Author Topic: Build 25  (Read 23437 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Build 25
« on: January 26, 2009, 12:13:21 AM »
Not releasing the client just yet, but there is a build 25 test server up here: 70.85.9.178:27005 (or dplogin.com:27005).  You will need the build 24 client to connect, as it has vwep enabled.

Some of the changes on the server side:
- Smoke grenade sound effects. 11:07 PM 10/19/2008 (won't be available until build 25 client is released).
- Optimizations, rearranged some weapon code. 11:25 PM 10/23/2008
- Made observer mode not spaz respawn while holding down the fire button (only respawns once per click - same for chasecam modes). 1:06 AM 10/24/2008
- Fixed crash with large MOTD files. 8:20 PM 10/25/2008
- Changed some of the cheat checking commands so people don't inadvertantly type them in the console. 1:45 PM 11/1/2008
- Fixed "Unknown" gametype in stdlogs for TDM. 11:46 PM 11/5/2008
- Siege should correctly log round ends. 1:41 AM 11/8/2008
- Siege round ends now use the event system for improved bandwith. 1:43 AM 11/8/2008
- Fixed target_speaker to not use wait key the first time when start on spawnflag set. 1:05 AM 11/9/2008
- Made it so you can add a death message to trigger_hurt with the "message" key. 2:13 PM 11/14/2008

Client features will include:
- Made the same footstep sound not play twice (or more) in a row, as that sounds weird. 1:37 AM 11/8/2008
- Started on surface specific footstep sounds.  Snow textures and w_metal1 will make a new stepping sound.  6:39 PM 1/20/2009
- "localstats" command. (ViciouZ)
- OGG Vorbis music support.  Put some .ogg files in paintball2/pball/music to test it out. (QuDos, ViciouZ)
- "menu_reload" command for advanced menu features (Zorchenhimer)
- Password dialog for connecting to passworded servers. (Zorchenhimer, ViciouZ)

Edit: Client test build now available here:
Update: http://digitalpaint.epicfail.us/files/paintball2_build025_update_pretest2.exe
Full: http://digitalpaint.epicfail.us/files/paintball2_build025_full_pretest1.exe
« Last Edit: January 31, 2009, 07:18:52 PM by jitspoe »

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Build 25
« Reply #1 on: January 26, 2009, 12:30:41 AM »
- "menu_reload" command for advanced menu features (Zorchenhimer)

I'll release a new menu version for this, unless you want to include it.  :D

sk89q

  • Global Moderator
  • Autococker
  • Posts: 1049
Re: Build 25
« Reply #2 on: January 26, 2009, 02:10:52 AM »
Surface-specific footstep sounds! :D

Garrett

  • Autococker
  • Posts: 1372
Re: Build 25
« Reply #3 on: January 26, 2009, 08:32:01 AM »
[...]
Client features will include:
- Made the same footstep sound not play twice (or more) in a row, as that sounds weird. 1:37 AM 11/8/2008
- Started on surface specific footstep sounds.  Snow textures and w_metal1 will make a new stepping sound.  6:39 PM 1/20/2009
- "localstats" command. (ViciouZ)
- OGG Vorbis music support.  Put some .ogg files in paintball2/pball/music to test it out. (QuDos, ViciouZ)
- "menu_reload" command for advanced menu features (Zorchenhimer)
- Password dialog for connecting to passworded servers. (Zorchenhimer, ViciouZ)

Great job guys in helping out with some of the feature requests.

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 25
« Reply #4 on: January 26, 2009, 10:10:48 AM »
What is with the swear filter and the url-password?
Will they come with build 25 too?

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Build 25
« Reply #5 on: January 26, 2009, 10:25:53 AM »
Yes, they're in the CVS :)

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 25
« Reply #6 on: January 26, 2009, 10:44:50 AM »
- The smoke grenade sound is cool, but it should be a little, little bit louder. I can only hear the first 1-2 seconds from the sound, if i run through the map and it would be great, if the sound gets louder when i come in the near of an active gren.
- smokegrenbounce1.wav is not on the server.
- smokegrenbounce2.wav is not on the server.
- Bug? (attachment)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 25
« Reply #7 on: January 26, 2009, 05:43:35 PM »
Guess I forgot to note the word filter and url password features.  I wasn't aware that there was a smoke grenade sound on the server.  I'm not sure if that's the latest sound or not.  It's supposed to be pretty quiet, though.  I don't want it to be annoying, as it would probably just sound like static if made louder.  The volume should change based on distance, though.

