Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on September 09, 2012, 11:18:09 PM

Title: Build 36
Post by: jitspoe on September 09, 2012, 11:18:09 PM
The focus on this build was to include a tutorial map to help new players get into the game, but it also has some other bug fixes and whatnot:

Build 36:
- Feature: Dialog box support. (Thanks, ViciouZ)
- Feature: Added "$bind(command)" to macro processing (used in the tutorial map).
- Bugfix: Fixed bouncing when standing on crouched players. 5:05 PM 6/9/2012
- Bugfix: Fixed crouched players disappearing when standing on top of them. 5:19 PM 6/9/2012
- Tweak: In-game server browser ping colors fade from white to orange (like the CO2 bar on the HUD) to help indicate server quality.
- Tweak: Made key bindings case-insensitive and display in upper case. 8:07 PM 9/6/2012
- Cvar: cl_dialogprint - disables dialog popups (set to 0 to print to the console). 12:57 AM 9/7/2012
- Cvar: m_noaccel - Replaces the old "m_xp" cvar and disables mouse acceleration for all versions of windows.  Windows 7 had it enabled by default (yuck). 10:03 PM 9/7/2012
- Cvar: sv_enforcetime2 - A new attempt to stop speed cheats. 0 = disabled.  Anything else = threshold, in seconds, before somebody is kicked for time discrepancy (Suggested value = 1). 12:28 PM 9/8/2012
- Media: Tutorial map.

1.81 Game DLL:
- Don't try to autobalance in DM mode. 12:19 AM 1/30/2012
- Fixed newmap and nextmap setting modes immediately. 8:48 PM 1/30/2012
- Moved streak logic so it should fix the bug where streak > kills. 12:16 AM 2/10/2012
- Added "tban" to "sv" commands. 8:29 PM 2/19/2012
- Should be possible to shoot players that have spawned in the same location as another player now. 11:42 PM 6/3/2012
- Teleporting inside of another player should no longer get you stuck. 12:17 AM 6/4/2012
- Disallowed just spaces as names. 1:09 PM 9/5/2012

Official release is out.  If you grabbed the pretest, nothing has changed, so you don't have to re-download it.  If not, you can grab it from the Downloads page: http://digitalpaint.org/files/
Title: Re: Build 36
Post by: deadfroggy on September 10, 2012, 01:10:01 AM
Didn't you say you shortened specinvite to spec? (On Foxhounds Post).
Title: Re: Build 36
Post by: jitspoe on September 10, 2012, 01:16:02 AM
Ah, yeah, forgot to put it in the change list.  That's a server side thing, though, so it will only work on servers that have updated.
Title: Re: Build 36
Post by: deadfroggy on September 10, 2012, 01:19:05 AM
oh yeah just went through the toturial map nice but i think you should add what keys are to move, jump etc.
Title: Re: Build 36
Post by: Cameron on September 10, 2012, 02:34:58 AM
oh yeah just went through the toturial map nice but i think you should add what keys are to move, jump etc.
There's a menu for controls.
Title: Re: Build 36
Post by: T3RR0R15T on September 10, 2012, 07:33:57 AM
- Cvar: sv_enforcetime2 - A new attempt to stop speed cheats. 0 = disabled.  Anything else = threshold, in seconds, before somebody is kicked for time discrepancy (Suggested value = 1). 12:28 PM 9/8/2012

We have the old sv_enforcetime enabled on our servers. Are there any problems with both enabled or should we disable it now?
Title: Re: [Feature] Tutorial Map
Post by: T3RR0R15T on September 10, 2012, 09:04:28 AM
Here are some things i noticed:

sshot1075: Why is the word "basics" in a new line and not behind the word "the"?

sshot1076: The dialog boxes can overlap each other. Is there maybe a way to stop moving (or temporary unbind the movement keys) while a dialog box is shown. So it shouldn't be possible to get a new one while an old one is open.

sshot1078: Is it normal, that the dialog box background fades out if i don't move around with my mouse? It comes back if i move my mouse.

sshot1079: The tutorial loads directly (instead of the menu) if i start the game. Thats not bad, but why does it show that "login server" message for a few seconds?

sshot1080: After the tutorial map, it shows this menu. Why? I thought it logged me in at the beginning of the tutorial map (see sshot1079), so it should show the normal menu. If it is for new players, there should be the noprofile.txt menu.

Demo:
1. There is a sound like it sends back a flag to the flag point at the beginning of the map
2. I can pic up more than one paint or smoke grenades. Is it new or a bug?
3. I need to close each dialog box again in the demo.
Title: Re: Build 36
Post by: jitspoe on September 10, 2012, 09:05:46 AM
We have the old sv_enforcetime enabled on our servers. Are there any problems with both enabled or should we disable it now?
They are independent.  You can have them both enabled.  sv_enforcetime2 should be a little more effective and less likely to kick false positives, in theory, but it hasn't had much testing.
Title: Re: Build 36
Post by: T3RR0R15T on September 10, 2012, 09:12:53 AM
Ok, thanks. Let's try it.


