Author Topic: Build 34  (Read 4920 times)

jitspoe

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Build 34
« on: January 02, 2012, 11:01:25 PM »
This build takes into account a bunch of the feedback given on build 33.  Hopefully these physics tweaks make everybody happy. :)  It also includes some minor fixes and CVS commits from T3RR0R15T.

- Bugfix: Fixed menu widgets not repositioning correctly after the game window was resized. 11:02 PM 12/29/2011
- Bugfix: Fixed potential crash with server "say" command and made server chat display to the console. 3:15 AM 1/2/2012
- Bugfix: Fixed non-integer crosshair scales not positioning correctly. 9:29 PM 1/2/2012
- Tweak: Removed water uber doublejump with new movement physics. 12:03 AM 12/30/2011
- Tweak: "arecord" now prepends "auto" if no prefix is specified - (T3RR0R15T)
- Tweak: Made it so crouching in the air at high velocities should no longer be possible.  It's still possible to crouch at low velocities so crouching down slopes and steps doesn't bounce you up and down.
- Cvar: "sv_skyglide_maxvel" - Allows you to tweak the maximum velocity skygliding will retain, so you can't sky glide crazy distances from ice jumps, etc. 12:05 AM 12/30/2011
- Cvar: "sv_crouchslide" - enables crouch sliding.
- Cvar: "sv_oldmovephysics" - uses the older style ramp and step physics.
- Cvar: "cl_consoleheight" - Value from 0 to 1 to adjust console height (0.5 is the default) - (T3RR0R15T)
- Cvar: "sv_consolename" - Name used when you "say" something at the server console.  0 = "console", 1 = "Info", 2 = "News", 3 = "Help", 4 = "Server", 5 = "Admin". (T3RR0R15T)

I'm just putting together a win32 patch until I get some feedback:

http://digitalpaint.org/files/temp/paintball2_build034_update_pretest1.exe

Toxiic

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Re: Build 34
« Reply #1 on: January 02, 2012, 11:55:30 PM »
Nice, so wasn't the b33 a pretest or was it the actual b33?

ill most likely download this new build tommorrow and give you my feedback.

cusoman

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Re: Build 34
« Reply #2 on: January 03, 2012, 12:20:54 AM »
Downloaded it and did a quick run through of shazam22, shazam33, pbcup_pforest, pbcup_renoir, airtime, propaint1, sassault4_b3, and zephyrus_b2.  I was able to complete all previous jumps, and wasn't able to do anything too absurd, so good job! :)

A couple of notes:
- I left everything default while testing
- Seemed weird at first like something was off.  Might have been placebo effect. I was able to jump "normal" after about a minute.
- The sky gliding is still too strong in some specific areas. Pbcup_renoir has me hitting my head when i do speed jump and I over-jump the platform on sass4.  On shazam33, you can do the mid speed very far into base.  Releasing the space bar causes you to drop off the sky, and in places like that, you just have to do it.  Otherwise, your value of 200 seems to be appropriate and doesn't change much :)
- On propaint1, the old banner jumps seemed easier, which isn't a bad thing, but its a note.  I couldn't do the ridiculous one introduced in 33 :)
- Bouncing down ramps is different, but after you figure it out, you can do all the normal jumps
- 2fort5 bug I posted was still do-able ;)

Aside from the last note, none of those are really bugs and more just things you have to get used to.  Nothing seems unreasonable, and after I got it, things seemed smoother :D  (may have been placebo)

Overall, nice work!

- Cusoman

jitspoe

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Re: Build 34
« Reply #3 on: January 03, 2012, 01:08:29 AM »
Crap, I forgot about the 2fort5 bug.

Toxiic: "Pretest" is mainly for testing the packaged release (to ensure there's nothing blatantly wrong).  Build indicates the actual compiled version number of the program.  Technically, it should be incremented every time the project is compiled, but that's a bit complicated and unnecessary (numbers would be in the thousands).  I just increment it every time I post something.  The game DLL also has its own build number.  It's at 179 now.

