 27?
Tell him to do a full install.
Title: Re: Build 28
Post by: pheeks on August 24, 2009, 08:07:29 AM
Can you edit the s_nojump command so it disables you from hearing YOUR jump sounds but you can hear others jumping?

EDIT: But this doesn't mean that others can't hear you jump. It just means you can't hear yourself jump.
Title: Re: Build 28
Post by: jitspoe on August 24, 2009, 10:14:13 PM
mute/unmute: I can mute and unmute client numbers, which are not on the server.
Good catch.  This could potentially cause crashes, so I'll fix it before the official release. (Can't believe I forgot sanity checks on that).

Quote
nextmap: Please add Pong to the valid game modes list.
Also fixed that and the website links.

I should have a linux build soon.
Title: Re: Build 28
Post by: bLiNdThInG on August 31, 2009, 04:17:24 AM
At the moment i have only one problem with paintball . .. when your in the heat of battle, maybe a 1 on 1 situation your firing away , and then your gun JAMS/Freezes ! . it is incredible annyouing and theres nothing u can do except try and run away , but that never works and they just shoot you in the back -- i think gun freezing/jamming should be taken away from future releases as it is out of your control and often ruins a good match/fight/1on1 . --- PS build 28 is great ! keep up the good work ! :D -- thx
Title: Re: Build 28
Post by: ic3y on August 31, 2009, 04:39:17 AM
At the moment i have only one problem with paintball . .. when your in the heat of battle, maybe a 1 on 1 situation your firing away , and then your gun JAMS/Freezes ! . it is incredible annyouing and theres nothing u can do except try and run away , but that never works and they just shoot you in the back -- i think gun freezing/jamming should be taken away from future releases as it is out of your control and often ruins a good match/fight/1on1 . --- PS build 28 is great ! keep up the good work ! :D -- thx

Just a Server Setting
Title: Re: Build 28
Post by: bLiNdThInG on September 02, 2009, 04:09:30 AM
ohh... but even so cant it be taken away because surely its just a setting in the game that u can alter?
thx
Title: Re: Build 28
Post by: b00nlander on September 02, 2009, 09:56:53 AM
learn to aim :)
Title: Re: Build 28
Post by: i_am_a_pirate on September 02, 2009, 06:28:27 PM
haha, well it's a setting that the server admin sets that most servers have off anyway. I know for a fact that the tDD pub has it on and it annoys most people because it feels like you're about to get someone when... darn
Title: Re: Build 28
Post by: T3RR0R15T on September 04, 2009, 06:15:21 AM
We have it on and our server is full. It can't be so bad...

The only thing u need to play with it very nice is a little little bit more tactic. U can't run around and spray through the whole map.
Title: Re: Build 28
Post by: bLiNdThInG on September 04, 2009, 11:29:06 AM
yeh thats true it does stop people pointlessy spraying paintballs everywhere which is also annyouing - so its a choice between the two -- ps boonlander my aim is gud, most likely better than urs so its not that --  :)
Title: Re: Build 28
Post by: jitspoe on September 15, 2009, 10:43:37 AM
Given the feedback on the metal sounds, I've made some alternative metal footstep sounds.

http://digitalpaint.epicfail.us/files/build28altmetalfootsteps1.zip

Extract to your paintball2 directory and give feedback, please.
Title: Re: Build 28
Post by: ic3y on September 15, 2009, 12:24:24 PM
Given the feedback on the metal sounds, I've made some alternative metal footstep sounds.

http://digitalpaint.epicfail.us/files/build28altmetalfootsteps1.zip

Extract to your paintball2 directory and give feedback, please.

We want a Linux Server Version ;D
Title: Re: Build 28
Post by: T3RR0R15T on September 15, 2009, 12:27:05 PM
It sounds completely different with them. More like the default footstep, but it sounds more suitable ingame.
Maybe u should keep the "old" sounds for other metal in the future.


What's about the linux server pretest file? :P



EDIT:
The game sometimes kick a random player if i write "kck playername" in the console.
Title: Re: Build 28
Post by: b00nlander on September 15, 2009, 04:03:56 PM
EDIT:
The game sometimes kick a random player if i write "kck playername" in the console.

That's a feature since build 1 :D  Well, I only know since build8 ^^
Title: Re: Build 28
Post by: jitspoe on September 15, 2009, 05:28:25 PM
It sounds completely different with them. More like the default footstep, but it sounds more suitable ingame.
Maybe u should keep the "old" sounds for other metal in the future.