You forgot to add ViciouZ' sortable serverlist menu file, or do you don't want it?

Can you also please strip out all spaces in front of the hostname in the serverlist?
Title: Re: Build 36
Post by: Morphin on September 10, 2012, 09:24:42 AM
After i updated to Build 36, my mouse sensitivity slows down pretty much after starting the game.
I haven`t changed any settings... When I tip the command "sensitivity" in console it shows my standart setting but it seems like it got skulled down.
Title: Re: Build 36
Post by: ceedex on September 10, 2012, 10:10:11 AM
Hi everybody,

is there any way to deactivate the dialog box? I prefer to get these dialog information by the news stream on top.

Thanks for help.
Title: Re: Build 36
Post by: ViciouZ on September 10, 2012, 11:15:33 AM
Hi everybody,

is there any way to deactivate the dialog box? I prefer to get these dialog information by the news stream on top.

Thanks for help.

- Cvar: cl_dialogprint - disables dialog popups (set to 0 to print to the console). 12:57 AM 9/7/2012

Open the console with ~ or button next to 1 on your keyboard, type in "cl_dialogprint 0".
Title: Re: Build 36
Post by: jitspoe on September 10, 2012, 11:23:05 AM
After i updated to Build 36, my mouse sensitivity slows down pretty much after starting the game.
I haven`t changed any settings... When I tip the command "sensitivity" in console it shows my standart setting but it seems like it got skulled down.


Quote
- Cvar: m_noaccel - Replaces the old "m_xp" cvar and disables mouse acceleration for all versions of windows.  Windows 7 had it enabled by default (yuck). 10:03 PM 9/7/2012
I fixed the acceleration so it's disabled by default.  You can reenable it by unchecking "disable accel" in the setup->controls.  I would suggest leaving accel disabled and increasing your sensitivity, though.  You'll have much more consistent turning (moving the mouse the same distance always turns the same amount, regardless of speed), and it should help your aim/twitch shooting in the long run once you've gotten used to it.
Title: Re: Build 36
Post by: deadfroggy on September 11, 2012, 02:30:49 AM
jitspoe looks like you done something to the script for the high res flags?
Title: Re: Build 36
Post by: T3RR0R15T on September 11, 2012, 03:14:02 AM
It's a map bug (airtime and a few other maps).
Title: Re: Build 36
Post by: deadfroggy on September 11, 2012, 03:45:58 AM
oh ok...>.<
Title: Re: Build 36
Post by: T3RR0R15T on September 11, 2012, 07:58:43 AM
Is that "NET_GetPacket: WSAECONNRESET from 94.249.253.48:11157" message normal? It comes instead of the old server / serverlist messages.
Title: Re: Build 36
Post by: jitspoe on September 11, 2012, 02:34:24 PM
It was probably always there, just not noticeable before with all the other messages.
Title: Re: Build 36
Post by: Olbaid on September 11, 2012, 04:24:53 PM
Tutorial map isn't too shabby..

Just a suggestion - Maybe include something related to aiming. For instance, how to lead your paint for players at a greater distance.  Could have a bot running across or something at certain distances.
Title: Re: Build 36
Post by: jitspoe on September 11, 2012, 04:39:33 PM
Tutorial map isn't too shabby..

Just a suggestion - Maybe include something related to aiming. For instance, how to lead your paint for players at a greater distance.  Could have a bot running across or something at certain distances.
Yeah, I'd like to have a more advanced shooting range type thing, but I really need to make some custom entities that can move around and register hits and such.  I also want to have a set of more advanced tutorials for shooting fast-moving targets, advanced jumping, etc.
Title: Re: Build 36
Post by: Foxhound on September 11, 2012, 07:48:25 PM
Another suggestion, create a menu option to disable the text boxes, because the console command has to be re-entered everytime you re-play.
Title: Re: Build 36
Post by: jitspoe on September 11, 2012, 09:57:43 PM
Use seta to archive the setting.
Title: Re: Build 36
Post by: deadfroggy on September 12, 2012, 12:41:00 AM
what about a gamemode - archery?
So you can practice aiming at targets. Like you could shoot at it get dead center and get 10 points next circle 8...etc. Something like that would be good.

Plus, how do i change it so it wont load the tutorial map every time i open it.

When it does that it doesnt log me in properly?
Title: Re: Build 36
Post by: T3RR0R15T on September 12, 2012, 06:22:22 AM
Plus, how do i change it so it wont load the tutorial map every time i open it.

