Author Topic: Build 23  (Read 27738 times)

jitspoe

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Build 23
« on: May 27, 2008, 11:31:12 PM »
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

y00tz

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Re: Build 23
« Reply #1 on: May 27, 2008, 11:31:26 PM »
:)

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

Zorchenhimer

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Re: Build 23
« Reply #2 on: May 27, 2008, 11:34:44 PM »
:D

Eiii

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Re: Build 23
« Reply #3 on: May 27, 2008, 11:40:19 PM »
Happy day!

Garrett

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Re: Build 23
« Reply #4 on: May 28, 2008, 07:31:18 AM »
Yippee, a new build.  I'll give it a try when I get home.  Hopefully its stable enough to release on fileradar.

T3RR0R15T

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Re: Build 23
« Reply #5 on: May 28, 2008, 10:45:46 AM »
- 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).

jitspoe

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Re: Build 23
« Reply #6 on: May 28, 2008, 01:48:44 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.

Apocalypse

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Re: Build 23
« Reply #7 on: May 28, 2008, 02:09:22 PM »
Like the new walking sounds and chat sound T3rror15t's idea sounds good.
Edit: Saw Jits post

ViciouZ

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Re: Build 23
« Reply #8 on: May 28, 2008, 02:12:22 PM »
The falling sound seems cutoff too quickly.

T3RR0R15T

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Re: Build 23
« Reply #9 on: May 28, 2008, 02:14:42 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.

jitspoe

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Re: Build 23
« Reply #10 on: May 28, 2008, 11:25:40 PM »
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.

Rick

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Re: Build 23
« Reply #11 on: May 28, 2008, 11:51:16 PM »
For me, i personally think the "chat" alert noise is a little to soft. But thats just my opinion, other then that, Nice Job.

Zorchenhimer

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Re: Build 23
« Reply #12 on: May 29, 2008, 12:17:18 AM »
You still didn't fix the menu variables, did you?  :P

KalTorak

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Re: Build 23
« Reply #13 on: May 29, 2008, 01:11:45 AM »


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

Floods the console every time you shoot it though.

Eiii

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Re: Build 23
« Reply #14 on: May 29, 2008, 02:12:35 AM »
I'm not having that issue. The new animations work fine for me on EV1.
 And, uh, what's with the barrel?

jitspoe

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Re: Build 23
« Reply #15 on: May 29, 2008, 09:23:52 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.

Zorchenhimer

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Re: Build 23
« Reply #16 on: May 29, 2008, 12:12:30 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.

jitspoe

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Re: Build 23
« Reply #17 on: May 29, 2008, 01:01:19 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.

Zorchenhimer

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Re: Build 23
« Reply #18 on: May 29, 2008, 01:28:13 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?

jitspoe

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Re: Build 23
« Reply #19 on: May 29, 2008, 01:31:18 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.