What's about the linux server pretest file? :P



EDIT:
The game sometimes kick a random player if i write "kck playername" in the console.
The thick metal footsteps are the default footsteps with metal sound mixed in.  I reduced the metal significantly - maybe too much?

I've been slacking off on the linux stuff.  My laptop has been turned on with linux booted for the past couple weeks or so.  I just haven't gotten around to finishing it.

"kck" requires a player number.  If you specify something other than a number, it gets converted to "0", and thus kicks the player in the first slot on the server.  If I ever get context (right-click) menus on the scoreboard, that will be a trivial issue to avoid.  You can also use the remote admin menu.
Title: Re: Build 28
Post by: zimtstern on September 16, 2009, 12:53:13 AM
I just delete all metal sounds. Everything works well but im missing a good resolution for my 24 inch monitor.
I still wanna see the taskbar while playing.
Title: Re: Build 28
Post by: T3RR0R15T on September 16, 2009, 10:15:53 AM
The thick metal footsteps are the default footsteps with metal sound mixed in.  I reduced the metal significantly - maybe too much?

Good, can u make another sound pack with a little bit more metal?


"kck" requires a player number.  If you specify something other than a number, it gets converted to "0", and thus kicks the player in the first slot on the server.  If I ever get context (right-click) menus on the scoreboard, that will be a trivial issue to avoid.  You can also use the remote admin menu.

I dont use it, but someone said it to me.
It looks like that command is in one of ur closed scource files. Maybe u can add a check for a number. If it is no int value, do nothing.
Maybe u can split the closed scource files. A lot of things from the feature vote list are in or with it and at the moment nobody can help u very much.
Btn: I have a "light" version from the feature 10215, but i have to find a way to make a cvar external write protected and internal not. And u must help me with the serverbrowser for another thing. I'll write u about that in the next days :P
Title: Re: Build 28
Post by: joonas on September 16, 2009, 11:48:47 AM
The new thin metal sounds are pleasing to the ear. You should use these.
And maybe leave the old ones for the barrels, but also make them 0.9 in volume or something..

The new thick metal sounds are too similar to the asphalt sounds. So, keep the old ones. Or make the new ones more metallic.

__________________________________________

I hope I'm not going out of line now, but..

Requests for future builds
10008 Remove Player Model in First-Person Chasecam
10212 Visual Guide Points for Strafe Jumping

I'd love to see these two being implemented.. :O
And maybe left click to go into camera, jump to get out?
Title: Re: Build 28
Post by: i_am_a_pirate on September 24, 2009, 02:33:35 AM
I just delete all metal sounds. Everything works well but im missing a good resolution for my 24 inch monitor.
I still wanna see the taskbar while playing.

On the monitor instruction manual it will say suggested resolutions - or use the resolution windows is at.

I think there should be an auto-detect resolution for full-screen mode (i.e. the one that windows is running at) just to help people along who are still stuck with an 800x600 resolution when they are playing on a full-cinema HD monitor :D
Title: Re: Build 28
Post by: ic3y on October 09, 2009, 01:47:27 PM
Please a Server Build ;d
Title: Re: Build 28
Post by: yossarianuk on October 17, 2009, 06:11:24 AM
Also waiting for Linux version - in my case for the client as well as server.

This game is low spec enough to work on the cheap linux netbooks coming out ..

Jitspoe if you still need assistance with Linux feel free to message me.
Title: Re: Build 28
Post by: pheeks on October 17, 2009, 05:10:43 PM
I don't know if it's just my computer, but when I shoot a carbine, after the shot sound, there's this *ping* noise. If you are aware of this, please fix it. It is annoying me a LOT. Thanks :)
Title: Re: Build 28
Post by: Bono on November 29, 2009, 04:18:47 AM
When can we expect new version? Build 28 have one annoying me bug, which is impossible to change the files in the folder "pics" (I create my menus. - Some Screens (http://pcdp.cba.pl/forum/viewthread.php?thread_id=6&pid=20#post_20))
Title: Re: Build 28
Post by: pokefriends on January 23, 2010, 11:28:06 AM
Can anybody tell me whats is the probelm...
(http://i48.tinypic.com/ohvc49.jpg)
Title: Re: Build 28
Post by: T3RR0R15T on January 23, 2010, 11:30:24 AM
Sure, you have no player model textures.
Title: Re: Build 28
Post by: pokefriends on January 23, 2010, 11:31:36 AM
Where can i find ? please help lol
Title: Re: Build 28
Post by: T3RR0R15T on January 23, 2010, 12:49:02 PM
Run the installer (full version) again.