Author Topic: Build 28  (Read 21357 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Build 28
« 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

b00nlander

  • Autococker
  • Posts: 784
Re: Build 28
« Reply #1 on: August 19, 2009, 10:45:51 AM »
release notes please :)

_burnt

  • Autococker
  • Posts: 698
Re: Build 28
« Reply #2 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.

Viper

  • Autococker
  • Posts: 604
Re: Build 28
« Reply #3 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.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 28
« Reply #4 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?

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 28
« Reply #5 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" ' ?

_burnt

  • Autococker
  • Posts: 698
Re: Build 28
« Reply #6 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

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 28
« Reply #7 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.


Kyuuchi

  • Autococker
  • Posts: 1183
Re: Build 28
« Reply #8 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
« Last Edit: August 19, 2009, 04:42:42 PM by Kyuuchi »

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 28
« Reply #9 on: August 19, 2009, 01:16:53 PM »
So far, it's very nice. Good work jitspoe.
and ViciouZ :)


EDIT:
The overflow bug is in this build too.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 28
« Reply #10 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.

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 28
« Reply #11 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.

Kyuuchi

  • Autococker
  • Posts: 1183
Re: Build 28
« Reply #12 on: August 19, 2009, 04:43:10 PM »

UDead

  • Autococker
  • Posts: 592
Re: Build 28
« Reply #13 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?

RiMiNi

  • 68 Carbine
  • Posts: 418
Re: Build 28
« Reply #14 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.)

idias

  • Autococker
  • Posts: 605
Re: Build 28
« Reply #15 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.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 28
« Reply #16 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?

idias

  • Autococker
  • Posts: 605
Re: Build 28
« Reply #17 on: August 20, 2009, 05:33:24 PM »
Thick metal is louder I think

UDead

  • Autococker
  • Posts: 592
Re: Build 28
« Reply #18 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.

musickid999

  • 68 Carbine
  • Posts: 498
Re: Build 28
« Reply #19 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.