The image you have attached isn't a bug.  That's the way the VM-68 model has always looked.  It just has a very low poly trigger guard: (google image search: http://images.google.com/images?q=vm68&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&sa=N&tab=wi).  I actually own a VM-68 now, so I can make a more accurate model at some point.

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 25
« Reply #8 on: January 27, 2009, 10:38:32 AM »
OK, thanks :)

Is the fix with the "bouncing up and down on spawn"-thing included too? U said u want fix it a few month ago, but i read nothing about it in the last time.


Is this right? gamename = Digital Paint Paintball 2 v1.914(162) // gameversion = DPPB2 v1.914(162)
Shouldn't it be: gamename = Digital Paint Paintball 2 // gameversion =  v1.914 (162)


If u want some stress testing, the speed server is full.


Some other things (i connected with 2 clients because the server was a little bit empty... Then i throw the flag away and switched the client):

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 25
« Reply #9 on: January 27, 2009, 11:39:39 AM »
Yeah, I was just about to post that I noticed the flag bug.  I've fixed it but haven't uploaded the new version.  The gamename/gameversion variables were done for different server browsers, I think, though I'm not sure if people even use things like HLSW or ASE any more for paintball2.  The bouncing spawn has been fixed.

Bono

  • VM-68
  • Posts: 193
Re: Build 25
« Reply #10 on: January 27, 2009, 12:25:48 PM »
what with the clock? (cl_drawclock)


T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 25
« Reply #11 on: January 27, 2009, 12:41:58 PM »
Sounds more and more like a very important build...


So this features could be closed:
Feature 10104 - Add Date, Time, and Server Info to Demo Files
Feature 10022 - Ogg Vorbis support
Feature 10150 - Display sv_login in Server Browser
Feature 10128 - Password Support for paintball2:// Protocol (pls add the example "paintball2://xxx.xxx.xxx.xxx?password" to the changelog)
Feature 10046 - Customizable Client-Side Word Filter
Feature 10075 - In-Game Music Player
Feature 10059 - Surface-Specific Sounds (in progress)
Feature 10099 - High-Polygon Weapon Models (in progress, PGP done)


Maybe this is also easy/fast to implement:
Feature 10089 - Read .ent Files from pball/maps/ent
Feature 10151 - Funname Codes Show in Log for "listuserip" Command
Feature 10100 - Update Screenshots (some screenshots are here, if u have more time: here)



And there is a little bug in the warmup mode. If i turn it off, the map starts when the countdown is at 11.

paintwaster

  • PGP
  • Posts: 49
Re: Build 25
« Reply #12 on: January 27, 2009, 01:28:33 PM »
when will build 24 be released?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 25
« Reply #13 on: January 27, 2009, 01:33:28 PM »
when will build 24 be released?

It won't have a public release, but there's a link to download it from the build 24 thread.

paintwaster

  • PGP
  • Posts: 49
Re: Build 25
« Reply #14 on: January 27, 2009, 04:29:23 PM »
where do i find this thread?

idias

  • Autococker
  • Posts: 605
Re: Build 25
« Reply #15 on: January 27, 2009, 04:57:09 PM »
http://dplogin.com/forums/index.php?topic=15163.0

Three threads bellow this one! -.-' Search next time

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 25
« Reply #16 on: January 27, 2009, 11:30:40 PM »
I've uploaded a new version to the server that fixes the flag issue (and probably some other stuff, but I don't remember what all at this moment).

supermonkey

  • PGP
  • Posts: 39
Re: Build 25
« Reply #17 on: January 28, 2009, 11:43:25 PM »
Couple quick questions:
1. Are the old models still available in build 25?
2.If the old models are still available iss there anyway to disable vwep if you wanted to play with the old models and not have them look like the guns are sticking out of their crotch?

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Build 25
« Reply #18 on: January 29, 2009, 12:08:21 AM »
I hope jitspoe drops compatibility with the old models.

Eiii

  • Autococker
  • Posts: 4595
Re: Build 25
« Reply #19 on: January 29, 2009, 12:19:41 AM »
Ouch, I hope not. Lots of people with lower-spec computers play this game, and the newer models have hueg tris.
LOD first, or maybe a low-poly option. Then drop compatibility.