Author Topic: Build 21  (Read 65194 times)

y00tz

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Re: Build 21
« Reply #20 on: February 14, 2008, 02:01:40 PM »
Map switch on TDM server please? It's been that same map almost every time I played, I love the new sounds by the way.

jitspoe

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Re: Build 21
« Reply #21 on: February 14, 2008, 03:22:31 PM »
Map switch on TDM server please? It's been that same map almost every time I played, I love the new sounds by the way.
What has it been stuck on?

Dropzone is pretty interesting in TDM since it has 4 teams.  You have to track down and kill the team with the most points to keep them from winning.

I've got a full install available now: http://dplogin.com/files/clients/windows/paintball2_build021_full_pretest1.exe

Edit: And the patch installer: http://dplogin.com/files/clients/windows/paintball2_build021_update_pretest1.exe

Garrett

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Re: Build 21
« Reply #22 on: February 14, 2008, 05:41:17 PM »
That's the one. I should talk to him about finishing it before b21 is done so it can make its way onto pubs, especially in tdm mode :)

Yea that map seems to be a very good map for the mode.  Although the map is big, You find some very quick in it because of the layout.

Yeah:
http://dplogin.com/dplogin/featurevote/feature.php?id=10069
http://dplogin.com/dplogin/featurevote/feature.php?id=10020
http://dplogin.com/dplogin/featurevote/feature.php?id=10021
http://dplogin.com/dplogin/featurevote/feature.php?id=10058
http://dplogin.com/dplogin/featurevote/feature.php?id=10009

We need to update the feature vote filter results then so the following implementations are in the implemented section.
Questions about the team death match mode. 
Is FF able to be turned off?  Most Team Death match game modes in other games give you the option to toggle friendly fire.
Is that how you have the scoring system locked being able to remove kills from another team?  This is the first I have seen in this mode.  Most times the only way you can remove kills from your team is through friendly fire.
« Last Edit: February 14, 2008, 06:35:01 PM by Garrett »

jitspoe

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Re: Build 21
« Reply #23 on: February 14, 2008, 06:51:41 PM »
Friendly fire can be enabled or disabled the same way as it can in other game modes (ffire cvar).  I just had it turned on on the server to make things more interesting.  Friendly fire doesn't impact the team score.  The tug-of-war scoring system is hard coded at the moment.  The reason I did that is because on a crowded server, getting 50 points would probably take less than a minute and the map would be over.  I might add some cvars to control the behavior more in the future if there's enough interest.

Fitz

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Re: Build 21
« Reply #24 on: February 14, 2008, 07:50:18 PM »
Is it just me or are the new sounds really loud compared to the old sounds?

The carbine and autococker seem so much louder compared to other ingame noises. They are better quality recordings, but even so, they still seem louder.

Meh, maybe I'm just not used to them yet...

jitspoe

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Re: Build 21
« Reply #25 on: February 14, 2008, 08:05:06 PM »
I went ahead and made a release and news update.  Still working on the Linux package, though.

Garrett

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Re: Build 21
« Reply #26 on: February 14, 2008, 08:18:18 PM »
Friendly fire can be enabled or disabled the same way as it can in other game modes (ffire cvar).  I just had it turned on on the server to make things more interesting.  Friendly fire doesn't impact the team score.  The tug-of-war scoring system is hard coded at the moment.  The reason I did that is because on a crowded server, getting 50 points would probably take less than a minute and the map would be over.  I might add some cvars to control the behavior more in the future if there's enough interest.
I thought thats why you made the tug-of-war style scoring system.  Those cvars would be very cool.  That is grounds for a feature request, correct?

Foxhound

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Re: Build 21
« Reply #27 on: February 14, 2008, 08:36:03 PM »
i know Lovers/Audiox were working on a TeamDM map

cant wait to see that released

jitspoe

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Re: Build 21
« Reply #28 on: February 15, 2008, 12:19:01 AM »

MiZ

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Re: Build 21
« Reply #29 on: February 15, 2008, 07:32:37 AM »
I think this will be a cool build, I just have to download it later.It Sounds Great :)

Herron

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Re: Build 21
« Reply #30 on: February 15, 2008, 08:30:03 AM »
No fix for italics/underline bug in funnames  :'(

bitmate

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Re: Build 21
« Reply #31 on: February 15, 2008, 10:20:35 AM »
I like the new weapon sounds, but it seems like they don't apply for all weapons. I think the VM still has its old sound.

XtremeBain

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Re: Build 21
« Reply #32 on: February 15, 2008, 10:28:41 AM »
Has anyone else noticed an occassional/frequent clipping or distortion noise at the end of shots with these new sounds?  I think it may just be the sound of splats (louder than I remember) from the 3d audio.

T3RR0R15T

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Re: Build 21
« Reply #33 on: February 15, 2008, 01:54:49 PM »
Quote
ERROR: Game Error: Failed to bind socket (10022)

This message comes, if i want start a local server.
Tested with "map ub_cliff" (console) and with the "Start New Game"-Menu.

jitspoe

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Re: Build 21
« Reply #34 on: February 15, 2008, 01:58:32 PM »
Try setting your sound quality to 48khz - that's what the sounds are recorded in.  I haven't had access to some of the weapons (like the vm-68) to record sounds.  Also, on Linux, try using oss instead of alsa.  I get a lot of "choppy" sounds using alsa for some reason, but it's probably just crappy drivers.

T3RR0R15T

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Re: Build 21
« Reply #35 on: February 15, 2008, 02:11:35 PM »
Doesn't work.

Quote
------- Loading ref_pbgl.dll -------
ref_gl version: PB2GL 0.21
Initializing OpenGL display
...setting mode 9: 1280 1024 FS
...attempting fullscreen
...using desktop display depth of 32
...calling CDS: ok
GL PFD: Colour(32bits) Depth(24bits)
Stencil(8bits)
------------------------------------

------- sound initialization -------
Initializing DirectSound
Creating DS buffers
...using secondary sound buffer
   2 channel(s)
   16 bits/sample
   48000 bytes/sec
dsound init succeeded
sound sampling rate: 48000
------------------------------------

joystick not found -- no valid
joysticks (a5)

====== Paintball II Initialized ======


70.85.9.178:27900: vninitresponse
70.85.9.178:27900: vnresponse
]map ub_cliff
********************
ERROR: Game Error: Failed to bind socket (10022)
********************
==== ShutdownGame ====

Chef-Killer

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Re: Build 21
« Reply #36 on: February 15, 2008, 02:34:39 PM »
Hehe, maybe build 21 doesn't accept laggy homeserver. I would like it :)

UDead

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Re: Build 21
« Reply #37 on: February 15, 2008, 04:14:43 PM »
 ??? can someone help me....i cant seem to start a new game.... it says "can't find maps/menu.bsp????plz help me.... ???

ViciouZ

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Re: Build 21 can't find maps/menu.bsp
« Reply #38 on: February 15, 2008, 04:35:18 PM »
Were you using Zorch's menus?

If yes, delete them until he has created super updated versions.

Otherwise...

erk

UDead

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Re: Build 21 can't find maps/menu.bsp
« Reply #39 on: February 15, 2008, 04:38:32 PM »
how do i find out if im using Zorch's menus???

i have this this that in my "C:\Games\Paintball2\pball" folder called "menus_v5.pak"