Complete it (or set "cl_tutorialcomplete 1") to stop that.
Title: Re: Build 36
Post by: jitspoe on September 12, 2012, 02:23:09 PM
Here are some things i noticed:

sshot1075: Why is the word "basics" in a new line and not behind the word "the"?

sshot1076: The dialog boxes can overlap each other. Is there maybe a way to stop moving (or temporary unbind the movement keys) while a dialog box is shown. So it shouldn't be possible to get a new one while an old one is open.

sshot1078: Is it normal, that the dialog box background fades out if i don't move around with my mouse? It comes back if i move my mouse.

sshot1079: The tutorial loads directly (instead of the menu) if i start the game. Thats not bad, but why does it show that "login server" message for a few seconds?

sshot1080: After the tutorial map, it shows this menu. Why? I thought it logged me in at the beginning of the tutorial map (see sshot1079), so it should show the normal menu. If it is for new players, there should be the noprofile.txt menu.

Demo:
1. There is a sound like it sends back a flag to the flag point at the beginning of the map
2. I can pic up more than one paint or smoke grenades. Is it new or a bug?
3. I need to close each dialog box again in the demo.

Moved this post to the B36 thread since most of the post was about the build, not the tutorial map.

Word wrapping: Q2 has a weird way of word wrapping.  ViciouZ set up the dialogs, so I assume he used similar code.  I didn't actually implement this.

Dialog overlap: I'm open to suggestions here.  Stopping the player when a dialog pops up is pretty annoying, but I might be able to do a special trigger or something that only does it on the tutorial map.

Login server message:  You have the game set to auto-login, so it will do just that.  Also, since the tutorial map returns you to whatever menu you were last at.  You were at the login screen (when the login completes, it auto-closes this menu, but you're already in the tutorial map).  First-time players won't experience that, so I'm not too worried about it.

Flag return sound: Not sure what's up with that.  I meant to investigate it, but never got around to it.  I'm guessing the pong ball is resetting for some reason.

Can't watch the demo right now, but you shouldn't be able to carry multiple grenades at the same time... I wasn't experiencing that.

I guess something should be done with the dialog prints while you're watching a demo.  The same issue happens with the map voting screen.  It's just replaying data received from the server and displaying it the same way.
Title: Re: Build 36
Post by: T3RR0R15T on September 13, 2012, 07:45:09 AM
Overlap: Can you check, if the player closed the dialog or not? If yes, close the old dialog automatically if the player gets another one and re-open the old dialog if the players comes to that trigger again (until he clicked OK).
Title: Re: Build 36
Post by: deadfroggy on September 16, 2012, 01:59:38 AM
oh yeah would you make it so we can like scope? like it slows you down, sorta like cod so you can get better aim.
Title: Re: Build 36
Post by: nub on September 16, 2012, 08:37:20 AM
oh yeah would you make it so we can like scope? like it slows you down, sorta like cod so you can get better aim.

http://dplogin.com/dplogin/featurevote/feature.php?id=10084

Also here are 4 variations of a script.
_________________________________________________________
Variation 1
The most simple and effective one. When you roll your mousewheel up you zoom in and the sensitivity goes down. You roll it down and you go back to normal and the sensitivity goes back to normal. (You can change the "fov" and the "sensitivity" to your liking.

bind "MWHEELDOWN" "fov 100;sensitivity 6"
bind "MWHEELUP" "fov 40;sensitivity 2"

Variation 2
This one zooms in when you press a key and zooms out when you let go of the key.

alias +zoom "fov 30;sensitivity 5"
alias -zoom "fov 90;sensitivity 10"
bind mouse2 +zoom

Variation 3
This one zooms in when you hit a key then when you hit the key again it will go closer then when you hit the key once again it will go back. You can also bind it to the mousewheel.

alias zoom0 "fov 120; bind f zoom1"
alias zoom1 "fov 70; bind f zoom2"
alias zoom2 "fov 50; bind f zoom0"
bind f zoom1

Variation 4
This one is bound to the mouse wheel and takes into consideration mouse sensitivity.

bind "MWHEELDOWN" "zoom0"
bind "MWHEELUP" "zoom1"
alias zoom0 "crosshair 16;fov 120;sensitivity 20;bind mwheelup zoom1"
alias zoom1 "crosshair 2;fov 70;sensitivity 10;bind mwheelup zoom2;bind mwheeldown zoom0"
alias zoom2 "fov 50;sensitivity 8;bind mwheelup zoom3;bind mwheeldown zoom1"
alias zoom3 "fov 30;sensitivity 6;bind mwheelup zoom4;bind mwheeldown zoom2"
alias zoom4 "fov 10;sensitivity 4;bind mwheeldown zoom3"
Title: Re: Build 36
Post by: Paint.clown on September 16, 2012, 09:10:49 AM
Great job with the new build Jitspoe.
Title: Re: Build 36
Post by: jitspoe on September 16, 2012, 09:02:03 PM
Linux files have been added to the first post.
Title: Re: Build 36
Post by: yossarianuk on September 17, 2012, 04:21:59 PM
New Linux client seems fine - Played for several hours no issues.