Foxhound

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Re: Build 34
« Reply #4 on: January 03, 2012, 01:10:02 AM »
So i just played propaint1 since its late and i want to sleep, but i have no complaints. I enjoy not having to hold spacebar on ice jump.

the only thing is you can still notice extra speed bursts at some points and not sliding down a ramp is also feeling weird but i will get used to it.

dystro

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Re: Build 34
« Reply #5 on: January 03, 2012, 02:00:49 AM »
I like how the first 2 replies to jitspoe are people that are banned.  Anyway i will give this build a check and see if it's worth me upgrading my server to since we were disagreeing with the physics changes at first, but if they can be disabled or adjusted we'll see how that works.

T3RR0R15T

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Re: Build 34
« Reply #6 on: January 03, 2012, 07:06:21 AM »
Should it show "ref_gl version: PB2GL 0.32" ?

- I hear very many footsteps, if i crouch on ice.

UnRateD

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Re: Build 34
« Reply #7 on: January 03, 2012, 11:00:57 AM »
yess this is much better. feels a little weird, but i think these changes are for the best. jumping is easier now i reckon, which is good in my opinion.

good job sir! going to go try some more maps with this build.

prozajik

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Re: Build 34
« Reply #8 on: January 03, 2012, 11:09:24 AM »
Really nice, 34 is just improved 32 without any drastical changes I think. Definetelly +1 on this, tho where did the option "oldmovephysics 1" disappeare? When i play on 32/33 build server its still little lagy so it would have been better to have the option to turn it off.

jitspoe

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Re: Build 34
« Reply #9 on: January 03, 2012, 01:20:37 PM »
sv_oldmovephysics.  It auto-sets the settings on the client, but this isn't compatible with build 33.  It should work on older servers, though.

Should it show "ref_gl version: PB2GL 0.32" ?

- I hear very many footsteps, if i crouch on ice.
I didn't change anything on the renderer, really, so I didn't bother incrementing it.  Rapid crouch footsteps hasn't been fixed.  Another issue for another day.  I was thinking of making some sliding sounds that would work well when played rapidly and use those instead.

Riddick

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Re: Build 34
« Reply #10 on: January 03, 2012, 01:53:18 PM »
should make it so you cant spam the crouch button or use crouch scripts also

T3RR0R15T

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Re: Build 34
« Reply #11 on: January 03, 2012, 02:37:01 PM »
Ok, good to know :)

ViciouZ

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Re: Build 34
« Reply #12 on: January 03, 2012, 04:19:00 PM »
sv_crouchslide 1 ♥

jitspoe

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Re: Build 34
« Reply #13 on: January 03, 2012, 10:52:59 PM »
Well, I think I have a fix for the low ceiling ramps.  It looks like there was always an issue with them, but the stepping bug fixes amplified it drastically.  I'm not sure if it's worth putting together a new build with just this fix, though.

T3RR0R15T

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Re: Build 34
« Reply #14 on: January 04, 2012, 07:25:35 AM »
Build 35? Don't think so.
Adding it to build 34 final should be fine. This is just a pretest, the final can have other fixes as well.

deadfroggy

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Re: Build 34
« Reply #15 on: January 04, 2012, 07:36:05 PM »
i dont like the crouch at high velocitys but other than that i love it. :D :D

jitspoe

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Re: Build 34
« Reply #16 on: January 04, 2012, 09:44:28 PM »
I fixed another bug where you spaz up and down next to some walls.

i dont like the crouch at high velocitys but other than that i love it. :D :D
You mean when you set sv_crouchslide 1?

T3RR0R15T

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Re: Build 34
« Reply #17 on: January 05, 2012, 06:04:17 PM »
You get stuck a bit while crouching here. Is it a movement or map bug?


jitspoe

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Re: Build 34
« Reply #18 on: January 08, 2012, 06:28:12 PM »
I'm not sure.  It looks like it does it with sv_oldmovephysics, so I don't think it's new to build 34.  It may be some weird angle combination that hasn't been used before or the compiler just did something weird with the physics planes.  Have you seen it happen in any other map?  You might just post that demo in the zephyrus thread and see if he can adjust the map slightly to fix it.

deadfroggy

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Re: Build 34
« Reply #19 on: January 09, 2012, 07:31:18 AM »
Quote from: jitspoe link=topic=24105.msg220537#msg220537 date=
You mean when you set sv_crouchslide 1?
[/quote
yeah:)