Not tried the server.

Cheers for doing the linux build so quickly   ;D
Title: Re: Build 36
Post by: jitspoe on September 19, 2012, 10:44:54 PM
Official release is out.  If you grabbed the pretest, nothing has changed, so you don't have to re-download it.  If not, you can grab it from the Downloads page: http://digitalpaint.org/files/
Title: Re: Build 36
Post by: david14 on September 20, 2012, 01:47:53 PM
I know sv_enforcetime2 has been implemented, but when a player is speeding "legally" on ice this happens...

(http://picturestack.com/170/363/dLcsshot0012g2q.jpg)
(http://picturestack.com/170/363/T47sshot0013XxC.jpg)

as you can see I am trying to accelerate on ice, but this advice appears on the chat and then the player gets slowed down.

There is a way to "fix" it? or is an unexpected reaction of the limiter?
Title: Re: Build 36
Post by: T3RR0R15T on September 20, 2012, 02:16:41 PM
I've no problem with it. Are you sure, you didn't enabled tripping? Try to type this into the console: "tripping 0"
Title: Re: Build 36
Post by: david14 on September 20, 2012, 05:46:26 PM
I haven't enabled tripping, but it solved my problem, thanks.
Another little trouble I had is related to paintgren in tutorial, when I throw it the game becomes a bit laggy (the same as tripping, I haven't had this problem in past). It is not relevant, but I am checking every aspect of this new build.
Title: Re: Build 36
Post by: Foxhound on September 21, 2012, 06:19:22 PM
Is the flag supposed to follow the momentum of your body after you've been shot?
Title: Re: Build 36
Post by: david14 on September 22, 2012, 03:38:34 PM
Yes, and not only the flag, you can see your weapon, your ammo and the rest of your equipment following physics' laws
Title: Re: Build 36
Post by: Foxhound on September 22, 2012, 04:22:37 PM
But is that supposed to be how jitspoe wants it? I don't like it.
Title: Re: Build 36
Post by: Narga on September 22, 2012, 11:12:50 PM
I don't like it.

I do.
Title: Re: Build 36
Post by: Foxhound on September 22, 2012, 11:24:37 PM
you would.
Title: Re: [Feature] Tutorial Map
Post by: Rockyar_96 on October 23, 2012, 09:20:03 AM
there is some problem with the modifications u did regarding the gamemodes. It seems as if it is possible that a bot is in another gamemode than the rest of the clients. Have a look at the demo. Map is university_b10(siege) but the bot is in a third, yellow team which should not exist. In order to allow the map to be run in TDM i put "maxteams - 3" and "team3 - yellow"

DEMO: tutorialmapbug.dm2 (http://www.file-upload.net/download-6727204/tutorialmapbug.dm2.html)


PS: Sry, the demo is quite long. I just have no idea how to split a demo.
Title: Re: Build 36
Post by: jitspoe on October 23, 2012, 09:37:23 AM
there is some problem with the modifications u did regarding the gamemodes. It seems as if it is possible that a bot is in another gamemode than the rest of the clients. Have a look at the demo. Map is university_b10(siege) but the bot is in a third, yellow team which should not exist. In order to allow the map to be run in TDM i put "maxteams - 3" and "team3 - yellow"

DEMO: tutorialmapbug.dm2 (http://www.file-upload.net/download-6727204/tutorialmapbug.dm2.html)


PS: Sry, the demo is quite long. I just have no idea how to split a demo.

Moved this to the b36 thread, since it doesn't have anything to do with the tutorial map.

I don't think I changed the way siege works.  Siege has always "supported" more than 2 teams.  It's supposed to cycle through them with 1 team defending and the other 2 attacking (or maybe it was the other way around).  No siege maps have ever used 3 teams before, though, so it probably doesn't work.
Title: Re: Build 36
Post by: g694 on October 25, 2012, 09:27:56 AM
build 36 is crashing on my Windows 7 (home basic ) 64 bit ! .  it crashes after 10 - 20 secs of entering an server. The only change i made was disable the dialog box by the command   cl_dialogprint 0. 
Title: Re: Build 36
Post by: deadfroggy on October 26, 2012, 01:31:35 AM
did you run it as a administrator?
(right click shortcut-> run as administrator)